XPRIZE Connect Future of Learning Lab Immerses Viewers in Virtual Conference
In September, XPRIZE brought together hundreds of educators, gaming and VR professionals, young tech creatives, and edtech entrepreneurs for the first XPRIZE Connect Future of Learning Lab. The immersive virtual conference experience, which sold out its 200 virtual seats, featured keynote speakers, panel discussions, and presentations from notable industry figures. While each presenter had unique insights into the future of educational gaming, one thing is clear: with over 700 attendees from 39 countries, the world is ready for the power of engaging video games to be harnessed for real community change.
XPRIZE is no stranger to mobilizing the power of global creatives: the organization has committed millions of dollars sponsoring competitions to solve international crises on the frontlines. Most recently, they launched the XPRIZE Rapid Covid Testing to challenge scientists, health experts and entrepreneurs to develop faster, cheaper, more reliable tests for COVID-19 in a push for health equity around the world.
The complex challenges of hosting a virtual conference without physically bringing people together were not barriers for XPRIZE, but instead opportunities to demonstrate the possibilities of connecting in an online world. Each audience member and presenter was represented by a unique digital avatar that utilized hand motions and facial expressions while speaking. The result was a fully immersive and engaging conference that truly demonstrated the opportunities VR brings to captivating and educating an audience.
A particular challenge of online conferences can be audience fatigue - with so many organizations hosting remote meetings and presentations, engaging in additional online learning opportunities may pose challenges. The Virtual Learning Lab, however, utilized immersive design to transport viewers to a modern conference space. The resulting experience, even when streaming the recording, is the feeling of being part of a community that is buzzing with excitement about the future of educational video games.
One of the goals for the conference was to showcase how video games can be a catalyst to Learn, Create, and Experience the future. And for these gamers, experts and young people, the future is bright, one where games bring people together, have real impacts on communities, and make the world a better place.
Discussing the future of esports, keynote speaker and gaming icon Gordon Bellamy shared his vision for the not-so-distant future, where watching esports over the weekend is as popular as watching professional football games. The power of esports, he adds, is they “are very much a shared experience accessible by all. Accessibility is no longer the barrier that it was nor is physical location, and this has become a breeding ground for diversity, which has become embedded into esports and videogames.”
Later, a panel discussed how gaming can be utilized to make real world change through things like social-emotional learning and peace building. Jessica Murrey, CEO/Co-founder at W!CKED SAiNTS Studios, develops interactive story games that help kids become heroes by tackling bullying, prejudice and more, before charging them to be heroes in real life. “Behavior change doesn’t happen by giving someone information, it happens through experiences, and that’s something that we can give through game play, through stories,” says Murrey.
In 2021, 26% of the world’s population will be gamers.
Leaders in the gaming field, like Alejandro Suárez and Sara Curevas, CEO and Educational/MakeX Director at Creativakids, envision the rising numbers of youth engaging with video games as a critical opportunity to develop games kids enjoy as much as the current popular role-playing games but that also teach real skills like creativity, problem solving, and coding to be prepared to compete in the 21st Century workforce.
Closing out the conference, XPRIZE’s own Richard Garriot called on game developers to utilize their talents to develop the next generation of educational games. “Computer gaming related experiences are now far bigger economically and by social impact than all movies, television books, theater, and other forms of art combined many times over,” he shared. The time is now to work together to create games that engage, educate and excite our youth about making the world a better place.
The full conference is available for viewing on XPRIZE’s website.