Next Wave | Page 18

Gaming for change T he virtual world is a gamer’s playground. Creativity and competition abound for today’s generation, which has grown up with technology and embraces innovation at the speed of bytes. But gaming is no longer just about shoot ’em ups and mastering special moves. Increasingly, the skills developed in gaming are being applied in the real world, in responsible jobs, and for the benefit of others. ‘Gamification’ is already used in almost all sectors, including by Department 18 of Transport and Main Roads to test provisional drivers’ reaction times. It is also used in the world of finance to teach customers about money management, the mining industry to manage risk, and schools to creatively communicate the principles of once-dry subject areas such as chemistry and complex mathematics. Serious games are creative outlets, mediums for playful engagement and devices for inspiring social change. Serious games are all about playing with purpose—they are the learning tools of our time. The arts of strategy and play are the bedrocks of a bright future for those who want to turn fun into career— if they are game. “Our students generally come from two groups: those who are passionate about games, and creative people who are keen to apply their artistic or communications skills in innovative ways.” Ben Rolfe Lecturer, Serious Games Development