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the gamification of everyday life
by prof sara de freitas
summary: grand challenges and gamification
1) grand challenges of society. key grand challenges of modern societies e.g.: (a)
population growth is leading to greater pressures on our environments (climate
change, restricted resources, education systems, energy sources) (b) globalisation is
leading to more interconnected and complex social structures (self-organised
criticality) > futurICT

2) serious games institute model and projects. how we are addressing critical
challenges in our research and development work, including trajectories for research
work and some key findings and research challenges

3) what is gamification? the role of ‘gamification’ in social (behavioural) change
and awareness raising.

4) trajectories for research work and some key findings and research
challenges: strands of research

5) can gamification change our world meeting socio-economic changes - and
solve grand challenges we face? Some examples of how we can meet challenges

reflections and conclusions: move towards more complex structures and socially
driven innovation and technology development: solutions to big data and vulnerable
systems.
1: grand challenges of society: e.g. population and
city growth, climate change leading to complexity
and data explosion challenges
challenges humanity is facing in the 21st century
                    (copyright: dirk helbing)
Lee C. Bollinger, president of Columbia University,
formulated the issue as follows: “The forces affecting
societies around the world ... are powerful and novel. The
spread of global market systems ... are ... reshaping our
world ..., raising profound questions. These questions call
for the kinds of analyses and understandings that academic
institutions are uniquely capable of providing. Too many
policy failures are fundamentally failures of knowledge.”
                                                          1. Financial and economic crisis
                                                          2. Debts and inflation
                                                          3. Stability of the European Union
                                                          4. Political revolutions, war
                                                          5. Critical infrastructure risks
                                                          6. Environmental change
                                                          7. Epidemics (SARS, H1N1 pandemic)
                                                          8. Migration and integration
                                                          9. Extremism, terrorism
                                                          10. Corruption, organized crime
The Knowledge Accelerator
  Creating a Living Earth Platform for a Sustainable Future
                                        FuturICT will build a Living Earth Platform for a
                                         global-scale simulation of our techno-socio-
We have explored the universe, and       economic-environmental system and more
have sent men to the moon. It turns
out, however, that our current          This will integrate Crisis Observatories running
                                         massive data mining for the advance detection of
knowledge of society is too limited to   possible crises:
efficiently   tackle    the    global      financial market instabilities
challenges of humanity in the 21st         emerging conflicts
century. Thus, it’s time to pay            health risks and disease spreading
                                           environmental changes, etc.
attention to our Earth and create an
ICT Flagship to explore social life     Participatory Platforms will inform decision-
and everything it relates to. Dirk       makers and involve citizens
Helbing
                                        The Innovation Accelerator will speed up
                                         research, development, and the creation of new
                                         business opportunities.
>300 scientists from all over
                                        The focus on Managing Complexity will develop
the World                                integrative system designs and new decision-
                                         making and governance tools.
predicting the sequence of possible impacts of earthquakes
Data                 Models                            Forecasts
                                  demographic




                                                                             infection
                                         data                  contact
                                                              network
                                                               models




                                                 +                       =
                                     transport
                                          data       multi-
                                                      scale
                                   geographic        models
                                         data
   ...complexity...
                                                               agent-
                                                               based
                                                               models



scenario
analysis     predictions
                           Validation




priorities   policies                            copyright Alex Vespignani and
                                                            FuturICT
2: serious games institute: an international hub of
excellence in serious games research, business and
study
           sgi: an agenda for applied
            sgi: an agenda for applied
                    research..
                     research..
sgi activities: a hybrid model for
   business, research & study
i. applied research projects (23 projects, 12 eu projects)
ii. masters programme
iii. doctoral school
iv. cpd courses
v. sgi overseas (singapore, south africa, mexico)
vi. business projects (26 projects: e.g. bae, jaguar landrover
vii. business incubation
viii. serious games international spin out
ix. serious games lab
x. mobile development lab
xi. 30 companies in the cluster
xii. ieee vs-games conference (2008-2011)
xiii. companies based at the sgi (e.g. Pixelearning)
projects & games at the serious games institute
   meducator

      alice

     code of
     everand


   roma
   nova        simaula     mirror    vtrade
     gala
               customer   futurict
  floodsim


  modes

edugamelab



   maseltov

                  sex
                 health
                 game
sgi projects: ict/cultural heritage/tel
i. erasmus: roma nova                viii. eu strep maseltov
ii. herbert gallery:                 ix. eu gala network of excellence in
     undercrofts priory                    serious games
     visualisation                   x. eu strep alice
iii. coventry city council: far      xi. llp simaula
     gosford street reconstruction   xii. llp modes
iv. technology strategy board:       xiii. eu ip meducator
     shakespeare trust               xiv. llp edugamelab
v. fet futurict                      xv. prime ministers initiative fund:
vi. jisc customer project                  disaster city reconstruction
vii. jisc inspires                   xvi. uk department for transport:
                                           code of everand
                                     xvii.jisc opex platform
                                     xviii. epsrc sensor networks and
                                           games
                                     xix. eu mexpex
3: what is gamification? how can we use serious
games to answer the grand challenges?
gamification trends
beginning of 2010 the games industry posted total sales of $1.17 billion for the month of january

value of sg in 2010 was estimated to be 1.5 billion, and is set to increase by average 47% between
2010 and 2015 (idate market report)

international software federation of europe (isfe, 2010):
74% of those aged 16-19 considered themselves gamers (n=3000), 60% of those 20-24, 56% 25-29
and 38% 30-44.

32% of the total uk population consider themselves gamers (n=3000). 31% of females described
themselves as gamers and 34% of males.

several studies demonstrating the efficacy of serious games for training in particular through
behavioural change (sg-ets, hope lab’s re:mission, pulse project)

wide uptake of social software (e.g. facebook, wikipedia), crowdsourcing

learning in multimodal ways: mixed reality, augmented reality, mobile learning, haptics (more
flexible approaches)

converging technologies: mobile devices, ar devices, bci/eegs, sensor networks, robotics, virtual
world mashups, gps, geocoding, web technologies and services (soa)
4: research trajectory and findings from the
studies
mapping our systems more closely against
                                                                                                               human behaviour
                                                                                                      design


                                                                                                       theory
                                                                                                                          a: neuro-psychology
  LEARNING                                 INSTRUCTION                             ASSESSMENT
                                                                                                                       approaches to learning with
    Learning
   objectives
                   GAME ELEMENTS:
                       Context              User learning
                                                               GAME ELEMENTS:
                                                               Learner Specifics
                                                                                                                                 games
  Clear player
     goals




                                            Instructional



                                                                                                                           b: visualization and
                         User engagement                     User behavior
                                               design




                                                                                     Debriefing


                   GAME ELEMENTS:
                    Representation
                                           Player feedback        GAME ELEMENTS:
                                                                     Pedagogy
                                                                                                                                modelling
                                                                                                                                                        interactive tutoring
Learning content                                                                   System feedback




                                                                                                                                                           environment
                                                                                                                        c: multimodal interfaces

                                                                                                                       d: artificial intelligence and
                                                                                                                                      life
                                                                                                      interactivity
                                                                                                                       e: semantic web, standards
                                                                                                                             and metadata
                                                                                                       feedback



                                                                                                          adaptivity

  models and frameworks
  2006-2011
models and frameworks 2006-2012




de Freitas, S. & Oliver, M. (2006). How can exploratory   Staalduinen, J. P. v. & de Freitas, S. (2011). A game-based learning framework:
learning with games and simulations within the curriculum Linking game design and learning outcomes. In: Learning to Play: Exploring the
be most effectively evaluated? Computers and Education, Future of Education with Video Games. M. S. Khyne (Ed.). New York, Peter Lang:
46 (3): 249-264.                                                                                  29-54.
strand a: neuro-psychological approaches to game-
based learning: are games effective teaching tools?
how can we measure immersion and efficacy of
           games? sg-ets project
triage trainer – trial results
triage trainer (tt) trial summary:            tt game group:
      5 trials: september 2007 – january 2008      15 minute tutorial in game play /
                                                        user interface
independently conducted by the university          60 minutes playing the tt game
      of birmingham                                     on their own
                                                   instructor available to answer
trial participants:                                     questions
      91 uk nhs doctors, nurses & paramedics
      all on alsg major incident medical      non-game group:
           management and support (mimms)          75 minute normal alsg instructor-
           training courses                             led table top exercise
                                                   involved sorting cards with vital
participants were randomly distributed:                 signs variables written on
      tt game (n = 47)                                  them into priority groups
      non-game (n = 44)
triage trainer – (knight et al., 2010)
trial results of tt game trainees versus non-     possible conclusions:
      game trainees:                              a ‘serious game’ such as the triage
tagging accuracy of tt game trainees:                  trainer offers the potential to:
      significantly higher accuracy *χ2 = 13.126,      enhance learning; and
           p<0.05]                                     improve transfer of training
step accuracy of tt game trainees. comparing possible reasons are that the game
      the ratios of participants who achieved an       offers:
      8/8                                              opportunity to practice skills
accuracy rating (i.e. followed the correct                  and knowledge gained on
      protocol for all 8 casualties):                       the course in a more
      significantly more accurate (28%) than the            realistic and more engaging
           non-game group (7%) *χ2 = 7.29,                  environment
           p<0.05]                                     personalised feedback which
time taken by tt game trainees to complete                  enables the game player to
      triage of all 8 casualties:                           correct procedural errors
                                                            made, through repeated
      no significant difference on time taken
                                                            play
           (p>0.05)
neuro-psychology approaches: studies with graz
strand b: visualization and modelling
shakespeare trust & priory undercrofts visualisations
roma nova
strand c: multimodal interface integration: roma
                      nova
strand d: semantic web mash ups: roma nova
strand d: artificial intelligence and crowd modelling
artificial intelligence and crowd modelling
strand e: standards and repurposing game
        content: meducator project
climate health impact
5: can gamification solve world-scale problems?: examples
behavioural change: code of everand
emergency response training: games for change
international risk, resilience and rescue centre (ir3c): texas
                a&m & coventry universities
reflections the upon future of serious games
what benefits do serious games provide?

    scalability of game environments to large global
   communities

    adaptivity to user requirements

    closer modelling of user behaviour (feedback loop)

    behavioural change

    flow, feedback, visual and actual realism leading to higher levels
   of immersion

    increased motivation and engagement

   multimodal integration of interfaces and other technologies: e.g.
   ai, haptics, biofeedback, sensors networks etc) from convergence,
   mash ups and user/community interaction
conclusions
so are applications of vw/games technologies really changing our approaches
to working, learning, social interactions and how we consider experiences?

    providing new tools for flow, feedback, visual and actual realism leading
    to higher levels of immersion

    great potential for the medium for supporting immersive education
    through increased motivation and engagement

    potential for personalized feedback and more sophisticated learning
    interaction

move towards immersive learning experiences and design: with increased
motivation, immediate feedback and sophisticated user models

how can serious games utilise the benefits of the future internet?

need for serious games community to work with user communities and
educationalists to answer some of the key grand challenges
upcoming conference:
vs-games conference in genoa, november 2012




any questions contact: prof. sara de freitas
s.defreitas@coventry.ac.uk
selected references
JOURNAL ARTICLES & CONFERENCE PAPERS:                          Knight, J., Carly, S., Tregunna, B., Jarvis, S., Smithies, R., de
                                                               Freitas, S., Mackway-Jones, K. & Dunwell, I. (2010). Serious
de Freitas, S., Jarvis, S. (2008). Towards a development       gaming technology in major incident triage training: A
approach for serious games. In T.M. Connolly, M. Stansfield,   pragmatic controlled trial. Resuscitation Journal 81(9): 1174-9
& E. Boyle (Eds) Games-based learning advancements for
multi-sensory human-computer interfaces: Techniques and        de Freitas, S. (2011) Game for Change. Nature, 470 (7334): 330-
effective practices. IGI Global. Hershey, PA.                  331.

Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C.,    BOOKS (2010-2012):
Petridis, P., de Freitas, S. Serious Games in Cultural
Heritage, 10th VAST International Symposium on Virtual         Sharpe, R., Beetham, H. & de Freitas, S. (Eds) (2010) Rethinking
Reality, Archaeology and Cultural Heritage (VAST '09),         Learning in the Digital Age, London & New York: Routledge.
VAST-STAR, Short and Project Proceedings, Eurographics,
Malta, 22-25 September, 29-48, (2009).                         de Freitas, S. & Maharg, P. (Eds) (2011) Digital Games and
                                                               Learning. London and New York: Continuum Press
de Freitas, S., Rebolledo-Mendez, G., Liarokapis, F.,
Magoulas, G., Poulovassilis A. (2010). Learning as             de Freitas, S & Jameson, J. (2012) The e-Learning Reader.
immersive experiences: using the four dimensional              London & New York: Routledge.
framework for designing and evaluating immersive learning
experiences in a virtual world. British Journal of             Ferdig, R & de Freitas, S. (eds.) (2012) Interdisciplinary
Educational Technology                                         Advancements in Gaming, Simulations and Virtual
                                                               Environments: Emerging Trends, Hersey, PA, IGI Global.
Dunwell, I., Petridis, P., Protopsaltis, A., de Freitas, S.,
Panzoli, D. & Samuels, P. Automating Content Generation        BOOK SERIES:
for Large-Scale Virtual Learning Environments using
Semantic Web Services. In proceedings of the 5th               de Freitas, S. & Maharg, P. (Series Eds) (2011-) Digital Games
International Workshop on Semantic Wikis (SemWiki2010),        and Learning. London and New York: Routledge.
ESWC2010, Hersonissos, Crete, Greece, May 29th -June 3rd
2010

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Sara de freitas the gamification of everyday life - seserv se workshop june 2012

  • 1. the gamification of everyday life by prof sara de freitas
  • 2. summary: grand challenges and gamification 1) grand challenges of society. key grand challenges of modern societies e.g.: (a) population growth is leading to greater pressures on our environments (climate change, restricted resources, education systems, energy sources) (b) globalisation is leading to more interconnected and complex social structures (self-organised criticality) > futurICT 2) serious games institute model and projects. how we are addressing critical challenges in our research and development work, including trajectories for research work and some key findings and research challenges 3) what is gamification? the role of ‘gamification’ in social (behavioural) change and awareness raising. 4) trajectories for research work and some key findings and research challenges: strands of research 5) can gamification change our world meeting socio-economic changes - and solve grand challenges we face? Some examples of how we can meet challenges reflections and conclusions: move towards more complex structures and socially driven innovation and technology development: solutions to big data and vulnerable systems.
  • 3. 1: grand challenges of society: e.g. population and city growth, climate change leading to complexity and data explosion challenges
  • 4. challenges humanity is facing in the 21st century (copyright: dirk helbing) Lee C. Bollinger, president of Columbia University, formulated the issue as follows: “The forces affecting societies around the world ... are powerful and novel. The spread of global market systems ... are ... reshaping our world ..., raising profound questions. These questions call for the kinds of analyses and understandings that academic institutions are uniquely capable of providing. Too many policy failures are fundamentally failures of knowledge.” 1. Financial and economic crisis 2. Debts and inflation 3. Stability of the European Union 4. Political revolutions, war 5. Critical infrastructure risks 6. Environmental change 7. Epidemics (SARS, H1N1 pandemic) 8. Migration and integration 9. Extremism, terrorism 10. Corruption, organized crime
  • 5. The Knowledge Accelerator Creating a Living Earth Platform for a Sustainable Future  FuturICT will build a Living Earth Platform for a global-scale simulation of our techno-socio- We have explored the universe, and economic-environmental system and more have sent men to the moon. It turns out, however, that our current  This will integrate Crisis Observatories running massive data mining for the advance detection of knowledge of society is too limited to possible crises: efficiently tackle the global  financial market instabilities challenges of humanity in the 21st  emerging conflicts century. Thus, it’s time to pay  health risks and disease spreading  environmental changes, etc. attention to our Earth and create an ICT Flagship to explore social life  Participatory Platforms will inform decision- and everything it relates to. Dirk makers and involve citizens Helbing  The Innovation Accelerator will speed up research, development, and the creation of new business opportunities. >300 scientists from all over  The focus on Managing Complexity will develop the World integrative system designs and new decision- making and governance tools.
  • 6. predicting the sequence of possible impacts of earthquakes
  • 7. Data Models Forecasts demographic infection data contact network models + = transport data multi- scale geographic models data ...complexity... agent- based models scenario analysis predictions Validation priorities policies copyright Alex Vespignani and FuturICT
  • 8. 2: serious games institute: an international hub of excellence in serious games research, business and study sgi: an agenda for applied sgi: an agenda for applied research.. research..
  • 9. sgi activities: a hybrid model for business, research & study i. applied research projects (23 projects, 12 eu projects) ii. masters programme iii. doctoral school iv. cpd courses v. sgi overseas (singapore, south africa, mexico) vi. business projects (26 projects: e.g. bae, jaguar landrover vii. business incubation viii. serious games international spin out ix. serious games lab x. mobile development lab xi. 30 companies in the cluster xii. ieee vs-games conference (2008-2011) xiii. companies based at the sgi (e.g. Pixelearning)
  • 10. projects & games at the serious games institute meducator alice code of everand roma nova simaula mirror vtrade gala customer futurict floodsim modes edugamelab maseltov sex health game
  • 11. sgi projects: ict/cultural heritage/tel i. erasmus: roma nova viii. eu strep maseltov ii. herbert gallery: ix. eu gala network of excellence in undercrofts priory serious games visualisation x. eu strep alice iii. coventry city council: far xi. llp simaula gosford street reconstruction xii. llp modes iv. technology strategy board: xiii. eu ip meducator shakespeare trust xiv. llp edugamelab v. fet futurict xv. prime ministers initiative fund: vi. jisc customer project disaster city reconstruction vii. jisc inspires xvi. uk department for transport: code of everand xvii.jisc opex platform xviii. epsrc sensor networks and games xix. eu mexpex
  • 12. 3: what is gamification? how can we use serious games to answer the grand challenges?
  • 13. gamification trends beginning of 2010 the games industry posted total sales of $1.17 billion for the month of january value of sg in 2010 was estimated to be 1.5 billion, and is set to increase by average 47% between 2010 and 2015 (idate market report) international software federation of europe (isfe, 2010): 74% of those aged 16-19 considered themselves gamers (n=3000), 60% of those 20-24, 56% 25-29 and 38% 30-44. 32% of the total uk population consider themselves gamers (n=3000). 31% of females described themselves as gamers and 34% of males. several studies demonstrating the efficacy of serious games for training in particular through behavioural change (sg-ets, hope lab’s re:mission, pulse project) wide uptake of social software (e.g. facebook, wikipedia), crowdsourcing learning in multimodal ways: mixed reality, augmented reality, mobile learning, haptics (more flexible approaches) converging technologies: mobile devices, ar devices, bci/eegs, sensor networks, robotics, virtual world mashups, gps, geocoding, web technologies and services (soa)
  • 14. 4: research trajectory and findings from the studies
  • 15. mapping our systems more closely against human behaviour design theory a: neuro-psychology LEARNING INSTRUCTION ASSESSMENT approaches to learning with Learning objectives GAME ELEMENTS: Context User learning GAME ELEMENTS: Learner Specifics games Clear player goals Instructional b: visualization and User engagement User behavior design Debriefing GAME ELEMENTS: Representation Player feedback GAME ELEMENTS: Pedagogy modelling interactive tutoring Learning content System feedback environment c: multimodal interfaces d: artificial intelligence and life interactivity e: semantic web, standards and metadata feedback adaptivity models and frameworks 2006-2011
  • 16. models and frameworks 2006-2012 de Freitas, S. & Oliver, M. (2006). How can exploratory Staalduinen, J. P. v. & de Freitas, S. (2011). A game-based learning framework: learning with games and simulations within the curriculum Linking game design and learning outcomes. In: Learning to Play: Exploring the be most effectively evaluated? Computers and Education, Future of Education with Video Games. M. S. Khyne (Ed.). New York, Peter Lang: 46 (3): 249-264. 29-54.
  • 17. strand a: neuro-psychological approaches to game- based learning: are games effective teaching tools?
  • 18. how can we measure immersion and efficacy of games? sg-ets project
  • 19. triage trainer – trial results triage trainer (tt) trial summary: tt game group: 5 trials: september 2007 – january 2008 15 minute tutorial in game play / user interface independently conducted by the university 60 minutes playing the tt game of birmingham on their own instructor available to answer trial participants: questions 91 uk nhs doctors, nurses & paramedics all on alsg major incident medical non-game group: management and support (mimms) 75 minute normal alsg instructor- training courses led table top exercise involved sorting cards with vital participants were randomly distributed: signs variables written on tt game (n = 47) them into priority groups non-game (n = 44)
  • 20. triage trainer – (knight et al., 2010) trial results of tt game trainees versus non- possible conclusions: game trainees: a ‘serious game’ such as the triage tagging accuracy of tt game trainees: trainer offers the potential to: significantly higher accuracy *χ2 = 13.126, enhance learning; and p<0.05] improve transfer of training step accuracy of tt game trainees. comparing possible reasons are that the game the ratios of participants who achieved an offers: 8/8 opportunity to practice skills accuracy rating (i.e. followed the correct and knowledge gained on protocol for all 8 casualties): the course in a more significantly more accurate (28%) than the realistic and more engaging non-game group (7%) *χ2 = 7.29, environment p<0.05] personalised feedback which time taken by tt game trainees to complete enables the game player to triage of all 8 casualties: correct procedural errors made, through repeated no significant difference on time taken play (p>0.05)
  • 22.
  • 23. strand b: visualization and modelling
  • 24. shakespeare trust & priory undercrofts visualisations
  • 26. strand c: multimodal interface integration: roma nova
  • 27. strand d: semantic web mash ups: roma nova
  • 28. strand d: artificial intelligence and crowd modelling
  • 29. artificial intelligence and crowd modelling
  • 30. strand e: standards and repurposing game content: meducator project
  • 32. 5: can gamification solve world-scale problems?: examples
  • 34. emergency response training: games for change
  • 35. international risk, resilience and rescue centre (ir3c): texas a&m & coventry universities
  • 36. reflections the upon future of serious games what benefits do serious games provide?  scalability of game environments to large global communities  adaptivity to user requirements  closer modelling of user behaviour (feedback loop)  behavioural change  flow, feedback, visual and actual realism leading to higher levels of immersion  increased motivation and engagement multimodal integration of interfaces and other technologies: e.g. ai, haptics, biofeedback, sensors networks etc) from convergence, mash ups and user/community interaction
  • 37. conclusions so are applications of vw/games technologies really changing our approaches to working, learning, social interactions and how we consider experiences? providing new tools for flow, feedback, visual and actual realism leading to higher levels of immersion great potential for the medium for supporting immersive education through increased motivation and engagement potential for personalized feedback and more sophisticated learning interaction move towards immersive learning experiences and design: with increased motivation, immediate feedback and sophisticated user models how can serious games utilise the benefits of the future internet? need for serious games community to work with user communities and educationalists to answer some of the key grand challenges
  • 38. upcoming conference: vs-games conference in genoa, november 2012 any questions contact: prof. sara de freitas s.defreitas@coventry.ac.uk
  • 39. selected references JOURNAL ARTICLES & CONFERENCE PAPERS: Knight, J., Carly, S., Tregunna, B., Jarvis, S., Smithies, R., de Freitas, S., Mackway-Jones, K. & Dunwell, I. (2010). Serious de Freitas, S., Jarvis, S. (2008). Towards a development gaming technology in major incident triage training: A approach for serious games. In T.M. Connolly, M. Stansfield, pragmatic controlled trial. Resuscitation Journal 81(9): 1174-9 & E. Boyle (Eds) Games-based learning advancements for multi-sensory human-computer interfaces: Techniques and de Freitas, S. (2011) Game for Change. Nature, 470 (7334): 330- effective practices. IGI Global. Hershey, PA. 331. Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., BOOKS (2010-2012): Petridis, P., de Freitas, S. Serious Games in Cultural Heritage, 10th VAST International Symposium on Virtual Sharpe, R., Beetham, H. & de Freitas, S. (Eds) (2010) Rethinking Reality, Archaeology and Cultural Heritage (VAST '09), Learning in the Digital Age, London & New York: Routledge. VAST-STAR, Short and Project Proceedings, Eurographics, Malta, 22-25 September, 29-48, (2009). de Freitas, S. & Maharg, P. (Eds) (2011) Digital Games and Learning. London and New York: Continuum Press de Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., Poulovassilis A. (2010). Learning as de Freitas, S & Jameson, J. (2012) The e-Learning Reader. immersive experiences: using the four dimensional London & New York: Routledge. framework for designing and evaluating immersive learning experiences in a virtual world. British Journal of Ferdig, R & de Freitas, S. (eds.) (2012) Interdisciplinary Educational Technology Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends, Hersey, PA, IGI Global. Dunwell, I., Petridis, P., Protopsaltis, A., de Freitas, S., Panzoli, D. & Samuels, P. Automating Content Generation BOOK SERIES: for Large-Scale Virtual Learning Environments using Semantic Web Services. In proceedings of the 5th de Freitas, S. & Maharg, P. (Series Eds) (2011-) Digital Games International Workshop on Semantic Wikis (SemWiki2010), and Learning. London and New York: Routledge. ESWC2010, Hersonissos, Crete, Greece, May 29th -June 3rd 2010