2008 Winners

The Serious Games Showcase & Challenge at I/ITSEC is Pleased to Announce this Years Winners for 2008

Best Serious Game/ Small Business Game

Burn Center is a fast-paced, medically-accurate simulation of mass-scale casualty burn treatment. Burn Center was developed to help lead the growing trend for electronic recreation of medical procedures and tactics, making the precious understanding of life-saving techniques both attainable and memorable. An advanced step forward into the future of medical training, Burn Center not only provides the immersive (and much-needed) experience of a full-scale, chaotic triage situation, but it also features an extensive resuscitation mode that follows patients over the course of 36 hours of treatment on an intensive care unit following a disaster event.

In both the Resuscitation and Triage scenarios, the goal is to treat injured patients who are primarily suffering from burn-related injuries. Overall, the goal is to acquire knowledge of the procedures and techniques necessary to treat burn injuries in the wake of a mass-scale burn incident, both on-site and in hospitals.


Peoples Choice

Canadian Forces Direct Action is a tactical first person shooter that accurately mimics the real-world ROE of the Canadian Army. Real-world Canadian weaponry and tactical aids such as flashbangs and pepper spray are used to carry out missions in the simulated urban environments which have been created to accurately represent real-world locations using GPS/GIS data. Other simulation systems such as Lasershot weapons and Naval Artillery simulation programs have been linked into this game in order to provide a more complete and flexible training tool.

The goal of Canadian Forces Direct Action is to allow students to practice their training exercises at a low-cost; without requiring the availability of the real-world training areas. This is done in a virtual environment that allows benefits such as live fire and hostile forces to engage where this would not be permitted in their corresponding real world locations.

Best Government Game


U.S. Navy SPAWAR Systems Command, Program Executive Office GeoCommander was built from the ground up as a Serious Game solution toaddress the problem of accurate Geo Location of hostile forces supporting theGlobal War on Terror. GeoCommander uses an advanced competitivegaming simulation technology to address both the "How" at the conceptuallevel (rather than system-specific functionality) - and the "Why" in animmersive, intellectual and challenging learning environment to address themost intractable geo-location operator shortfalls prevalent today. The gamespace is a fictional environment based on accurate science and a convergenceof industry and military expertise to create a state-of-the-art instantiation tosupport real-world, serious problems.Improve understanding of national and tactical net-centric geolocationoperations focusing on scientific geolocation tactics and techniques. Teach non-perishable, concepts and theories while leveraging the fun factor of the "gamer generation". Broaden the overall exposure and general understanding of Geo Location as a national security priority mission.

Best Student Game

Age of Ecology is inspired by the environmentally non-sustainable aspects of the “Age of Empires” series. On a randomly generated coastal landscape, players buy land, zone land use (natural, agricultural, cities, levees, fisheries), and invest in the productive capacities of the land uses, and mitigate natural hazards (floods and earthquakes). Industries need population, infrastructure, and operating budgets, and generate pollution and revenues. Farm crops consume water and nutrients. Fisheries provide a source of income depending on the ecological health of the water, fishing net type, and the number of boats. Natural regions regenerate the environment.

The player acts as a regional planner to make as much money as possible from agriculture, fishing, and industry, in a world subject to natural hazards, within a time limit, without creating an unsustainable environment.


On Scene Commander Swedish Rescue Services Agency Skövde Quick and correct decisions are essential when acting as a commander on an incident site. Time is one of the most vital factors in order to limit the damages on surroundings and victims. To become an effective incident commander, continuous training is of great importance in order to keep tactics and methods up to date. ”On Scene Commander” gives incident commanders the opportunity to train a wide range of scenarios anytime, anywhere.

The challenge is to solve the given scenario with limited resources in a real-time modeled game world. The game records all player input and the goal is to "solve" the incident, using methods and tactics used in real life incidents.

“I am Lonely”-The Solitary Frog’s Lament is a biology game. Players learn enough about the eleven frogs and toads native to Wisconsin to identify them and their respective habitats. The audience for the game is young people and the game is constructed in a format that this audience understands: a dating game.

Listening and ability to remember frog attributes when moving through habitats.

Pulse!! employs computer game technologies to present clinical cases in real time, immersing learners in a high-fidelity virtual medical facility. Pulse!! extends clinical training at a time when: continuously changing warfare requires rapid deployment of medical treatments; deaths from preventable medical errors are estimated at 44,000 - 98,000 a year; baby-boom retirements from faculties and changes in treatment delivery are creating physician and nurse shortages; and shorter hospital stays and residents' workweek are reducing clinical training opportunities. To address these needs, Pulse!! focuses on high-level critical thinking, diagnostic reasoning and clinical skills conforming to ATLS training and ACGME core competencies.

In short, the goal of the game is to correctly treat and save the patient. The learner/player must properly resuscitate and diagnose a patient with a trauma injury before the patient becomes too unstable. The learner/player can be victorious through proper diagnosis and treatment of the patient but allowing the patient to become too unstable results in failure of the case.



Modern video gaming technology has the ability to produce a realistic, scalable training experience for firefighters that greatly overshadows the capabilities of currently available training tools. Flam-Sim harnesses the capabilities of this entertainment medium to provide a safe, customizable, and affordable training tool to fire departments across the country. Flame-Sim has been developed to provide a scalable training tool to fire service personnel. Our networked 3D immersive game environment focuses on decision making and standard operational procedure execution, allowing up to ten live firefighter participants to lead fire attack operations within a variety of single family homes and receive a comprehensive AAR after the exercise.

Contain and extinguish fires in single family residences.


Zero Hour

NEMSPI is using Game-Based Learning (also called "Zero Hour") to give responders the opportunity to construct and implement complex strategies within a safe, virtual environment in order to train and exercise for the multifaceted situations encountered in real life. Zero Hour is recognized as a valuable tool in training and exercising personnel in high-risk, "high-stakes" professions because they provide an opportunity to practice and refine essential skills without the life-threatening consequences encountered in the field. EMS providers, like other first responders, are used to being "part of the action" rather than passive observers of information. NEMSPI builds on this unique strength and addresses the needs of experienced EMS providers through what promises to be a highly-engaging virtual training and exercise program.

To educate the nation’s 900,000 first responders on how to respond toa terrorist and/or biological attack.


AH-64D Apache Longbow Practical Exercises is a fully funded game that is currently used as a training system tool for entry level personnel at the US Army Aviation Logistics School (USAALS) at Ft. Eustis, VA and as a sustainment training tool for AH-64D Apache Longbow maintenance personnel deployed world-wide in the Global War on Terror. Users interact with an OEM supplied IETM and a virtual environment to test their maintenance skills against a series of system faults. Detailed performance feedback is provided through interface symbology, in-game progress reports, an arcade-style scoring system and detailed After Action Reports.

Users will demonstrate a command of proper Army Aviation maintenance procedures through the successful execution of a Maintenance Operational Check and Fault Isolation Procedure on a virtual AH-64D Apache Longbow.

“ Rome in Danger” is a puzzle adventure that successfully blends game plot and narrative with historical content and learning activities. This genre of gameplay is ideally suited to the instructional design challenge; featuring progressively more difficult puzzles; props, problems, mystery; character based narrative interactions and full exploration of a rich 3D world. The game covers the development and history of Rome and explores the social and political changes related to it. Learners take on the role of ‘Time Knights’ working for the Chrono Crime Commision - a group of time travelling investigators sworn to protect the integrity of history from others from the future who may abuse it.

The objectives outlined by the client of the Rome in Danger gamecovered both learner motivation and learning improvement:

  • Engender high levels of motivation within the target learners (replay-ability, time on task, determination to complete, score improvement over time)
  • Improve both the core skills and domain knowledge of the learners (Score target improvements in seven core curriculum competencies - interpretation; analysis; method; judgment; personal; social and domain specific knowledge)

Compound Reaction

North Carolina State University

An astronaut is forced to make an emergency landing in an abandoned biodome on a forgotten planet when his space ship runs out of fuel. After exiting his ship, he comes across the Catalyzer – a giant microscope used for combining chemicals together. He must explore the biodome, searching for reactants, upgrades, and the sad history of the planet’s colonization. Once he brings the elements to the Catalyzer, he controls the Nanoship, allowing him fly around the chemical atoms, combining them to form the biodiesel he needs to escape.

To escape the biodome by finding all of the reactants, and combining them to form the necessary products.