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Thomas und Mathias sind in der Stadtbibliothek und sprechen über Serious Games, also Spiele bei denen man was lernt.
Linda Rustemeier, eLearning-Expertin und wissenschaftliche Mitarbeiterin an der Goethe-Universität Frankfurt am Main, zeigt, wie Gamification und Serious Games vom Sprachlernen bis zur Radikalisierungsprävention längst Alltag und Bildung prägen: "[...] das Ziel ist einfach, die Motivation zu steigern, indem Alltagstrott spielerischer wird."
In dieser Folge des OG Panzer Podcasts sprechen wir mit Stefan Bühler über Wargaming, taktische Ausbildung und Serious Games in der militärischen Ausbildung. Stefan Bühler hat für die OG Panzer eine eigene Serie von analogen Wargames entwickelt: von «Feuer und Bewegung» über «Häuser- und Ortskampf» bis hin zu «Kampf der verbundenen Waffen». In dieser Folge bleibt es aber nicht bei der Theorie: Gemeinsam spielen wir mehrere Spielzüge direkt auf einem echten Spielbrett durch und zeigen, wie taktische Entscheidungen, Gelände, Feuer, Bewegung und Gegnerverhalten im Spiel sichtbar werden.Dabei wird deutlich, warum Wargames mehr sind als reine Unterhaltung. Sie schaffen einen Raum, in dem militärische Führer Entscheidungen unter Unsicherheit treffen, Varianten abwägen und die Konsequenzen ihres Handelns unmittelbar erleben können. Gerade weil ein intelligenter Gegner auf der anderen Seite sitzt, entstehen Diskussionen, Reflexion und ein besseres Verständnis für taktische Grundsätze.Wir sprechen darüber, wie solche Spiele in der Ausbildung eingesetzt werden können, weshalb analoge Wargames trotz Abstraktion einen grossen Mehrwert bieten und warum sie bestehende Ausbildungsformen wie Gefechtsschiessen, Übungen oder digitale Simulationen sinnvoll ergänzen können.Ein besonderer Schwerpunkt liegt auf dem praktischen Durchspielen einzelner Situationen: Wann wird gefeuert, wann wird bewegt? Wie wirkt sich Gelände aus? Wie entsteht Druck auf den Gegner? Und wie verändert sich die Lage, wenn der Plan nicht so aufgeht wie gedacht?Wer das Spiel selbst ausprobieren möchte: Die Wargames von Stefan Bühler sind bei uns im Shop erhältlich. Damit können taktische Entscheidungsprozesse, Führung und der Kampf der verbundenen Waffen auch ausserhalb der Folge direkt am Spielbrett erlebt werden.Zum Shop: https://www.ogpanzer.ch/shopJetzt reinhören und erleben, wie Wargaming militärisches Denken, taktische Ausbildung und den Kampf der verbundenen Waffen greifbar macht. Die ganze Folge als Video auch auf Youtube: https://youtu.be/nY8-UXuf5r0?si=u9ELdfHqMdo1zE8YKontakt: info@ogpanzer.ch
Identify the exact strategies Sharon and Rob discussed so you can start increasing engagement in your own projects today. Grab our Core Drives in the Wild guide for free professorgame.com/WildCD What if the secret to solving real-world isolation or preventing misconduct wasn't more rules, but better play? Sharon Wood, a veteran gaming executive who helped launch the original Grand Theft Auto, joins us to discuss her shift from commercial hits to "Serious Games" with a scientific edge. We explore the neurological reality that the brain cannot distinguish between real and virtual experiences, making games a potent tool for building empathy and confidence. From memory care apps that reunite families to clinical trials in schools, this episode moves past the "points and badges" surface of gamification to show how progressive mastery actually changes lives. Sharon Wood is a seasoned gaming executive with over four decades of experience spanning sports marketing, entertainment, media, and video game development. Her career began in the fast-paced world of sports and entertainment marketing before she entered the gaming industry in 1996 during PlayStation's early days, where she orchestrated groundbreaking partnerships between major brands like Pepsi and Frito-Lay and video games. Most notably, Sharon launched the original Grand Theft Auto on a modest marketing budget. While defending the controversial title in the media, she consulted with psychologists and discovered something surprising: games could actually provide safe environments for exploring moral concepts rather than encouraging negative behaviors. This revelation changed everything. Inspired by gaming's positive potential, Sharon collaborated with a psychologist around 2012-2013 to create "Luminous," a game designed to help women and girls build self-confidence. Within months of launch, it became a top-five app in 34 countries. This success led Sharon to found Happy People Games (HPG), a company dedicated to creating "serious games": interactive experiences that merge scientific evidence with engaging gameplay to deliver real-world benefits beyond entertainment. Unlike simple gamification with badges and points, HPG builds games that create progressive mastery experiences, harnessing the natural reward response from achievement and channeling it toward positive outcomes. Rob Alvarez is Head of Engagement Strategy, Europe at The Octalysis Group (TOG), a leading gamification and behavioral design consultancy. A globally recognized gamification strategist and TEDx speaker, he founded and hosts Professor Game, the #1 gamification podcast, and has interviewed hundreds of global experts. He designs evidence-based engagement systems that drive motivation, loyalty, and results, and teaches LEGO® SERIOUS PLAY® and gamification at top institutions including IE Business School, EFMD, and EBS University across Europe, the Americas, and Asia. Guest Links and Info Websites: happypeoplegames.com thenewforevers.com Instagram: @thenewforevers Links to episode mentions: Proposed guest: Christian Svensson Favorite game: Tekken Lets's do stuff together! Let's chat about your gamification project YouTube LinkedIn Instagram Facebook Start Your Community on Skool for Free Ask a question
Wie wird Lehre wirklich besser – und was bedeutet KI dafür? In dieser Folge spreche ich mit Prof. Dr. Martin Bonnet (TH Köln) über Flipped Classroom in der Praxis, Prüfungen im KI-Zeitalter, Game-Based Learning – und darüber, was aktuelle Studien zu KI-Tutoring wirklich aussagen.Themen:• Flipped Classroom: Umsetzung, Hürden, echte Hebel• Prüfungen & Fairness, wenn KI-Tools verfügbar sind• Serious Game „Welten der Werkstoffe“ (Deutscher Computerspielpreis)• KI-Tutoring vs. In-Class Active Learning (Scientific Reports, 2025) + Einordnung inkl. ETC-ReviewLinks (Shownotes):https://www.th-koeln.de/hochschule/landeslehrpreis-nrw-fuer-prof-dr-martin-bonnet_70298.phphttps://www.th-koeln.de/hochschule/bestes-serious-game-th-koeln-gewinnt-deutschen-computerspielpreis_83643.phphttps://www.nature.com/articles/s41598-025-97652-6https://etcjournal.com/2025/11/10/review-of-kestin-et-al-s-june-2025-harvard-study-on-ai-tutoring/
Matt Clinch and Cameron Ling celebrate Maurice Rioli Jr's chase down tackle and Oskar Baker's supreme effort on Friday night. They ponder why there were so many hamstring injuries across the weekend and Mason Wood joins to speak about St Kilda's first win of the season.
I've interviewed hundreds of experts and now lead Engagement Strategy (EU) at TOG. If you want help applying this, start here: professorgame.com/chat Can a leader truly be effective without ever presenting a single slide? Clark Aldrich returns to the show to dismantle the "expert-led" model of management and education. He introduces Socratic Cards: a physical tool designed to replace passive consumption with active, high-stakes inquiry. By shifting the responsibility of learning from the teacher to the learner, Clark explains how organizations can transition from "easily replaceable employees" to "heroic tribes" that thrive on peer mentorship and meaningful challenges. Clark Aldrich is a past guest (episode 94 and 127) and is the award-winning creator/author/founder of Short Sims, Unschooling Rules, The Complete Guide to Simulations and Serious Games, and Gartner's eLearning coverage. Aldrich's sims and games have been covered extensively, including by The New York Times, ABC, CBS, NPR, ESPN, and CNN. Rob Alvarez is Head of Engagement Strategy, Europe at The Octalysis Group (TOG), a leading gamification and behavioral design consultancy. A globally recognized gamification strategist and TEDx speaker, he founded and hosts Professor Game, the #1 gamification podcast, and has interviewed hundreds of global experts. He designs evidence-based engagement systems that drive motivation, loyalty, and results, and teaches LEGO® SERIOUS PLAY® and gamification at top institutions including IE Business School, EFMD, and EBS University across Europe, the Americas, and Asia. Guest Links and Info Website: socraticcards.com LinkedIn: Clark Aldrich Lets's do stuff together! Let's chat about your gamification project YouTube LinkedIn Instagram Facebook Start Your Community on Skool for Free Ask a question
What happens when you drop generative AI into the middle of a liberal arts curriculum? This week on Off Center, Scott sits down with Davis Schneiderman at Lake Forest College to find out. We dive into the HUMAN project, a campus-wide experiment putting AI tools directly into the hands of humanities students and professors. Instead of panicking or running from the tech, Davis argues that writers, artists, and historians need to get their hands dirty with AI to actually understand and critique it. From historical Chicago chatbots to the future of experimental fiction, this conversation explores why the creative critical thinking skills taught in the humanities are our best defense in an AI-driven world.References Burroughs, W. S., & Gysin, B. (1978). The Third Mind. https://en.wikipedia.org/wiki/The_Third_MindChamberlain, W., & Thomas Ettrick [Racter]. (1984). The Policeman's Beard Is Half Constructed. https://en.wikipedia.org/wiki/The_Policeman%27s_Beard_Is_Half_ConstructedGrossman, J. R., Keating, A. D., & Reiff, J. L. (Eds.). (2004). The Encyclopedia of Chicago. http://www.encyclopedia.chicagohistory.org/Gysin, B. (1960). I AM THAT I AM [Audio / Permutation poem]. https://www.ubu.com/sound/gysin.htmlLake Forest College. (n.d.). Humanity's Understanding of the Machine-Assisted Nexus (HUMAN) https://www.lakeforest.edu/academics/krebs-center-for-the-humanitiesSanchez Burr, D. (2025). Redshift https://morethanmeetsai.uib.no/Schneiderman, D., & [Kelly]. (2025). You Can Call Me AI Taylor, T. (2025). Serious Game
Helen Begovic ist Entwicklerin bei Playing History, einem der erfolgreichsten Spielestudios im deutschsprachigen Raum, wenn es um Serious Games geht. Halt, Stopp, nein nein, damit sind nicht die trockenen EDV-Produktionen gemeint, die ihr noch aus eurer Stadtbücherei kennt, sondern hochwertig produzierte Spiele, die oft ernste und komplexe Themen unterhaltsam aufbereiten. Helens Weg zu Playing History ist so kurvenreich und spannend, dass er hier als roter Faden für das Gespräch mit Dom Schott dient. Gemeinsam sprechen sie über Auslandsjahre in Indien, Prakti-Erfahrungen unter berüchtigten Arbeitsbedingungen bei Daedalic und schließlich den Sprung nach Berlin. Und entlang des Weges warten immer wieder Einblick in die Arbeitsrealitäten der Spielebranche, die man sich manchmal doch ganz anders vorstellen würde.
(Intro) What's For Dinner (5TYNTK) Work Zone Fatality, Somali TPS End, Trump Hits GOP, Maine Astronaut Return, McDonald's Big Arch News (Dirty) John Forté Dies, Kurupt Health Scare, Diddy Sells Jet, SVU Episode Pulled, Ethan Slater & Ariana Grande Rumors, Zoe Saldaña Milestone (Topic) What's a game you take way too serious? (Outro) Happy Birthday LL Cool J
In the first 2026 episode of The Spielworxx Bulletin, Ben and Uli talk about serious games and what they bring to the art form. Get Spielworxx Games here: https://www.spielworxx.de/ Become a supporter of this podcast: https://www.spreaker.com/podcast/five-games-for-doomsday--5631121/support.Support the show here
Dans ce nouvel épisode d'Insight, nous recevons Pierre-Alain Gagne, gérant et cofondateur de DOWiNO. Nous revenons avec lui sur la manière dont son studio de serious games, lancé il y a 12 ans, utilise la gamification pour des projets à impact social, environnemental et sociétal. Entre engagement, émotions et mécaniques de jeu, il nous explique pourquoi gamifier des contenus à visée de formation, de sensibilisation et d'éducation peut agir sur leur efficacité et créer des changements de comportement. Comment bien utiliser les mécaniques ludiques sans tomber dans le gadget ? Quelles différences entre serious games digitaux et jeux physiques ? Pourquoi la narration et l'émotion sont-elles essentielles pour traiter des sujets RSE, de santé ou de handicap ? Et surtout, comment mesurer l'impact réel de ces dispositifs gamifiés ? Pierre-Alain nous répond !Hébergé par Ausha. Visitez ausha.co/politique-de-confidentialite pour plus d'informations.
As I was listening to an episode of the Ludology podcast recently, one focused on games and health, I started to think about how much the people we play with influence our gameplay experience. Selecting board games based on the audience is much more important than we may like to believe. Get it wrong, and you have one player rebelling and playing opposite to expectations, another disengaging completely, and the overall mood shifting from playful enjoyment to uncomfortable tension. In this article, I want to discuss how a mismatch can impact the enjoyment of the whole group, alter the tone of reviews, and even affect playtest outcomes.Read the full article here: https://tabletopgamesblog.com/2025/12/30/socially-afflicted-how-people-affect-gameplay-experience-topic-discussion/Useful LinksLudology podcast episode 351, Better Health Through Gaming: https://ludology.libsyn.com/ludology-351-better-health-through-gamingPandemic review: https://tabletopgamesblog.com/2020/01/18/pandemic-saturday-review/Amit Bar's and Tobias Otterbring's study “The role of culture and personality traits in board game habits and attitudes” in the Journal of Retailing and Consumer Services: https://www.sciencedirect.com/science/article/pii/S0969698921000722Qian Zhang's, JiaLe Ruan's and DingYong Xiong's study “Differential effects of exposure to cooperative versus competitive games on sharing behavior in young children" in Frontiers in Psychiatry: https://pmc.ncbi.nlm.nih.gov/articles/PMC12268353/Bez Shahriari's reflections on playtesting behaviour: https://en.wikipedia.org/wiki/Bez_ShahriariBoard Game Design Lab: https://boardgamedesignlab.com/Mahiro Egashira's, Daisuke Son's and Arisa Ema's study “Serious Game for Change in Behavioral Intention Toward Lifestyle Related Diseases” in JMIR Serious Games: https://pubmed.ncbi.nlm.nih.gov/35188465/Ramy Hammady's and Sylvester Arnab's review “Serious Gaming for Behaviour Change, A Systematic Review” in Information: https://www.mdpi.com/2078-2489/13/3/142MusicIntro Music: Bomber (Sting) by Riot (https://www.youtube.com/audiolibrary/)Music: "Epic Inspiration" by AShamaluevMusic.Website: https://www.ashamaluevmusic.comMusic: "Galaxy" by AShamaluevMusic.Website: https://www.ashamaluevmusic.comMusic: "Legend" by AShamaluevMusic.Website: https://www.ashamaluevmusic.comSupportIf you want to support this podcast financially, please check out the links below:Ko-Fi: https://ko-fi.com/TabletopGamesBlogPatreon: https://www.patreon.com/tabletopgamesblogWebsite: https://tabletopgamesblog.com/support/
Dans ce nouvel épisode, Vincent Gabriel et Simon Desplanque reçoivent Julian Alvarez, Professeur des Universités et président de Ludoscience, association dédiée à l'étude du jeu et du serious game. Ensemble, ils explorent les multiples liens entre géopolitique et jeux vidéo.Dans cette quatrième partie, ils étudient la portée utilitaire du jeu comme levier d'apprentissage, à travers les serious games. Bonne écoute !Invité : Julian Alvarez. Son article est disponible ici.Le lien pour participer à l'enquête est ici.Avec Vincent Gabriel & Simon DesplanqueSuivez le podcast ! Il est désormais sur X/Twitter : @20MPC_podcast & LinkedIn ! Générique : Léopold Corbion (15 Years of Reflection)Hébergé par Ausha. Visitez ausha.co/politique-de-confidentialite pour plus d'informations.
Million Dollaz Daily: TYRESE GIVING SERIOUS GAMEYou can find every episode of this show on Apple Podcasts, Spotify or YouTube. Prime Members can listen ad-free on Amazon Music. For more, visit barstool.link/mworthofgame
Was sind aktuelle Themen der "Player-Computer Interaction"? Im Oktober 2025 trafen sich zum zwölften Mal Wissenschaftler:innen, Industrievertreter:innen und Studierende aus der ganzen Welt, um sich auf der CHI PLAY in Pittsburgh und online über Forschung in der Schnittmenge von Mensch-Computer-Interaction und Spielen sowie deren Potenzialen auszutauschen.Nach ein paar allgemeinen Fakten stellen euch Philip und Ben die wichtigsten Erkenntnisse der durch Fachleute geprüften Vollbeiträge sowie ausgewählte laufende Projekte der #CHIPLAY25 vor.Dabei durchstreifen wir die Themengebiete:Erweiterte Realität & Neuartiges Spielen, Mit- & gegeneinander spielen, Spieler:innentypen, Verhaltensweisen und Erfahrungen, Serious Games, Spiele für sozialen Wandel, Verschiedene Spielarten, Bewegungsbasierte Spiele, Spieler:innengemeinschaften, Täuschung & Toxizität,Angewandtes Spieldesign sowieWerkzeuge und Perspektiven der Spieleentwicklung=== Links ===Diverse Videos mit Kurzvorstellungen der Projekte: https://www.youtube.com/playlist?list=PLqhXYFYmZ-VeqNKK9rK2tMQTAqMsxl18ddas komplette Konferenzprogramm: https://programs.sigchi.org/chiplay/2025/program/allweitere CHI PLAY Folgen im Spielsinn Podcast: 2024 (Folge 65), 2023 (Folge 53)=======================
News Tower & Media Circus | Strategiespiele Podcast Die Strategen DevTalk #039Der beste deutsche Gaming Podcast für Strategiespiele bespricht "Games for Democracy". DerNik analysiert zusammen mit den Entwicklern im Interview (englisch) warum es in den Spielen News Tower und Media Circus geht und klärt: Wie gut funktionieren Serious Games, wie hoch ist der Spielspaß und gibt es eine Art Gütesiegel für den pädagogischen Wert von Spielen?Gäste:- Bart van de Sande & Mathew (Sparrow Night Games)- Daron (Papacoda Games) Timestamps:00:00 Intro04:05 News Tower 26:51 Media Circus37:15 Nachbesprechung & Vergleich der Spiele42:51 Serious Game vs. Entertainment - Welche Erkennungsmerkmale gibt es?51:48 Strategiespiele und ihr pädagogischer Wert55:55 OutroEnthält Werbung in Form von Steam-Key Sponsoring der Entwickler#Strategiespiele #NewsTower #MediaCircus #SeriousGames #GamingPodcast #GamingAbonniert den besten deutschen Strategiespiele Podcast, hört weiter rein & empfehlt uns euren Freunden!
Wer auf der Gamescom in der Indie Area unterwegs war, wird einen besonderen Stand wohl entdeckt haben. Bei Games for Democracy konnte man 5 unterschiedliche Indie Games anzocken und direkt mit dabei: die Bundeszentrale für politische Bildung. Unsere Controller-Kollegin Danny hat sich das mal genauer angesehen. Unter anderem verrät uns Felix Zimmermann, Referent bei der Bundeszentrale für politische Bildung, warum hier explizit keine ernsten Serious Games, sondern Unterhaltungsspiele gefragt waren.
Computer und Kommunikation (komplette Sendung) - Deutschlandfunk
Kloiber, Manfred www.deutschlandfunk.de, Computer und Kommunikation
Host Kathryn Hymes (@katehymes, thornygames.com) is joined by renowned designers Jason Morningstar (bullypulpitgames.com) and Randy Lubin (@randylubin, randylubin.com) to explore the world of "serious games"—games designed for education, training, and social impact. They share unique game experiences, discuss the challenges of designing beyond entertainment, and debate the usefulness of the “serious games” label.
Host Kathryn Hymes (@katehymes, thornygames.com) is joined by renowned designers Jason Morningstar (bullypulpitgames.com) and Randy Lubin (@randylubin, randylubin.com) to explore the world of "serious games"—games designed for education, training, and social impact. They share unique game experiences, discuss the challenges of designing beyond entertainment, and debate the usefulness of the “serious games” label.
Il voulait créer des jeux vidéo.Il a inventé ceux qui font progresser le monde. Quand Laurent AUNEAU lance son entreprise en 2002, il n'a qu'une idée en tête : faire du jeu vidéo son métier.→ Il a 24 ans,→ Il rêve de pixels et de gameplay,→ Il crée Succubus Interactive.Mais très vite, la réalité le rattrape : Financer un jeu, c'est un parcours d'obstacles. Alors il pivote. Par nécessité d'abord, puis par conviction.En 2007, il découvre que ce qu'il crée a un nom : Serious game. Des jeux conçus pour :→ Former sans ennuyer,→ Sensibiliser sans culpabiliser,→ Promouvoir sans matraquer.Objectif : que le message passe… Et que l'utilisateur prenne plaisir à le recevoir. SUCCUBUS INTERACTIVE, devenu LUDICIUS INTERACTIVE, devient un pur player du serious game. En digital uniquement.Avec une obsession : la qualité de l'expérience.
In dieser Folge ist Angelika Weis zu Gast und stellt das „Vielfalter" Serious Game vor – ein moderiertes Kartenspiel, das Diversity- und Teamthemen spielerisch und doch tiefgründig behandelt. Gemeinsam sprechen wir über Leichtigkeit in schweren Gesprächen, blinde Flecken in der Zusammenarbeit und warum man das Tool nicht einfach bestellen kann.
Computerspiele sind doch nur was für Jugendliche? Von wegen! Immer mehr Menschen über 60 tummeln sich an den Konsolen, PCs oder Smartphones – mit wachsender Begeisterung. Warum das so ist? Weil Zocken nicht nur Spaß macht, sondern auch das Gehirn auf Trab bringt, Stress abbaut und sogar neue Kontakte ermöglicht. In der neuen Folge „Gesellschaft besser machen“ sprechen Psychologin Diana Huth und Technologie-Experte Tilo Mentler über die wachsende Community der Silver Gamer, räumen mit Vorurteilen auf und zeigen, warum man nie zu alt ist zum Spielen. Neugierig geworden? Dann jetzt reinhören – es lohnt sich! Tilo Mentler ist Professor für Human Computer Interaction und User Experience an der Hochschule Trier. Er erforscht die Ziele, Bedürfnisse und Fähigkeiten von Technik-Anwender:innen, unter anderem von älteren Menschen, die Serious Games für Fitness- und Gesundheitszwecke nutzen. Mehr zur Forschung von Tilo Mentler: https://www.hochschule-trier.de/informatik/tilo-mentler Ageing with Tech: https://koerber-stiftung.de/projekte/ageing-with-tech/ Das Projekt „Eingeloggt!“: https://koerber-stiftung.de/projekte/eingeloggt/
Computerspiele sind doch nur was für Jugendliche? Von wegen! Immer mehr Menschen über 60 tummeln sich an den Konsolen, PCs oder Smartphones – mit wachsender Begeisterung. Warum das so ist? Weil Zocken nicht nur Spaß macht, sondern auch das Gehirn auf Trab bringt, Stress abbaut und sogar neue Kontakte ermöglicht. In der neuen Folge „Gesellschaft besser machen“ sprechen Psychologin Diana Huth und Technologie-Experte Tilo Mentler über die wachsende Community der Silver Gamer, räumen mit Vorurteilen auf und zeigen, warum man nie zu alt ist zum Spielen. Neugierig geworden? Dann jetzt reinhören – es lohnt sich! Tilo Mentler ist Professor für Human Computer Interaction und User Experience an der Hochschule Trier. Er erforscht die Ziele, Bedürfnisse und Fähigkeiten von Technik-Anwender:innen, unter anderem von älteren Menschen, die Serious Games für Fitness- und Gesundheitszwecke nutzen. Mehr zur Forschung von Tilo Mentler: https://www.hochschule-trier.de/informatik/tilo-mentler Ageing with Tech: https://koerber-stiftung.de/projekte/ageing-with-tech/ Das Projekt „Eingeloggt!“: https://koerber-stiftung.de/projekte/eingeloggt/
Mehr als die Hälfte aller Berlinerinnen und Berliner spielt regelmäßig Computerspiele. Mit Magnus von Keil, Gamingexperte, sprechen wir über das Spiel des Jahres, Serious Games und die wichtigsten Neuerscheinungen. Außerdem gibt es Tipps zum Entspannen mit Cosy Games.
In this episode of IndieGameBusiness, we sit down with Jennifer Javornik, Chief Partnerships Officer at Filament Games, to explore the impactful and fast-growing world of serious games. Jennifer breaks down what serious games are, who they're for, and why this corner of the industry is gaining serious momentum.We dive into the types of games Filament creates, the company's main sources of business, and how they successfully connect with clients across industries. Jennifer also highlights emerging markets in serious games, including education, training, health, and workforce development—and explains how developers can tap into this growing space.Whether you're a dev curious about non-entertainment games or just looking to learn more about the intersection of play and purpose, this episode is full of practical knowledge and inspiration.Topics Covered: What exactly are serious games and why do they matter? The types of games Filament Games creates and their impact Filament's business model and client acquisition strategies Emerging industries and opportunities in serious games Advice for developers interested in this meaningful side of gamingConnect with Jennifer Javornik: LinkedIn: https://www.linkedin.com/in/jennifer-javornik/ Facebook: https://www.facebook.com/jennifer.javornik.5 Instagram: https://www.instagram.com/msjnnfrj/#IndieGameBusiness #SeriousGames #GameDevelopment #FilamentGames #EducationalGames #TrainingGames #ImpactGames #GameIndustry #GamingWithPurpose #JenniferJavornik
Games, die sich schwierigen, ernsten Themen widmen, hat man vor 20 Jahren als "Serious Games" bezeichnet. Ein wenig später hieß es "Games with a purpose". Heute braucht es diese Labels nicht mehr. Aktuelle Computerspiele, die sich in schwierige gesellschaftliche, politische, soziale Gefilde wagen, sind heute bemerkenswerter denn je. Anlass sind die aktuellen Titel "The Darkest Files" und "Wednesdays". Rainer Sigl und Robert Glashüttner sprechen in dieser Ausgabe des FM4 Game Podcast ausführlich dazu. Außerdem: Mehr zu "Assassin's Creed Shadows", das nun in der FM4-Rezension vorliegt. (Folge #155) Sendungshinweis: FM4 Game Podcast, 27. März 2025, 0-1 Uhr.Weblinks:- "The Darkest Files": fm4.orf.at/stories/3047003/- "Wednesdays": arte.tv/digitalproductions/de/wednesdays/- "AC Shadows": fm4.orf.at/stories/3046939/- Guardian-Artikel: theguardian.com/games/2025/mar/24/video-games-cant-escape-their-role-in-the-radicalisation-of-young-men
DIMANCHE 16 FÉVRIER 2025Yann Jestin - Château Vari (Sud-Ouest)Découvrez Château Vari, un domaine viticole de 24 hectares dirigé par Yann et Sylvie depuis 1994, au cœur des prestigieuses appellations Monbazillac et Bergerac. Engagés en agriculture biologique depuis 2012, ils créent des vins aromatiques, équilibrés et respectueux de la nature. Un terroir unique, une passion authentique.Céline Saetti - La Rose Des VentesLa Rose des Ventes révolutionne le secteur viticole avec des Serious Games innovants, comme des Escapes Games et des box ludiques, pour plonger les joueurs dans l'univers du vin. Depuis 2023, ces expériences gamifiées boostent l'engagement, la notoriété et les ventes des vignerons, tout en attirant un public jeune et curieux.Hébergé par Ausha. Visitez ausha.co/politique-de-confidentialite pour plus d'informations.
Thorsten Kodalle on Strategic WargamingIn this episode of Experience Points by University XP, host Dave Eng speaks with Thorsten Kodalle, head of Innovation Laboratory at the Bundeswehr Command and Staff College and an expert in Strategic Wargaming, Gamification, and Serious Games. Thorsten shares insights into integrating Gamification into Strategic Thinking, using board games like Scythe as teaching tools in seminars. He emphasizes the importance of considering DIME (Diplomacy, Information, Military, Economics) in strategic wargaming, and discusses how cultural factors influence military strategy. Thorsten also delves into serious game design, balancing entertainment with educational goals, and shares examples like the cyber card game adapted for crisis management training. The episode highlights the necessity of understanding the purpose of games and aligning game mechanics with educational objectives. Thorsten shares resources for further exploration, emphasizing LinkedIn and his YouTube channel. If you liked this episode please consider commenting, sharing, and subscribing.Subscribing is absolutely free and ensures that you'll get the next episode of Experience Points delivered directly to you.I'd also love it if you took some time to rate the show!I live to lift others with learning. So, if you found this episode useful, consider sharing it with someone who could benefit.Also make sure to visit University XP online at www.universityxp.com University XP is also on Twitter @University_XP and on Facebook and LinkedIn as University XPAlso, feel free to email me anytime at dave@universityxp.comGame on!Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/128Support the show
It's should be no surprise to our listeners that RPGs are our thing. But Metaphor has completely blown us away on all levels. From the rich story to the deep mechanics and job like system it has captured our attention. Instead of flooding our feed with more Metaphor we decided to do a full spoiler free episode for you all. ------------------ Hosts: Christian & Chris Don't forget to leave us a cheeky review and we will read them on the show. Tell your friends that they need some GlitchCube in their life.
Dans ce dossier, Erwan, Lana et Le Pionfesseur se penchent sur les serious games / jeux sérieux.
This week we're joined by Eric Berget and Rose Benedicks as they discuss the origins, process, and concept of Serious Games. We take a deep dive into what might be the most exciting new trend in Learning and Development. If you'd like to know more about Serious Games, Rose will be doing a presentation Oct 30th for The Training Industry. Sign up here: https://trainingindustry.zoom.us/webinar/register/WN__2HUfOZ4Te2nVYF832lsGQ#/registration–––––––––––––––––At ttcInnovations, we help businesses create lasting change with immersive learning experiences. Through instructional strategy, design, and content development we empower employee confidence, performance, and results.
Schaar, Jörn www.deutschlandfunk.de, Campus & Karriere
What is Game Literacy?On today's episode, we'll answer the question: What is Game Literacy? We don't often think about when we first started playing games. Or really the “first” game that we ever played. Most players are preoccupied with the game that they are playing “now” or the game that they will play next. Yet, we don't stop to think about what we already know about games and how we've applied that to learning and experiencing new games.If you liked this episode please consider commenting, sharing, and subscribing.Subscribing is absolutely free and ensures that you'll get the next episode of Experience Points delivered directly to you.I'd also love it if you took some time to rate the show!I live to lift others with learning. So, if you found this episode useful, consider sharing it with someone who could benefit.Also make sure to visit University XP online at www.universityxp.comUniversity XP is also on Twitter @University_XP and on Facebook and LinkedIn as University XPAlso, feel free to email me anytime at dave@universityxp.comGame on!Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/113Support the Show.
Dan White on RoboCo and GBL at Filament GamesIn this podcast episode, host Dave Eng interviews Dan White, founder of Filament Games, discussing the intersection of education and gaming. Dan's journey from teaching to game development is explored, emphasizing the challenges of creating engaging learning experiences. The concept of "pleasing frustration" is covered, where games strike a balance between challenge and support to maintain learner engagement. The conversation delves into game mechanics and their role in learning, citing examples like the game "RoboCo." The alignment of games with educational standards and the promotion of problem-solving skills are also discussed. The episode concludes with insights into Filament Games' philosophy on innovation and continuous improvement.If you liked this episode please consider commenting, sharing, and subscribing.Subscribing is absolutely free and ensures that you'll get the next episode of Experience Points delivered directly to you.I'd also love it if you took some time to rate the show!I live to lift others with learning. So, if you found this episode useful, consider sharing it with someone who could benefit.Also make sure to visit University XP online at www.universityxp.com University XP is also on Twitter @University_XP and on Facebook and LinkedIn as University XPAlso, feel free to email me anytime at dave@universityxp.comGame on!Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/112Support the Show.
Stefan Köhler ist Lehrer für Deutsch und Englisch an einer Sekundarschule in Niedersachsen. Außerdem beteiligt er sich aktiv an Forschungen der Game Studies, hat u.a. einen Artikel über das Modding im Handbuch für Gameskultur veröffentlicht, für die WASD Kolumnen geschrieben und 2017 am Serious Game Martin Luther mitgearbeitet. Inwiefern werden Spiele heute im Unterricht an Schulen oder Unis eingesetzt? Wie wirkt sich das Spielen auf das Lehrer-Schüler-Verhältnis aus?
In this episode, I spoke with Roxanne Splitt, Associate Design Director at Insomniac Games. Hear their experiences and insights from working on various game projects, including collaborations with NASA and acclaimed games like Marvel's Spider-Man 2. Roxanne reflects on the educational and emotionally significant aspects of working on the NASA project, learning from experts and tackling challenges related to space and human physiology. Hear discussion about the significance of an amazing Metacritic score, sales data, and the impact of receiving recognition for working on successful game projects. We then get into the importance of emotional connection in game development, with them sharing excitement around the impact of player reactions from gamers and streamers. Hear as we stress the significance of developers' intentions to create games that evoke positive responses and resonate with players on a deep level. Listen to thoughts on changes happening in the game industry, live service games, player engagement, and the challenges of predicting elements that will resonate with both players and developers. Wrapping up we get into personal experiences and insights gained from navigating the game industry, offering advice on maintaining a long-term perspective in one's career. Roxanne shares the transformative impact of parenthood on their perspective, while JP reflects on lessons learned through experience and shifting perspectives. In conclusion, we share some personal anecdotes and professional reflections, and the need to focus on the long term perspective of your game development journey. Bio: Roxanne Splitt is a Game Designer at Insomniac Games with over 14 years of professional experience. They got their start working in Serious Games, leading teams to tackle critical, real-world challenges for a wide variety of audiences spanning from doctors to postal employees, and even astronauts. After over a decade working in games for learning they made the switch to AAA, joining Insomniac in 2021 and contributing to Marvel's Spider-Man 2 as a Combat Designer. They are currently an Associate Design Director working on the upcoming Marvel's Wolverine. Show Links: * Halo 2 Documentary - YouTube * Billy Basso's Animal Well check it out! - website * IGDA - website * Level Ex's work with NASA - ZDNET website * Marvel's Spider-Man 2 on Metacritic - website * Helldivers 2 - website * Final Fantasy VII Rebirth - Wikipedia * Everything is temporary - Reddit thread Connect With Links: * Roxanne Splitt - LinkedIn Game Dev Advice Links: * YouTube Channel - check out this episode with 100% more video * Patreon - 1:1 career coaching through the Gain Wisdom membership * website - show notes, links, stuff * info@gamedevadvice.com - reach out! * Game Dev Advice hotline: (224) 484-7733 * Level Ex Jobs - Current openings for advancing the practice of medicine through play * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Imagine you’re a national security official tasked with monitoring activity off the coast of your fictitious country. Suddenly, a large tanker ship in your area goes silent. Its location sensor is offline, and it’s not responding to radio communication. What do you do? It’s a question Francesca de Rosa, chief scientist for gaming at the Center for Advanced Preparedness and Threat Response Simulation, poses in the Reliability Game, which she designed. It’s part of a genre known as “serious games.” De Rosa told Marketplace's Lily Jamali that while serious games can be fun, they’re really meant to prepare people to handle all kinds of situations.
Imagine you’re a national security official tasked with monitoring activity off the coast of your fictitious country. Suddenly, a large tanker ship in your area goes silent. Its location sensor is offline, and it’s not responding to radio communication. What do you do? It’s a question Francesca de Rosa, chief scientist for gaming at the Center for Advanced Preparedness and Threat Response Simulation, poses in the Reliability Game, which she designed. It’s part of a genre known as “serious games.” De Rosa told Marketplace's Lily Jamali that while serious games can be fun, they’re really meant to prepare people to handle all kinds of situations.
In this 212th in a series of live discussions with Bret Weinstein and Heather Heying (both PhDs in Biology), we talk about the state of the world through an evolutionary lens.In this episode, we discuss how to build your own boot camp, with principles including the courage cascade, flak over the target, recognizing the distinction between signal and noise, random vs systematic error, “the room is not the room,” OODA loops, and keeping separate track of analytics and morals. Also: how a new ant in Africa has forced lions to change how and what they hunt. And: microbeef sushi.*****Our sponsors:Sundays: Dog food so tasty and healthy, even husbands swear by it. Go to www.sundaysfordogs.com/DARKHORSE to receive 35% off your first order.Momentous: high-quality, science-backed, rigorously tested supplements. Go to livemomentous.com and use code DARKHORSE for 15% off.American Hartford Gold: Get up to $5,000 of free silver on your first qualifying order. Call 866-828-1117 or text “DARKHORSE” to 998899.*****Join us on Locals! Get access to our Discord server, exclusive live streams, live chats for all streams, and early access to many podcasts: https://darkhorse.locals.com/Heather's newsletter, Natural Selections (subscribe to get free weekly essays in your inbox): https://naturalselections.substack.comOur book, A Hunter-Gatherer's Guide to the 21st Century, is available everywhere books are sold, including from Amazon: https://a.co/d/dunx3atCheck out our store! Epic tabby, digital book burning, saddle up the dire wolves, and more: https://darkhorsestore.org*****Mentioned in this episode:Dolphins: https://x.com/rainmaker1973/status/1757341726186910022Judicial Watch: DHS Secretary Mayorkas Personally Declined Presidential Candidate RFK Jr's Request for Secret Service Protection: https://www.judicialwatch.org/rfk-jr-secret-service-protection/Center for Countering Digital Hate – The New Climate Denial: https://counterhate.com/research/new-climate-denial/Kamaru et al 2024. Disruption of an ant-plant mutualism shapes interactions between lions and their primary prey. Science, 383(6681): 433-438: https://www.science.org/doi/10.1126/science.adg1464Microbeef sushi: https://www.science.org/content/article/rice-covered-cow-cells-aims-provide-nutritious-sustainable-foodSupport the show
durée : 00:54:36 - Les Nuits de France Culture - par : Albane Penaranda - En 2009, ce documentaire de Marie-Capucine Diss pour "Sur les docks" intitulé "Pandémie en pixels" met en parallèle la création d'un jeu vidéo autour de l'hypothèse d'une pandémie mondiale et une enquête sur les dispositifs en France pour parer à cette éventualité. - invités : Antoine Flahault Médecin épidémiologiste, professeur de santé publique à l'université de Genève et directeur de l'Institut de santé globale à la faculté de médecine de l'université de Genève.; David Calvo Dessinateur et écrivain, né à Marseille; Patrick Lagadec
James "Pigeon" Fielder, Ph.D. joined CSU as an Instructor after retiring from the U.S. Air Force as a Lieutenant Colonel and Associate Professor of Political Science at the U.S. Air Force Academy. He is also serving as a Marine Corps University Non-Resident Krulak Fellow for academic years 2021-2026, is the Director of Professional and Educational Games for Mobius Worlds Publishing, and consults on organizational wargaming, crisis response exercises, and scenario planning. Pigeon researches interpersonal trust and emergent political processes through cyber-based interaction, and through tabletop and live-action gaming as natural experiments. He also has over two decades of experience designing, executing, and assessing training exercises and wargames, from small-group tabletop discussions to multi-day exercises engaging 5,000+ participants. He is also serving on the editorial board of Simulation & Gaming and The MORS Journal of Wargaming, was a TEDxMileHigh speaker on games, and has been interviewed on game-related topics by Reuters, USA Today, and NBC News.
durée : 00:54:36 - Les Nuits de France Culture - par : Albane Penaranda - En 2009, ce documentaire de Marie-Capucine Diss pour "Sur les docks" intitulé "Pandémie en pixels" met en parallèle la création d'un jeu vidéo autour de l'hypothèse d'une pandémie mondiale et une enquête sur les dispositifs en France pour parer à cette éventualité. - invités : Antoine Flahault Professeur et directeur de l'Institut de santé globale de Genève; David Calvo dessinateur et écrivain, né à Marseille; Patrick Lagadec
So, we knew Carolyn made great TV the very first second she showed up on Survivor 44 — which, coincidentally, was the very first second of Survivor 44. But who knew that she would be such a gamer? Carolyn has been pulling all the right levers and we break down her surprisingly stealthy game so far after four episodes. We also get into the big tribe shuffle, Josh's really bad lying, and seeing TWO challenges on an episode. Then, we tackle the new Commanders news that Dan Snyder has apparently cleaned out his office. THANK THE LORD! Come and get some.00:00 – Survivor 44, episode 4 react24:20 – Is Dan Snyder really gone?
Bent's feature film projects include: Nord, Out Of Nature, Homesick, A Serious Game, Little Bird's Big Adventure, Becoming Astrid, Sonja: The White Swan, Held For Ransom, Rose, The Kiss, and Narvik: Hitler's First Defeat. His work for television includes the series: Occupied, Atlantic Crossing, and Beforeigners. Bent has worked with director Ruben Ostlund on his award-winning films, The Square, and more recently Triangle Of Sadness.
IN EPISODE 109: How do you give leaders real-world development without risking real-life problems? By simulating them. In Episode 109, Bill Hall shows how business simulations can provide the exposure, skills and attitudes most needed in times of great strategic change. You'll learn how simulations pair corporate development with strategic thinking; what happens when leaders play the role of CEO; and how the model of "try-fail-apply" drives learning retention and engagement. Small experiments can deliver big insights -- and after listening to Bill, you'll be amazed at how a simple simulation can prepare leaders to solve their most complex business problems! ABOUT BILL HALL: Bill Hall is the President of Simulation Studios, which creates business simulations to for corporate and leadership development. He's worked for and with companies like Sony, Boeing, Lockheed Martin, Korn Ferry, Caterpillar and Sephora. Before starting Simulation Studios, Bill managed Skype's global strategic software business and held executive marketing roles at AOL and Nortel. He writes frequently for Forbes and is the author of Shift: Using Business Simulations and Serious Games in Corporate Development.
We're not serious about much on this show but you best believe we're serious about games The post BRB UK 488: Serious Game Preservation appeared first on BigRedBarrel.
We're not serious about much on this show but you best believe we're serious about games The post BRB UK 488: Serious Game Preservation appeared first on Big Red Barrel.