26 October 2018, Friday, 0900 – 1800

Auditorium, Academia, Singapore General Hospital Campus, Singapore


Come, Meet & Network

with a like-minded community for ideas, inspiration & insights into how you can use serious games & training simulations to build gamified experiences that are interactive & engaging for your target audience!



Despite there being large number of released medical serious games, only a minority of them are successfully implemented and used in the context for which they were designed. This may be attributed to a great variation in quality and a lack of transparency regarding the rationale, relevance and scientific validity of these games.

It is not always clear to what degree various user groups such as relevant experts (e.g. healthcare and educational subject matter experts) and the end-users were involved during development of the game. The latter is very important to make sure potential users appreciate and understand the game and may learn from it. This can make it very difficult for potential users to distinguish good and effective serious games from nice looking ones, but ineffective or potentially even harmful games.

Differentiating between effective and ineffective games is especially relevant in the current era of evidence-based medicine and education, where sound evidence of effectiveness is required before policymakers consider implementing a serious game as a teaching or treatment modality. An additional concern is data-safety, since many of these games store personal and/or even medical data either locally or on external servers.

In order to help solve these issues and to stimulate the production of well-developed, scientifically supported and tested serious games, the Dutch Society of Simulation in Healthcare (DSSH) has developed a transparent evaluation framework with an associated quality label for medical games which Serious Games Association (Singapore) would be adopting.

This panel will discuss the importance of such an evaluation framework and its relevance for the serious games industry. Come and join us in this discussion to share your views or simply to understand how the serious games eco-system works.


The worldwide five-year compound annual growth rate (CAGR) for Game- based Learning products and services is a robust 37.1% and revenues will more than quadruple to reach well over $17 billion by 2023. Global, regional, and country market conditions are now extremely favorable for serious game suppliers. The worldwide educational game market is now in a boom phase. The five-year compound annual growth rates (CAGRs) for the global Game-based Learning market have been increasing for the last six forecast periods.

The steady increase in the five-year CAGRs for educational games is directly correlated to the ongoing innovations that are being integrated into next- generation educational games like psychometrics, neuroscience, augmented reality (AR), virtual reality (VR), and artificial intelligence (AI). Essentially, Game-based Learning has transformed (evolved) into a new type of advance learning technology and has effectively rebooted its lifecycle.

Although Singapore is poised to leverage on the fast developing simulation and game technology, we have not made a dent in this area. Why is that so? Perhaps, it is the lack of understanding in terms of the serious games eco-system or there is no strategies planned to engage this market?

In this panel discussion we are discussing how the different components and stakeholders for serious games could come together to build a sustainable eco-system, which supports and accelerate the development and growth of innovative and high-quality simulation gaming technology for a new interactive digital economy. Do join us to share your views.

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