Webinar

Transferable Skills from Gaming to Real Life

26-08-2021
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Online - Volda, Norway (US, GB, DK, NO)
What motivates us to play video games? What skills and competencies are you evolving from playing video games? What skills and competencies will be important for the future?

For this session we want to look at, what motivates us to play video games? What are the main reasons for gamers to put thousands of hours playing video games? What can we learn from gaming? What skills and competencies are you evolving from playing video games? Are there any drawbacks? What skills and competencies will be important for the future? And what kind of jobs will we be seeing in the coming years that could benefit from world of gaming?

For this session we want to look at, what motivates us to play video games? What are the main reasons for gamers to put thousands of hours playing video games? What can we learn from gaming? What skills and competencies are you evolving from playing video games? Are there any drawbacks? What skills and competencies will be important for the future? And what kind of jobs will we be seeing in the coming years that could benefit from world of gaming?

This webinar is sadly finished but you can for a short time watch the whole session here
:

Program

12:00 Opening
Opening of the webinar with Marit Ulvund and Kristian Glomnes


12:10 Video
Interview of professional gamers


12:15 Keynote 1
Dr. Scot Rigby – Motivation for gaining skills and competences, growth


12:55 Video
Interview of professional gamers


13:00 Keynote 2
Dr. Matthew Barr – Transferable skills and competence from gaming to real life

13:40 Short break

13.50 Video
Interview of professional gamers


14:00 Keynote 3
Liselotte Lyngsø – Skills in the future and the need for gamers?


14:30 Panel Conversation
Scott Rigby, Matthew Barr & Liselotte Lyngsø. Led by Marit Ulvund


14:55 Questions
Questions from viewers


15:00 End
Marit Ulvund and Kristian Glomnes say their goodbyes with short brief of the next webinar.

The world of gaming is big, and more and more people are finding their way to different consoles. With around 2,4 billion gamers playing, many of them kids and young adults we as a center for art and education towards kids and young adults see a lot of exciting paths on gaming. Trough this this webinar series we want to understand, learn and partake in this genre so we can meet kids and young adults at their field of interest and benefit from it. Through this this webinar series we want to understand, learn and partake in this genre so we can meet kids and young adults at their field of interest and benefit from it.

Contributors

Scott Rigby
Dr. Scott Rigby:

Dr. Scott Rigby is an an author and a behavioral scientist. In addition to being the co-creator of motivationWorks, he is also founder/CEO of Immersyve Inc., a company applying behavioral science to organizations, products, and services. After earning his Ph. D. as a research psychologist in motivation, Scott spent eight years building Internet games and interactive content for Sony, Time Warner, and Viacom as well as game tie-ins for major feature films such as AI:Artificial Intelligence, Red Planet, and Frequency before founding Immersyve in 2003. To improve player retention” Rigby notes that “developers must understand player motivation and engagement at a higher resolution, both conceptually and in the data they collect to improve design and innovate great player experiences. The distinction between “intrinsic” vs. “extrinsic” motivation is increasingly a focus of conversation and strategy..and understand[ing] the building blocks of motivation in a way that is clear, accurate, and practically useful [is the key to] building great game experiences.”

Barr
Dr. Matthew Barr:

Dr Matthew Barr is a lecturer at the University of Glasgow, where he previously convened the University’s first game studies course and was the founding editor of the international student game studies journal. Barr’s research, which has attracted significant media attention, examines how video games may be used to develop skills and competencies such as critical thinking, adaptability, and communication skill. This work received the Association for Learning Technology’s inaugural Research Project of the Year award in 2018 and forms the basis of his book, Graduate Skills and Game-Based Learning, published with Palgrave in 2019. Barr currently serves as Vice Chair of British DiGRA (the Digital Games Research Association) and as a Director and Trustee for the Scottish Game Developers Association. He also sits on the BAFTA Scotland Committee, where he serves as the current Games Jury Chair.

Liselotte
Liselotte Lyngsø:

Liselotte Lyngsø is Managing Partner of the innovation and futurist company Future Navigator. Prior to that, she was Director at Fahrenheit 212, an ideas company owned by Saatchi. For 8 years she worked as Director of Research at the Copenhagen Institute for Future Studies. Since 2002, she has been a member of the Foresight editorial board in the EU (predicting Brexit back in 1996!) and she is a founding member of the Global Future Forum. Liselotte works extensively with scenarios for the future, innovation, technologies and megatrends that have consequences for the way we think, work, feel and consume. She is in great demand as keynote speaker, futurist coach, as well as consulting for global organizations like OSM, IKEA, Radius Travel, Versa Agency, Travelpool Europe, Ramboll, and Novo nordisk.

Interview with:

Anders “aNdz” Kjær (Apeks)
Magnus «Hyper» Kristiansen (Apeks)
Arkan “NotoriousArko” Resul (777 )
“Lotta” Marie Klonteig (777 )
Omid “Touch” Rosander (Nordavind)

This is the second of three digital conferences we hope to arrange this year. In March we had our first of the series with the theme The gamer experience of “to be, or pretend to be”, the theme for this one will be “The gamers need for skills and competence, and the future’s need for gamers” for the third the theme will be “Gamin as an art experience or tool for education” and will be a cooperation with The Norwegian Cultural Schoolbag (TCS), a national program designed to ensure that all school pupils in Norway experience professional art and culture of all kinds. The Cultural Schoolbag is a collaborative project between the Ministry of Culture and the Ministry of Education and Research.