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2©2009 Applied Research Associates, Inc. ARA Proprietary
Virtual Heroes Founded January 2004 by veterans of the Research Triangle
Institute, the U.S. military and the computer game industry
Acquired by ARA April 2009
3©2009 Applied Research Associates, Inc. ARA Proprietary
Premier provider of Advanced Learning Technologies (A.L.T.) for Healthcare, Federal Systems and Commercial markets
Producer of highly successful America’s Army game (over 10 million registered users)
Unique mix of highly skilled scientists, engineers, artists, & designers
America’s Army (screen capture)
Zero Hour (screen capture)
Virtual Heroes Overview
4©2009 Applied Research Associates, Inc. ARA Proprietary
Who am I?
• BRAD WILLSON
• Senior Game Designer for Virtual Heroes
• A six year veteran of the Games Industry.
• I started my career at Rockstar Games in San Diego, where I worked on the Midnight Club Series, Table Tennis, and Red Dead Revolver.
• I joined the talented team at Virtual Heroes in 2006 because I wanted to incorporate my commercial game experience into games with a true altruistic focus.
5©2009 Applied Research Associates, Inc. ARA Proprietary
MISSIONPLANNING
BUSINESSPROCESS
HEALTHCARE
MILITARYEQUIPMENTTRAINING
EMERGENCYRESPONSE
PRODUCTMARKETING
CONCEPTEVALUATION &
DEMONSTRATION
BEHAVIORMODIFICATION
STEMEDUCATION
MILITARYCONOPSTRAINING
Team Interactions
Physics-based Effects
Focus Groups
After Action Review
Biometrics
PhysiologySimulation
ISD
CognitiveTask
Analysis
6©2009 Applied Research Associates, Inc. ARA Proprietary
Our Focus
Simulations for Learning
• Representations of real life that accurately demonstrate a physical or simulated process or phenomenon
Serious Games
• Game technology used for other than purely entertainment purposes: strategic messaging, training and education, mission planning and rehearsal, political/corporate satire
• Serious games operate at the nexus of where gaming and computer graphics technology meet with instructional design and modeling /simulation
Virtual Worlds
• A computer-based, simulated 3D environment intended for its many users to inhabit and interact with via avatars
7©2009 Applied Research Associates, Inc. ARA Proprietary
The Changing Workplace
What Does the Workplace of Tomorrow Look Like?
According to the Bureau of Labor Statistics
• Employment in professional, scientific, and technical services is projected to grow by 34 percent, adding about 2.7 million new jobs by 2018
• Employment in computer systems design and related services is expected to increase by 45 percent, accounting for nearly one-fourthof all new jobs in this industry sector
What skills are going to be in demand?
• STEM (Science, Technology, Engineering and Math)
• The nation’s STEM workforce is expected to increase 8% between 2008 and 2013 (According to Economic Modeling Systems, Inc.)
8©2009 Applied Research Associates, Inc. ARA Proprietary
The Changing Workplace
OCCUPATIONS WITH THE FASTEST PROJECTED GROWTH (2008-2018)(SOURCE: BLS Occupational Employment Statistics and Division of Occupational Outlook)
Occupations Percent changeNumber of new jobs
(in thousands)
Biomedical engineers 72 11.6
Network systems and data communications analysts
53 155.8
Home health aides 50 460.9
Personal and home care aides 46 375.8
Financial examiners 41 11.1
Medical scientists 40 44.2
Physician assistants 39 29.2
Skin care specialists 38 14.7
Biochemists and biophysicists 37 8.7
9©2009 Applied Research Associates, Inc. ARA Proprietary
The Changing Workplace
America is falling behind the rest of world in STEM education
A recent assessment by the OECD Programme for International Student Assessment revealed that U.S. 15 year olds are near the bottom worldwide in their ability to solve practical problems that require mathematical understanding
The U.S. ranks 16th of 17 nations in the proportion of 24 year olds who earn degrees in natural sciences or engineering as opposed to other majors
More than 50 percent of the undergraduate degrees awarded in China are in the fields of science, technology, engineering and math, compared to 16 percent in the U.S.
10©2009 Applied Research Associates, Inc. ARA Proprietary
The Changing Workplace
We Also Have an Extreme Gender Bias in STEM Careers
While women make up 45 percent of the U.S. workforce, they hold just 12 percent of the science and engineering jobs in business and industry
11©2009 Applied Research Associates, Inc. ARA Proprietary
Student Perception of STEM
It’s boring.
When am I ever going to use this?
Math isn’t cool.
I’m not a NERD!
It’s too hard!
I’d rather be on Facebook.
12©2009 Applied Research Associates, Inc. ARA Proprietary
What are Students Into?
VIDEO GAMES
According to the Entertainment Software Association
• 68% of American Households Play Computer or Video Games
• 60% of gamers are male• 40% of gamers are female
• 63% of Parents Believe that Video Games are a Positive Part of Their Children’s Lives
December 2008 Top Games Played for Males and Females 25-54
Females 25-54 Males 25-54
Title Unique Players Title Unique Players
Solitaire 4,648,004 Solitaire 3,102,619
FreeCell 3,217,403 FreeCell 2,056,857
Great Escapes Solitaire 1,274,468 Hearts 1,192,649
Hearts 1,181,471 Pinball 886,687
Minesweeper 983,766 Minesweeper 786,304
Pinball 878,449Great Escapes
Solitaire 679,020
World of Warcraft 428,621
World of Warcraft 675,713
14©2009 Applied Research Associates, Inc. ARA Proprietary
So How Can We Reach the Students?
Engage• Show students how academic education relates to real life skills
Empower• Make students feel special and unique
Immerse• Involve students in learning
Embrace Social Networking• Figure out how this new trend can be incorporated into education
Adopt New Technology• Bring technology into the classroom
Virtual Learning!
15©2009 Applied Research Associates, Inc. ARA Proprietary
Games in the Classroom
Gaming in classrooms is slowly gaining acceptance as a supplement to conventional education
Games have been used in classrooms for over twenty years (e.g. Oregon Trail), but have lacked a direct teaching focus
Typing games are typically the most used classroom software
Current Notable Successes
Scratch
Alice
16©2009 Applied Research Associates, Inc. ARA Proprietary
SCRATCH
Scratch is a computer application aimed primarily at children that allows them to explore and experiment with the concepts of computer programming by using the simple graphical interface
It’s available free and can be installed on any Windows or Mac OS X computer
17©2009 Applied Research Associates, Inc. ARA Proprietary
ALICE
Alice is a 3D programming environment that makes it easy to create an animation for telling a story, playing an interactive game, or a video to share on the web
Alice is a teaching tool designed to be a student's first exposure to object-oriented programming
In Alice, 3-D objects (e.g., people, animals, and vehicles) populate a virtual world and students create a program to animate the objects
Geared towards getting kids, especially girls, interested in computer science. Meant to be extremely easy to use, with a drag and drop interface
1865 total schools are using Alice
19©2009 Applied Research Associates, Inc. ARA Proprietary
What Makes a Game an Effective Teaching Tool?
Immersion
Fun
Embedded Learning
Social Aspect
Focused Objectives
Ability to Cater to Different Skill Levels
Teacher involvement
22©2009 Applied Research Associates, Inc. ARA Proprietary
Adventure Lab Overview
Prepare your students for the workplace of the future….Adventure Lab is a software tool through which students create their own STEM based video games. By using this application, students can improve their preparation for STEM-related careers.
Limitless possibilities for young minds…Adventure Lab is a game-making program that is robust enough to empower the creative minds of this generation’s high school students, allow them to customize their very own virtual worlds, and share them with their friends.
Programming logic that is easy to understand and even easier to use…Using integrated game programming logic, the student has access to a large number of actions that allow them to build their unique game adventure.
A huge library of available content…Adventure lab is bursting at the seams with an extensive library of 3D objects and character animations. From ambling zombies to flying airplanes, Adventure Lab has it all!
23©2009 Applied Research Associates, Inc. ARA Proprietary
Adventure Lab Overview
Real life physics…Adventure Lab boasts a fully integrated physics engine. Students can modify a multitude of physics parameters and apply them to in-game objects.
Accessible and intuitive controls…Building virtual worlds can be intimidating, but Adventure Lab makes it simple by using easy to understand interfaces. The only limit that a student has to build their unique adventure is their imagination.
Incorporate your own custom sounds…No gaming experience is complete without immersive game sounds. With Audacity ™ (an open source software application for sound recording and editing), Adventure Lab allows students to create and customize all sounds in the game, even music!
Share your students’ creations and track their performance…Adventure Lab has a data logging system that can evaluate and report each student’s performance. Want to share what your students have created with other classrooms or even other schools? Game content is stored locally and can be transferred easily from computer to computer.
28©2009 Applied Research Associates, Inc. ARA Proprietary
MoonBase Alpha Overview
Do you have what it takes…Moonbase Alpha challenges you to assume the roles of pioneering astronauts living in a lunar base in the year 2025. Returning from a research expedition, you witness a meteorite impact that cripples the life support capability of your settlement. With precious time elapsing, you and your team must replace or repair damaged equipment to restore oxygen production to the settlement.
Team up with your friends…The fate of a lunar colony rests on the shoulders of you and your team. Communicate and coordinate efforts with up to six players (LAN and internet) by using voice over communication.
Utilize the latest in NASA technology…A fully functional rover that utilizes lunar physics is available to transport both players and supplies to all reaches of the lunar colony. You can build and pilot your own repair robot in order to fix crucial systems before time runs out.
Immersive yourself in an awe-inspiring lunar environment…Take your first steps on the moon’s surface in a truly accurate lunar moonscape that is unmatched in any other application.
29©2009 Applied Research Associates, Inc. ARA Proprietary
MoonBase Alpha Overview
Compete with your friends to reach the top of the leaderboards…
Do you have what takes it to be number one? When you win, your score will automatically be posted to the leaderboards for everyone to see.
A unique experience each time…
With multiple paths for game success, you’ll need to learn to work effectively as a team, learn from decisions made in previous gaming sessions, and make intelligent decisions in order to top the leaderboards.
Tailor your game to fit your gameplay style…
Do you want to play with two players or six? With multiple game maps you can select the game environment that best suits your team’s needs.
Seamless Steam integration…
Take advantage of game patches, quick and transparent downloads, and the Steam Community in this free Steam exclusive game.
30©2009 Applied Research Associates, Inc. ARA Proprietary
Globalization and Games
How can games help students to learn about the world?• Virtually visit new places
• Experience new cultures
• Immersive language experience
• Gather real world information from international students
How can games benefit students in other countries?• Learning in a classroom without walls
• Internet access within developing countries allows for ease of access
• Overcomes hurdles such as limited educators and classroom materials
• Ability to share and collaborate with other students across the globe
33©2009 Applied Research Associates, Inc. ARA Proprietary
Pamoja Mtaani Background Partnership background
• A component of The Partnership for an HIV-Free Generation
• Warner Bros. & PEPFAR Public Private Partnership to develop a 5-player action–based videogame
• Piloted in 3 youth centers in Nairobi, Kenya
Game background
• Contemporary East African context
• Interactive play
• Personalizes HIV prevention messages for youth aged 15-19
• Theory-based messages & gameplay combined
• Game focuses on changing risk perception and self efficacy for 5 key behaviors:
Primary abstinence
Secondary abstinence
Multiple sexual partners
Correct/consistent condom use
Uptake of VCT (HIV testing and consulting)
34©2009 Applied Research Associates, Inc. ARA Proprietary
Pamoja Mtaani Design Game Design
• Open world game play in a fictional East Africa city similar to Nairobi• Multiplayer “mini-game” missions + Behavioral Change Commission-focused side
missions• Unlockable Kenyan music tracks• Scripted cinematics/character interactions that emphasize behavioral change
trajectories
Design Methods• Local marketing research identified key ‘pillars’ of youth culture:
sports, entertainment, relationships, technology and fashion• Input from Kenyan youth/US and Kenyan technical advisory team • Kenyan writers, VO actors, engineers, musicians, cultural consultants• Concept testing with Kenyan youth
Evaluation• Assess exposure/changes in attitudes and beliefs • Uses in-game questionnaires• Monitoring technology captures player activities• Repeat cross-sectional survey evaluates community change/message diffusion
36©2009 Applied Research Associates, Inc. ARA Proprietary
Pamoja Mtaani Research and Development
Research and Development Overview
Research and Development included 3 Trips to Kenya each for 3 weeks
Trip 1 – In Country Research
Trip 2 – Focus Testing
Trip 3 – Training and Deployment
10 Months of Studio Development Time
42©2009 Applied Research Associates, Inc. ARA Proprietary
Pamoja Mtaani Results Final Results
• Game designed, developed, tested and deployed in 10 months
• Robust marketing campaign
• Computer-generated character introductory shorts promoted the game
• Site specific launch events at each site
• Generation Jipange and HIV Free Generation Corporate launch events
• Game Masters program established
Gameplay locations
• Deployed at three youth centers in Nairobi
• Over 2500 youth have played since launch
• Close to 600 have completed the game
• “Girl only” times established at each site
• Computer skill training at each site