Although the empirical research on the instructional effectiveness of games is fragmented, important game elements such as logic, memory, visualisation and creative problem solving have always been recognized as integral to any learning process. Other studies indicate that online games do have the potential to convey skills such as time management, leadership, and teamwork which were not part of schools’ formal curricula in most parts of the world. That is also the reason why there have been increasing efforts by educators, corporate companies and researchers to focus on studying the psychology that motivates both teenagers and adults alike through their activities on online social games. Hopefully, with more conclusive results from such researches, we can devise better solutions in learners’ transition from a highly structured school environment to a self-driven, unstructured environment in society.
With this conference, we would like to share with you the trends and applications of games in the area of education, patient rehabilitation, advertising media, adult learning and assessment. Also, through this event, we hope to be able to create collaboration and partnerships amongst speakers and participants to develop real life solutions either as an application or a service for our society.
Christopher Ng Vice President, Marketing Serious Games Association (Singapore)We are inviting all educators (pre-schools to tertiary), developers, corporate marketers, human resource professionals, paramedical staff members to join us in sharing views and opinions on the development of serious games here in Asia. Our focus is very clear for each day.
If you are interested in this event and would like us to keep you updated, please register your interest here.

Good reading articles:
This year, Springer will be publishing a monograph for the conference. Selected papers from the conference submissions will be asked to develop their papers into a full chapter within the book. This will be the focused publication on Serious Games Development in the Asian Region. The editors of our conference monograph are:
For more details: Click Here
Serious Games Singapore [seriousgames.sg] carries out research and development in serious games, simulations & experiential environments. Too often the emphasis is on development alone directed towards providing ad-hoc serious games solutions – but how effective are your development methods, do they incorporate pedagogical theories, are they based on sound research and supported by empirical studies, and do you know how effective your serious games is, or to what degree it fulfills its intended purpose, or what its learning or educational value is, or how to assimilate your serious game into the classroom or curriculum? For over 10 years we have undertaken research and published academic articles and reports on design, development and assessment / evaluation approaches, and the results from empirical studies carried out in schools, universities and research laboratories in the US, UK and Singapore. Our experience and emerging body of knowledge can inform the design, development & assessment of other serious games. For more information, support, collaboration or consultancy contact: Dr.Tim.Marsh@gmail.com.
Serious Games Association (Singapore) is a not-for-profit professional association based in Singapore promoting the development of serious games and simulation technologies.
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GRID MMS is a Social Enterprise that seeks to develop young people through sustainable new media projects and business models deployed across multiple media platforms. It presently manages a 10,000sqf New Media Academy at *SCAPE.
>>Grid MMS
Serious Games Singapore carries out research and development in serious games, simulations & experiential environments.
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