Digital game-based environments for learning and training offer interactive and motivating experiences to a wide range of users, from students to employees. These experiences can be personalized and optimized through the use of AI techniques, enhancing the mostly static experiences available developed in the past. The recent advances in learning analytics offer detailed data on the learning progress, both on individual and large-scale basis. At the same time, AI more and more intertwines with core game mechanics. AI components are used to provide intelligent bots, virtual assistance systems or the game environment itself. To do so, a large amount of data is necessary which can either drawn from available user/game data or generated from scratch with zero knowledge machine learning algorithms. AI techniques can then be used to optimize the learning effectiveness and the game mechanisms. Players are able to learn more effectively through the use of collaborative assistance systems, virtual avatars or chatbots. By optimizing and individualizing the gaming experience at the same time, players will better enjoy the experience and the long-term motivation of using game-based learning environments will be increased.
The Managing Director of Nurogames Jens Piesk(male) (CEO & Founder Nurogames GmbH) studied computer science, electrical engineering and economics with focus on image processing, user interfaces and business computing in Paderborn, Seville and Edinburgh. He founded the company Nurogames GmbH in 2005 after having sold the new media production and distribution company plan_b media AG (which he founded in 1999) to a German holding. Until 2009 he was also the Managing Director of the Research Institute “Laboratory for Mixed Realities” (LMR) at the Media University KHM in Cologne – www.lmr.khm.de, which he co-founded in 1999. In his time as Managing Director of this research institute he was working on various projects. His research interests and areas of expertise are human-machine multi-modal interactions, social, personalisation, user profiling, edutainment, authoring tools, computer games, mobile gaming, multi-user games, interactive television, eLearning and mobile learning, digital rights management (DRM) and production of mobile content (mobile applications, mobile games etc.) distribution and marketing of smartphone Applications.