This document discusses how ecological factors may affect serious gaming. It defines serious gaming as games created for educational purposes rather than entertainment. Ecological factors that could drive demand for serious gaming include growing consumer concern for minimal environmental impact, using simulations to reduce fuel consumption for pilot and driver training, and reducing needs for travel through remote machine control and digital distribution. Over time, as environmental issues increase in complexity and awareness, the demand for serious games to address problems may also increase.
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Sse gaming steep_group7a_2011
1. STEEP analysis - Ecological forces affecting serious gaming Group 7a2304 Media management
3. Focus in this presentation is the ecological aspect.Relationship between people and the physical environment Jobber, D. 2007. p86.Companies can use STEEP analysis to evaluate the present ecological/environmental situation in a specific region and adjust their strategy accordingly to avoid problems.
4. Serious gaming definedCreated for an educational purpose (occupational training, raising political issues, creating business awareness) not for entertainment purposes (casual games) (http://en.wikipedia.org/wiki/Serious_game, http://en.wikipedia.org/wiki/Video_game#Serious_games)Example: Pilot training in simulations
5. Ecological factors of serious gamingGrowing consumer demand over the next 2-3 years for minimal environmental impact.Educational environments > less fuel used to educate pilots and drivers.Remote control of machines -> less fuel flying in specialist surgeons for medical procedures.Packaging of products -> digital distribution.
6. Possible scenario: With increasing awareness of environmental issues and complexity of tasks in society the demand for serious games will probably increaseAmount of known problems/issues and sophisticated task / complexity in society Potential/Demand for serious (e.g political) gamesTime~1930Image for illustration purposes only