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APRIL 2006 Newsletter

Coca-Cola commission PIXELearning to help fizz up their web site.

One look at PIXELearning’s game interface designs and Coca-Cola decided that they needed us to apply our skills to their www.cokepubandbar.co.uk web site to make it more user-friendly and exciting.

Our designers have created a virtual pub interface which highlights the key areas of the site, which is aimed at helping publicans to maximise profitability from Coca-Cola’s product range, equipment and services. The new site is due to go live any day now!

Screenshot from work undertaken by PIXELearning for CocaCola

Marketing of marketing for Scottish Enterprise

Scottish Enterprise have awarded PIXELearning a large contract to design and develop a web-based game to help SMEs understand the scope and importance of marketing. PIXELearning won this project through competitive tender and will work with Scottish Enterprise, NMP and a local marketing consultancy on the project.

PIXELearning will create an online resource which aims to empower owner managers of SMEs in Scotland to be able to make better marketing decisions. The heart of the solution will be based on PIXELearning’s proprietary business simulation engines once again demonstrating how our software tools allow us to provide efficient, effective and appropriate solutions to customers.


First customer for The Enterprise Game

The Black Country Knowledge Society (BCKS) has purchased a tailored version of PIXELearning’s “The Enterprise Game”, which is aimed at exposing start-up entrepreneurs and SMEs to key business concepts. This resource will be part of the BCKS £16 million project aimed at regenerating the Black Country.

PIXELearning and the BCKS will be demonstrating The Enterprise Game at the International Serious Games Event 2006 (www.seriousgames.org.uk) at the International Convention Centre, Birmingham in the BCKS’s ‘NetBus’.

The Enterprise Game will be available very soon, in a slightly different format, for business support and start-up/enterprise agencies across the UK from late April.

Please contact Russell Butler for further information on this, or any other PIXELearning product.

Screenshot from The Enterprise Game







PIXELearning on tour

Kevin Corti, PIXELearning’s Managing Director and resident ‘serious games’ evangelist is scheduled to participate in a number of events in the coming months.

1. The Matchetts Group’s ‘Tomorrow’s World of Training’, London, 22nd June. Hurry – early bird offer ends in May.

2. The ‘International Serious Games Event’, Birmingham, 5th-6th June (see www.seriousgames.org.uk)

3. ‘Apply Serious Games 2006’, London, 25th-26th May (see www.applyseriousgames.co.uk)

4. JISC’s ‘Get Ahead of the Game’, 24th May 2006, Islington City Learning Centre

In addition, Kevin has been asked to represent the Federation of European High-tech SMEs at the Austrian Presidency Conference on European Technology Platforms. This event runs from 4th to 5th May 2006 in Vienna. Kevin will be setting out why SMEs see technology platform type European initiatives as important whilst also outlining his views on where platforms should go in the future.


Resources

New book!

‘Developing Serious Games’ (2005), Brian Bergeron.

“With the impressive growth the games industry has enjoyed for the past decade, game developers, educators, and marketing firms are excitedly envisioning serious games applications for computer game technologies. These applications- serious games- represent opportunities for game developers to apply their talents to areas outside of the entertainment industry. Developing Serious Games is a practical handbook that details what's involved in developing these serious games.

It explores the emergence of serious games as a viable niche in the multi-billion dollar gaming industry, and it covers the various types of serious games, including military, academic, medical, and training & development. From there it continues with a discussion of the enabling technology trends, emerging standards, and the tools that promise to reinforce the current trajectory of development and user demand for serious games. The second half of the book emphasizes the economic realities of the serious games industry, including and evaluation of the market, the economic potential of the space, and the customer base. The book culminates with a serious game design document that illustrates the important differences between entertainment games and serious games.

It also provides a look to the future of serious gaming from a developer's perspective. The book is written for students, established game developers, and professionals in related fields, such as modelling and simulation or instructional design, who are skilled in training with traditional approaches and tools. It is also applicable to programmers, graphic artists, and management contemplating or involved in the development of serious games.”


Papers

Mark Prensky, “Complexity Matters!”

A great article by GBL ‘guru’ Mark Prensky which investigates the differences between ‘mini-games’, what adults understand computer games to be (i.e. trivial) and the reality (complex games) and why this matters for education and vocational learning.

http://www.marcprensky.com/writing/Prensky-Complexity_Matters.pdf

Richard Van Eck, “Digital Games-based Learning (DGBL)”

After years of research and proselytizing, the proponents of digital game-based learning (DGBL) have been caught unaware. Like the person who is still yelling after the sudden cessation of loud music at a party, DGBL proponents have been shouting to be heard above the prejudice against games. But now, unexpectedly, we have everyone's attention. The combined weight of three factors has resulted in widespread public interest in games as learning tools.

http://www.educause.edu/ir/library/pdf/erm0620.pdf

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This newsletter is produced and distributed by PIXELearning Limited a specialist technology provider of computer games-based learning products and services. For more information please visit www.pixelearning.com