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.
|
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