Talent Litmus leveraged game technology to build a psychometric tool that understands the personality, attitude and cognitive abilities of players. The role-playing game takes the player on a journey during which he encounters characters, situations and challenges, just like in real life. Decisions made during gameplay are used to build a detailed map of an individual's' behaviours, which are interpreted into reports for recruitment and learning and development purposes.
EA’s External Development Intelligence team is responsible for managing external partner relationships and identifying new partners to support EA game teams. Areas they cover include; art, animation, engineering (all platforms), porting, game modes/features development, live services support, VFX, Audio and QA. This presentation will cover emerging trends XDI has discovered from speaking with 100’s of game industry service providers and developers worldwide and the potential impact these trends will have on external development and game development, in general.
Paving and carving the future with next generation tools, this a talk about how we have tried to make a better future by introducing digitization and virtualization into many verticals in varied industries.
ADHS is the most common psychiatric disorder in children and adolescents. Neurofeedback / haemoencephalography (HEG) emerges as a promising therapy method. The feasibility study explains how to motivate patients to exercise regularly. The fundamentals for the use of neurofeedback / HEG in a transdisciplinary group of design, sociology and clinical therapy are investigated with regard to a downstream development project. - The feasibility study examines the factors that promote the motivation of young patients to the neurofeedback home training.
The research question therefore is, to what extent the following factors have an influence on the client’s and the client’s* parents motivation to undergo treatment (patients are referred to clients as ADHS is not regarded as a disease. It is defined as a behavioural disorder):
- Generating wellbeing and stress reduction through patient-centred approach and co-design. Personalization and individualisation of training content
- Gamification, i.e. transfer of play-type strategies in the therapeutic context
- Accurate (e.g., age-appropriate) addressing of a target group, e.g. through user-friendly information design of the instructional materials
- Customised and individualised design of interactive experiences to promote intrinsic motivation and flow conditions
- Service design of the therapy system and the contact points involved
The “Ben & Bella Treasure Box” is one of the recent offerings in the “Ben and Bella” franchise’ digital ecosystem and is an Augmented Reality based app aimed at teaching English to preschoolers in a fun and gamified manner.
The app helps children to learn English with age appropriate cartoons, songs, audio books, etc. which the child unlocks and discovers as it embarks upon a ‘digital treasure hunt’ across the “Ben and Bella” physical products like storybooks, sticker books, flashcards, and activity books. This blend enhances naturally and playfully the five core early learning skills: focus, communication, motor skills, creativity, and memory.
Parents concerned about the amount of screen time of their child while using the app get access to a dashboard and a monthly report which helps them track their child’s usage pattern, learning progress and language development.
In just a few months of launch, the app has had an engaging audience across 52 countries and is helping children across the globe learn up to 1,000 unique words of English thereby enhancing the child’s vocabulary.
The app was the winner of the “innovative products” category at the IMC Digital Awards and a finalist at the Goafest and mBillionth awards held earlier this year.
The presentation will be a 2 speaker talk covering the journey of Ben & Bella from a traditional, physical boxed product world to a Phygital ecosystem which blends the digital platform with the physical products via the app.
Every organization opines to build the most productive and efficient sales force. This session will focus on how games can be used to develop better sales people by improving product knowledge and the art of selling itself.
In this session we’ll explore the exciting and new potential for taking mobile gaming into the real world. These “serious” games are not only for entertainment, though the games need to be entertaining, but for players to interact with real world problems and those touched by the game. Different issues including environmental challenges, racism, sexism, poverty, etc. can be explored, understood and even affected. The games provide immersive experiences both as educational constructs and social experiments.
Mélanie talks about damsels in distress, the lack of body diversity for female protagonists, lingerie as armor and other sexist tropes.
David shares how they used VR at EPFL+ECAL lab to revive centuries old paper archives from the watchmaker Vacheron Constantin, and about his next steps in VR interaction design.
In her talk, Play = Learning , Yukti Arora speaks about the need to move away from learning focused apps to ‘Digital Toys’. She discusses that play lies at the heart of kids’ learning and how this knowledge combined with all the amazing technology kids have access to these days, creates endless possibilities to make something valuable and engaging for the kindergarteners and preschoolers of the world.
This presentation will include Fantasy Sports’ market size, contribution to the sports industry, regulations, operator landscape and growth potential.
In today's fast-paced lifestyle, learners don't have days or weeks to learn things they really need to. Essential insights that will help learners perform better at work typically take time and experience. Can it be possible to engage busy people in a learning program that's not time consuming without compromising the learning outcomes? Mohsin Memon shares his journey and exploration of Immersive Learning and how he has been able to use it to engage the 21st century professional.
Ever thought you can change the society by your game?
In this a half-day hands-on workshop, participants will work as part of diverse teams and use the content, creativity and the ‘uncommon’ common sense to design novel game concepts that make societal impact and are fun to play.
Who should attend – Kings and Queens of Game design, Aces in colleges and institutes, 'Jacks of all trades' in organizations, Diamonds in 6 to 10 standard in school, or rank outsiders (jokers?) – the only prerequisite is serious interest in games.
You will design a game that addresses digital inclusion, women safety, traffic behaviors, 'swachh bharat' - things that matter in day-to-day civic life in the Indian context. Participants will also have the opportunity to learn best practices and pitfalls from the experts, as well discuss challenges in design and usage of applied games.