- Theatre and Dance 2600
Every week, millions of people spend hours playing multi-player online games with a level of engagement they don't bring to work and other serious contexts. These aren't just adolescent video games: they involve rich narrative quests with 3-D environments, cool avatars, and compelling goals and rewards. Imagine the value if you could transfer key ingredients of game design and the gamer excitement and focus that come with them to the office. What if employees could solve customer problems, design new software, or configure better shipping routes working inside a game environment at work? We'll review Stanford research about why games are engaging, and case studies of the use of serious games to increase productivity and change behavior. Possible application areas include the use of games in call centers, medical diagnosis, national security and in-home energy efficiency.
This talk is co-sponsored by the Department of Communication