Tenant Quote:

Quality of life is one of the most important questions to answer for employees when you're an entrepreneurial company or a start-up. The reason for that is if you have an employee base that's happy with where they're living, is comfortable with the location and the business itself, you're getting more productivity out of those employees. We believe that Oman offers one of the best recreational opportunities, where employees have that diverse set of opportunities to enjoy recreation and to enjoy their lives. As such, we've got a happy employee base, and I think that goes beyond just their work inside the company.

Knowledge Oasis Muscat
PO Box 200
Rusayl, 124
Sultanate of Oman
Phone: (+968) 24 155 100
Fax: (+968) 24 449 095
info@kom.om

 

Supporters



 

 


 

eGames 2008 Agenda

 

9:00am - 9:10am Welcome Remarks: Hilal Al Ahsani, CEO, PEIE

 

9:10am – 9:40am Opening Speech
The Future of the Digital Environment
Professor Lizbeth Goodman, SMARTlab, Digital Media Centre, University of East London


Session 1: 9:50am – 10:30am
Gaming & Entrepreneurs: A Case Study
Kevin Corti, PIXELearning

PIXELearning’s Business Game was developed specifically as a teaching aid for UK schools that, from 2005, were required to deliver 5 days of enterprise education to 15 and 16 year olds every year. The majority of teachers who had to deliver this part of the school curriculum had no business experience and were struggling to meet the demands placed upon them.

The Enterprise Game is aimed primarily at the business support/start-up/enterprise agency community and designed to foster the development of general business awareness amongst owner managers and staff. Many small companies are established by people with specific industry skills but who often lack broad business acumen.

The Enterprise Game is based on the same underlying simulation code as The Business Game but has been tweaked to be more challenging for adult learners and includes more detail in, for example, finance and marketing. How can Oman’s schools and colleges benefit from serious gaming technology. How do we take serious games to prepare young Omanis for the business world. Indeed, can serious games help foster a new generation of Omani entrepreneurs?

Networking Break: 10:30am – 10:45am

Session 2: 10:45am – 12 noon
Gaming for Culture
Mike Gogan, Blitz Games
Professor Lizbeth Goodman, SMARTlab, Digital Media Centre, University of East London

Mike Gogan is one of the world’s leading creators of virtual reality and 3D multimedia content in the Cultural Heritage sector. He has delivered inspiring virtual reality and multimedia interactive products to some of the most iconic heritage sites in the UK and beyond. Indeed, he and his team at Blitz Games are leading the way in exploring the application of serious games technology in the heritage and culture space.

Professor Lizbeth Goodman will focus on the cultural and heritage research projects that are currently being carried out at SMARTlab and their applications to promoting heritage and culture, tourism and creating locally generated web content. What added value can serious games offer Oman’s dynamic set of tangible and intangible cultural assets?

Networking Break: 12 noon – 12:15pm

Session 3: 12:15pm – 1:00pm
Private Virtual Worlds: Getting Real About Being Virtual
Dick Davies Ambient Performance

Virtual worlds have hit the mainstream. Today they are being used not just for consumer applications, but also for a wide range of serious professional purposes. These purposes range from scenario planning to medical training and from collaborative role play to cross-cultural awareness sessions. This presentation will look at how private virtual worlds are being used now as the basis for serious collaborative activities in a variety of professional domains.

Lunch: 1:00pm – 2:00pm

Session 4: 2:00pm – 2:45pm
Promoting Leisure & Tourism Through Second Life
David Wortley, Serious Games Institute, Coventry University

Tourism Ireland has launched a marketing campaign in Second Life; the first time a real world tourist board has used the Internet-based virtual world to market a real holiday destination. Since its establishment in 2003, Second Life has grown significantly and now has nearly 11 million registered users or "residents", 1.6 million of whom use it regularly.

Dublin in Second Life is a well established destination for live music and DJs – in fact, it occasionally makes the top 10 list of the most popular places to visit in the virtual world. Tourism Ireland's decision was influenced by the fact that 60% of Second Life's users are from Ireland's four biggest tourist markets - Great Britain, the US, Germany and France, and half those are more than 30 - a key demographic for tourism to Ireland.

Experts predict that the web will be three-dimensional in a decade's time and virtual worlds such as Second Life give us some idea of what the web may look like in the future. Second Life is one of the biggest virtual worlds in existence and many major brands, including Coca-Cola, Vodafone, IBM, Toyota, Sony and Adidas already have a presence there. Within the tourism industry, Starwood Hotels have used Second Life to pilot the design of a new series of hotels and Thomas Cook offers customers virtual package tours. What can Second Life offer Oman and its rapidly expanding tourism sector? Should we be spending a larger slice of the country’s marketing budget online?
 

Networking Break: 2:45pm – 3:00pm


Session 5: 3:00pm - 4:00pm
Serious Gaming, Mobiles & Today's Tech-savvy Consumer
Moderator: David Wortley, Serious Games Institute, Coventry University
Panel: Raed Dawood, Nawras; Dr. Andreas Liffgarden, Ericsson; & Karim Rahemtulla, Infocomm

Consumers are increasingly using technology to customize the shopping process to their specific needs. In this regard, retailers must understand how consumers are interacting with their brands as this will have a substantial impact on how retail operations will evolve in the future. It is estimated that by 2010, 20 per cent of global Tier 1 retailers will have a marketing presence in online games and virtual worlds.

Virtual worlds are expanding rapidly. To date, Second Life has nearly 11 million registered ‘residents’ who spend in excess of US$1million every 24 hours buying property, items or experiences in-world. Similarly, research suggests that the popularity of online gaming will continue to expand. Indeed, virtual worlds are emerging as places where consumers can shop and retailers need to be ready to respond to this growing demand.

On the mobile front, it is estimated that by 2012, the number of consumers using mobile phones to shop will increase at an average of more than 25 per cent per year. Mobile commerce has been viewed as an emerging new sales channel for retailers for some time now but retail revenue through mobile phones is currently very low, much less than 1 per cent of total sales. However, as mobile phones evolve in form and function, the impact of the mobile phone on retail sales is set to increase.

Through 2010, consumers will use the phone as part of their shopping activities to search, browse, find locations and check stock. Eventually, consumers will use mobile phones to purchase merchandise. So what role will serious games and mobiles play in the marketing and retailing space?

 

Session 6: 4:00pm - 4:45pm

Games to Save Lives

Richard Smithies, Blitz Games

When lives are at stake, training tools must deliver the right skills and ensure they can be applied in real life. TruSim's training game, Triage Trainer, immerses players in a highly realistic scenario, the aftermath of an explosion with multiple casualties. The game tests speed and accuracy of Triage Sieve based on NATO approved protocols and supports learning to improve performance with detailed feedback. The underpinning games technology creates casualties who react to their injuries, showing distress and medically accurate symptoms. TruSim, a division of Blitz Games, has also previously worked with the UK Ministry of Defence on prototype training games to support front line medics to refresh vital skills.


4:45pm - Close of Day 1


eGames Dinner : 8:00pm - Jabreen Ballroom, Muscat Inter-Continental Hotel

Day 2

Second Life Workshop: 9:00am – 1:00pm
David Wortley, Coventry University
Dr. Sara de Freitas, Coventry University
Alex Jevremovic, Concepts, Design & Virtualization
Jude Ower, Digital 2.0
Paul Turner, The Walk In Web Ltd

This half day workshop organised and run by the Serious Games Institute’s Second Life Science City team will provide practical hands-on experience of the development of virtual environments in Second Life for commercial applications and will include :-

o Registration and avatar creation
o Orientation and navigation in virtual worlds
o Exploration of relevant examples of best practice virtual sites
o Virtual meetings and seminars
o Virtual commerce – buying and selling goods and services
o Customisation of avatars and basic construction tools

The workshop will link to remote experts with Second Life and will allow delegates working in small groups to gain hands-on experience from experienced developers. Delegates who are new to Second Life will go away with their own personalised avatar and an understanding of how to get the most from the environment.

 

Interesting eGames Links

Here are a sample of gaming applications that have been developed by eGames Conference presenters, hopefully, they'll wet your appetite. We've also pasted below a link to a BBC Radio 4 interview that features some of those presenting at the eGames event.

 

http://www.kom.om/ve/NewHire1.wmv
http://www.youtube.com/watch?v=Z1TzHosf9uo
http://www.kom.om/ve/promo.wmv
http://www.kom.om/ve/Trauma.wmv

http://www.kom.om/audio/r1.ram