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commercial aspect is lacking? how do we make money from it?

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commercial aspect is lacking? how do we make money from it?

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Testing for pergamon starts in March.

Pergamon is actually a framework to se whether this game can be applied for other chronic illnesses.

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keeping up with technology in time with development and validation

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keeping up with technology in time with development and validation

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Stakeholders workshop

Minimum viable product. To release early and get feedback from clients and end users. Iterative development.

What are the main trends to be part of the probable success?

-market research

-to deliver engaging educational content

Is testing a waste of resources if we have to remake games?

Concern experts in the fields...

You want the experts to make you more credible- but does this make it too high end? Or can it give a new perspective to the games?

End users should be involved as soon as possible.

No-one wants to lend thousands of euros on a game that doesn't work for the end users.

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Involved the specialists from the beginning to outline

Need to know the end users and what they really need . User end approach.

Effort is put into the user requirements. There are camps to find out these requirements.

Set specific goals for how you want to use the game.

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need IP for the hospital for money to come back

protecting the IP

don't spend a lot of time/money on IP

passion matters - invest in the team

what is the motivation?

why would they want to play?

strong need = good game

educated passion

specialists onboard

clinical factors need to be validated

best practice

find the problem/the need

market researcher - what is already out there?

care professional

commercial viability

how do make it? who do we bring in

professionals

carers

patients

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6 people in the workshop had no experience of working with Serious Games

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How can we best use and analyse the data from Serious Games? 

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How can we best use and analyse the data from Serious Games? 

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How long have you been part of serious games?

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How long have you been part of serious games?

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Varied across the room; some with less than 1 year of experience; handful with a lot of experience with making games and game design

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Why are serious games so 'bad' compared to commercial games

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Why are serious games so 'bad' compared to commercial games