Testimonies

Daesign
General Director
Daesign has always attended Serious Game Expo, since the beginning, and we made it one of our main communication tools. It is the place to be for those that are into Serious Gaming in France, and its development, particularly on the "business" side allows us to meet every year many prospects and partners.

Succubus Interactive
CEO
Like every year, Serious Game Expo is the meeting place that brings together developers and decision makers who are working on serious game projects. The year 2010 already offered a series of excellent sessions, now I'm looking forward to see further improvements at the 2011 edition!
![]() What are the key products you present this year? Serious Games have proven their effectiveness, and now our customers expect global solutions. Therefore we started the "Serious Game Store": the first yearly subscription-based offer with unlimited access to innovative and entertaining tools designed for training, communication and evaluation. This offer is complemented by a range of services to facilitate the appropriation and deployment of Serious Games ("try & buy" service, Client membership access, in-house seminars animation and internal communication kits...).
We are also introducing a series of apps for iPhone, iPad and Android, and other educational innovations, such as interactive comics (online or on iPad).
Finally, as every year, our clients are with us in the presentation of numerous projects Serious Games made throughout the year, Michelin, EDF, Société Générale, DGME, Renault, Natixis, TOTAL ...
What are the advantages of the Serious Game Expo? The Serious Game Expo is an eagerly awaited annual event as it brings together
companies interested in new generation tools. The "curiosity" of the first exhibitions has been replaced by the presence of decision makers who seek practical solutions, sustainable integration in the "toolbox" of HR services, marketing and trading business.
It is also an opportunity for participants to exchange ideas, cooperate and form partnerships. Finally, this year we have increased our international expansion (England, Germany, Belgium ...), the opening of the exhibition abroad is a huge benefit to Daesign.
![]() How’s serious game doing in the automotive industry? The automotive sector is highly dynamic ... it is constantly changing regulations; competition exists both in technology and sales and reaches a large population (services, sales and maintenance).
Nevertheless, we have to solve a common problem: more training, more people - more often, with lower budgets ...
In this context, classroom training in not enough and traditional distance learning is becoming obsolete. GNFA approach is not to make "serious game" but to incorporate cleverly all the video game technologies. In the near future, the GNFA will release a "Virtual offer” featuring a multi-user and immersive real-time 3D world. Quels sont les atouts du Serious Game Expo ? The GNFA is the leading training specialist in the automotive sector in France.
We deliver more than one million hours of training per year to more than 40,000 professional.
It is important to give a strong signal to our public that the GNFA remains a leading operator and won’t rest on their laurels. On the contrary, we have invested 3 years in a major project innovating in both technology and pedagogy. It is with this objective that we wish to be present at the Serious Game Expo in Lyon: the many years of the GNFA have stimulated our pioneering spirit.
What are the main innovations in serious games ?
Studies have now proven the efficacy of game-based approaches over other traditional methods of training in different areas (e.g. Knight et al., 2010). Today the latest trends in serious games include: use of multimodal interfaces such as brain-computer interfaces, the use of mobile handsets for delivering serious games content and multiplayer online games for supporting learning (de Freitas & Maharg, 2011).
Examples of this include the Roma Nova game developed by the Serious Games Institute.Social communities built around gaming content are also emerging as strong practices for educational games, and blended learning approaches seem to be the most effective methods for ensuring that learning outcomes are measurable and can be evaluated.The Code of Everand was a game for children enabling them to cross the road more effectively. Used by 90K children in the UK it has been shown to be effective for reaching a very large number of players.
Regarding the latest technologies, games platforms such as Unity as being used for developing games, as this can be used to deliver to multi-platforms (Petridis et al., 2010).
As well as games engines, tools for editing games content and frameworks such as the four dimensional framework are being used to balance between pedagogic approaches and technical specifications(de Freitas & Oliver, 2006). User participatory models for development are also being used.(Dunwell et al., 2011)
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