‘Serious’ video and computer games have the potential to inspire, motivate, and educate our children in the classroom superseding textbooks says leading computer games and multimedia expert Associate Professor Jeffery Brand from Bond University.
Speaking at a public lecture in Brisbane recently, Professor Brand explained the interactive nature of computer games could see the industry grow exponentially and Australia has the opportunity to lead in this market.
“As the knowledge economy matures the video games industry has the potential to explode,” said Professor Brand.
“Video and computer games offer the user an interactive experience. They address real-life concepts including politics and families, and they motivate the user to do something.
“Just as books were first perceived as distracting children away from playing outside; educational video games have the potential to become a part of our daily lives teaching us, guiding us and supporting the school curriculums.
“95 percent of all Australian children play computer games, but the average age of all gamers in Australia is 30.
"We have two generations of gamers who are game literate and a workforce trained for the knowledge economy that are not only receptive to game-based experiences, but are also hungry for new models for learning and training.
“From the iPod to the soon-to-be-released iPad, mobile phones to social media, knowledge workers are immersed in a world of technology that promotes interaction and engagement, and games are at the centre of this.
“Games have an amazing potential to change and enhance the way we deliver education and training, they appeal broadly across our ‘switched on’ population and can easily and quickly evolve to our needs.
“Serious games offer entertainment, but they are not just for leisure.
"Australia is small enough, creative enough and educated enough to develop a reputation for serious games and become leaders in this industry as it evolves to the next phase," he said.