Register Now
Summits


Casual Games Summit
Game Outsourcing Summit
IGDA
Independent Games Summit
Serious Games Summit
Worlds in Motion Summit


Serious Games Summit GDC Advisory board
Meet the board of advisors.

tracks
Sessions at SGS GDC are divided into six tracks according to the subject discipline. Learn more about these tracks here.

Call for submissions
The call for submissions closed Sept. 5, 2006. Learn more about the speaker selection process here.

 

SERIOUS GAMES SUMMIT GDC 2007 - March 5-6

SERIOUS GAMES INDUSTRIES

The Serious Games Summit GDC 2007 (SGS GDC) is the premier professional conference dedicated to the use of interactive game technology within non-entertainment sectors. The Summit provides a platform for game developers, buyers, and industry professionals to exchange ideas and advance the state of the art of serious games development in areas such as:

A main goal of the conference is to explore the shared needs of all serious game sectors while also supporting specialized material. All talks at the summit focus on the following core issues:

  • Assessing the effectiveness of serious games in achieving goals
  • Innovation and technological breakthroughs
  • Results on cost-effective development and regulations for serious games
  • Future prospects and market potential of game development

 

Talks relevant to this sector focus on topics such as:

  • Maximizing employee and management training through usage of games
  • Designing games that develop customer service and leadership skills
  • Identifying the critical needs of a corporation's workforce and solving its business problems

 

Talks relevant to this sector focus on topics such as:

  • Designing games that motivate, teach, and immerse students of all ages
  • Using online serious games as incentives to increase learning  
  • Utilizing research on gaming as a learning tool and applying it to develop successful projects

 

Talks relevant to this sector focus on topics such as:

  • Training techniques developed to assess simulation-based training and how it applies to serious games
  • How to consider the intellectual, emotional, and physical development of the audience when choosing subject matter and designing the interface
  • Systematic approaches to applying disaster recovery design and disaster response practices to drive success for a project

 

Talks relevant to this sector focus on topics such as:

  • Securing grants from government agencies to develop serious game projects
  • Techniques to adapt game visualization technologies to practical requirements of government agencies
  • Data visualization and collaboration for government researchers
  • How to match business models with government payment and approval cycles

 

Talks relevant to this sector focus on topics such as:

  • Incorporating games for treatment adherence, medical knowledge, self-efficacy, and quality of life
  • Developing breakthrough games that reach a population that is not predisposed to them
  • Usage of games for behavioral therapy / modification

 

Talks relevant to this sector focus on topics such as:

  • Advances in simulation game training technology
  • Implementing complex problem-solving approaches, strategies, and leadership to enhance military training
  • Identifying the risks, benefits, costs, outcomes, and rewards of alternative strategies that result from decision making

 

Talks relevant to this sector focus on topics such as:

  • Methods to translate science into game projects and/or incorporate gaming into scientific processes
  • How to shape project models that attract partners, sponsors, and users
  • Funding opportunities that exist for developing games about science and engineering

 

Talks relevant to this sector focus on topics such as:

  • Best practices of designing games for real-world change
  • Innovative strategies utilized in getting non-profit related games funded, made, and distributed
  • Profitable development for non-profit purposes