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	<title>WILL Interactive: News &#187; Awards</title>
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	<description>Updates on Will Interactive</description>
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		<title>WILL Interactive Wins Two Communicator Awards</title>
		<link>http://willinteractive.com/news/2010/07/will-interactive-wins-two-communicator-awards/</link>
		<comments>http://willinteractive.com/news/2010/07/will-interactive-wins-two-communicator-awards/#comments</comments>
		<pubDate>Thu, 08 Jul 2010 16:29:12 +0000</pubDate>
		<dc:creator>Chad Moone</dc:creator>
				<category><![CDATA[Awards]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[In The News]]></category>
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		<guid isPermaLink="false">http://willinteractive.com/news/?p=103</guid>
		<description><![CDATA[WILL Interactive has been awarded two Communicator Awards by the International Academy of the Visual Arts. WILL Interactive’s The High Ground was awarded the Award of Excellence for the category of Best Interactive Multimedia -Training; whereas It’s Your Call was awarded the Award of Distinction for the category of Best Interactive Multimedia &#8211; Gaming or [...]]]></description>
			<content:encoded><![CDATA[<p>WILL Interactive has been awarded two <a href="http://www.communicatorawards.com/">Communicator Awards</a> by the <a href="http://www.iavisarts.org/">International Academy of the Visual Arts</a>. WILL Interactive’s The High Ground was awarded the Award of Excellence for the category of Best Interactive Multimedia -Training; whereas It’s Your Call was awarded the Award of Distinction for the category of Best Interactive Multimedia &#8211; Gaming or Gaming Related. The Communicator Awards are presented for projects that exceed industry standards in quality and achievement.</p>
<p>“We are honored to have two of our programs recognized by the International Academy of the Visual Arts,” WILL Interactive CEO and Co-Founder Sharon Sloane said.  “We are very gratified to be recognized for this work and look forward to developing more programs to help men, women, and children of all ages in their quest to make better decisions.”</p>
<p>WILL Interactive uses a patented form of digital game-based learning technology called <a href="http://willinteractive.com/veils">Virtual Experience Immersive Learning Simulations</a> (<a href="http://willinteractive.com/veils">VEILS®</a>). This proprietary system of learning combines education and entertainment through a unique and captivating blend of technology, art, science, psychology, learning theory and game theory. WILL Interactive’s programs are often called a cross between a feature film and a video game because they allow users to play as the lead characters in live action, full-screen, full-motion, research-based movies that reflect real-life decisions and consequences in the safety of cyberspace.</p>
<p>The High Ground follows two playable characters in an Air Defense Artillery Battery deploying into a nontraditional mission environment. The VEILS® immerses the players in a world that they can recognize, engages them with a story and characters with which they can readily identify, and develops moral reasoning by giving them the opportunity to exercise ethical decision-making skills in a no-risk environment. The High Ground was produced by WILL Interactive using its patented Virtual Experience Immersive learning Simulation (VEILS®) technology. Development of The High Ground was funded by the <a href="http://acpme.army.mil/">Army Center of Excellence for the Professional Military Ethic</a> (<a href="http://acpme.army.mil/">ACPME</a>).</p>
<p>“WILL Interactive’s VEILS® technology combined with their outstanding creative, production, and technical teams has been a key factor in shaping  improved moral development and values inculcation curricula for the US Army,” said Colonel Sean T. Hannah, Director of ACPME, US Army, Infantry. “More than any other method or technology available today, VEILS® supports the “practice-feedback-reflection-practice” process loop that is so critical to achieving authentic moral growth.  We congratulate WILL Interactive on this achievement and eagerly look forward to our next opportunity to work with this outstanding company.”</p>
<p>WILL Interactive’s <a href="http://willinteractive.com/products/its-your-call">It’s Your Call</a> is an interactive game that allows users to play out difficult situations in the safety of cyberspace before they live them out in real life.  The game offers teens guidance about responsible cell phone behavior and teaches them how to use technology to enhance their personal safety. In the game, students become a live action character in an interactive movie and are presented with a series of difficult decision in a slice-of-life context. It’s Your Call was produced in cooperation with <a href="http://www.webwisekids.org/">Web Wise Kids</a> and partially funded by grants from <a href="http://www.verizonwireless.com">Verizon</a> and the <a href="http://www.theesa.com/foundation/index.asp">ESA Foundation</a>.</p>
<p>“These awards underscore the hard work that Web Wise Kids, WILL Interactive, Verizon, and the ESA Foundation have done in creating this invaluable simulation,” said Judi Westberg Warren, president of Web Wise Kids.  “Our goal is to help create a safe, friendly cell phone and online experience for millions of young people.  This award will help us in our mission to provide important answers to the questions that young people have about the new frontiers in modern communications.”</p>
<p><a href="http://www.communicatorawards.com/">The Communicator Awards</a> is the leading international awards program honoring creative excellence for communications professionals. Founded over a decade ago, The Communicator Awards received over 9,000 entries from companies and agencies of all sizes, making it one of the largest awards of its kind in the world.</p>
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		<title>WILL Interactive Wins Three Communicator Awards For ‘Best Interactive Media Training’ and ‘Best Online Video Training’</title>
		<link>http://willinteractive.com/news/2008/06/will-interactive-wins-three-communicator-awards-for-%e2%80%98best-interactive-media-training%e2%80%99-and-%e2%80%98best-online-video-training%e2%80%99/</link>
		<comments>http://willinteractive.com/news/2008/06/will-interactive-wins-three-communicator-awards-for-%e2%80%98best-interactive-media-training%e2%80%99-and-%e2%80%98best-online-video-training%e2%80%99/#comments</comments>
		<pubDate>Mon, 02 Jun 2008 20:06:37 +0000</pubDate>
		<dc:creator>Chad Moone</dc:creator>
				<category><![CDATA[Awards]]></category>
		<category><![CDATA[In The News]]></category>
		<category><![CDATA[Military]]></category>

		<guid isPermaLink="false">http://willinteractive.com/app/webroot/news/?p=42</guid>
		<description><![CDATA[Potomac, Md. – May 27, 2008 – WILL Interactive has been awarded three Communicator Awards of Distinction by the International Academy of the Visual Arts. WILL Interactive’s programs The Barda Bridge and A Day in the Bam both won under the category of Best Interactive Media Training, while The Barda Bridge also won for Best [...]]]></description>
			<content:encoded><![CDATA[<p>Potomac, Md. – May 27, 2008 – <a href="http://www.willinteractive.com">WILL Interactive</a> has been awarded three Communicator Awards of Distinction by the International Academy of the Visual Arts. WILL Interactive’s programs The Barda Bridge and A Day in the Bam both won under the category of Best Interactive Media Training, while The Barda Bridge also won for Best Online Video Training. The Communicator Awards of Distinction are presented for projects that exceed industry standards in quality and achievement.</p>
<p>The Communicator Awards is the leading international awards program honoring creative excellence for communications professionals. Founded over a decade ago, The Communicator Awards received over 9,000 entries from companies and agencies of all sizes, making it one of the largest awards of its kind in the world.</p>
<p>WILL Interactive uses a patented form of digital game-based learning technology called Virtual Experience Immersive Learning Simulations (VEILS®). This proprietary system of learning combines education and entertainment through a unique and captivating blend of technology, art, science, psychology, learning theory and game theory. WILL Interactive’s programs are often called a cross between a feature film and a video game because they allow users to play as the lead characters in live action, full-screen, full-motion, research-based movies that reflect real-life decisions and consequences in the safety of cyberspace.</p>
<p>“We are honored to have two of our programs recognized by the International Academy of the Visual Arts with Awards of Distinction,” WILL Interactive CEO and Co-Founder Sharon Sloane said.  “We are very gratified to be recognized for this work and look forward to developing more programs to help men and women in the field.”</p>
<p>Working with the Defense Acquisition University (DAU), WILL Interactive developed The Barda Bridge to introduce Department of Defense Contingency Contracting Officers (CCO) to the unique challenges of conducting contracting operations in a true contingency environment.  The Barda Bridge is a part of the Defense Acquisition University’s recent push to institute cutting edge training and simulation; initiatives which lead to increased productivity, career management, and deliver results in a timely and affordable manner.</p>
<p>“These awards underscore the hard work that DAU, WILL Interactive, and the Contingency Contracting Officers have done in creating this invaluable simulation,” said Joel Brown.  “The awards’ true recipients are the Contingency Contracting Officers who put themselves in harm&#8217;s way so that many others could reap the benefits of their knowledge, experience, and dedication.”</p>
<p>A Day in the Bam was developed for the US Army Armor Center&#8217;s Maneuver Advanced NCO Course.  The simulation follows standard Interactive Multimedia Instruction lessons and helps to assess students&#8217; abilities to apply courseware content in real-world situations.</p>
<p>“This highly immersive training program is playing a critical role in helping trainers mold truly multi-skilled Armor and Infantry Noncommissioned Officers,” said Wanda Majors, Chief, Training Programs Branch, Training Development Division, Directorate of Training, Doctrine and Combat Development at the U.S. Army Armor Center and Schools.  “Due to consistently positive feedback from course instructors and active duty students during validation, ‘A Day in the Bam’ is a part of the active duty curriculum as individual self-paced instruction and as a classroom tool to spark and support discussion.”</p>
<p>&#8211;</p>
<p><strong>About The Communicator Awards </strong><br />
The Communicator Awards are judged and overseen by the International Academy of the Visual Arts (IAVA), a 200+ member organization of leading professionals from various disciplines of the visual arts dedicated to embracing progress and the evolving nature of traditional and interactive media.  Current IAVA membership represents a &#8220;Who&#8217;s Who&#8221; of acclaimed media, advertising, and marketing firms including:  Condè Nast, Coach, Disney, The Ellen Degeneres Show, Estee Lauder, Fry Hammond Barr, HBO, Monster.com, MTV, Polo Ralph Lauren, Sotheby’s Institute of Art, Victoria’s Secret, Wired, Yahoo!, and many others. See <a href="http://www.iavisarts.org">www.iavisarts.org</a> for more information.</p>
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		<title>Outside the Wire Wins CODiE Award for Best Workforce Training Solution</title>
		<link>http://willinteractive.com/news/2008/05/outside-the-wire-wins-codie-award-for-best-workforce-training-solution/</link>
		<comments>http://willinteractive.com/news/2008/05/outside-the-wire-wins-codie-award-for-best-workforce-training-solution/#comments</comments>
		<pubDate>Fri, 30 May 2008 21:00:38 +0000</pubDate>
		<dc:creator>Chad Moone</dc:creator>
				<category><![CDATA[Awards]]></category>
		<category><![CDATA[In The News]]></category>
		<category><![CDATA[Military]]></category>

		<guid isPermaLink="false">http://willinteractive.com/app/webroot/news/?p=40</guid>
		<description><![CDATA[Potomac, Md. – May 22, 2008 – Outside the Wire, a Virtual Experience Immersive Learning Simulation (VEILS®) developed by WILL Interactive, Inc., received the award for ‘Best Workforce Training Solution’ in the 23rd Annual CODiE Awards Competition. The CODiE Awards, the premier honor in the software and information industry, recognize and showcase programs and achievements [...]]]></description>
			<content:encoded><![CDATA[<p>Potomac, Md. – May 22, 2008 – Outside the Wire, a Virtual Experience Immersive Learning Simulation (VEILS®) developed by <a href="http://willinteractive.com">WILL Interactive, Inc.</a>, received the award for  ‘Best Workforce Training Solution’ in the 23rd Annual CODiE Awards Competition.  The CODiE Awards, the premier honor in the software and information industry, recognize and showcase programs and achievements from the past year. Outside the Wire was selected as a winner from more than 1,100 nominations submitted by 600 companies.</p>
<p>“We are honored to have Outside the Wire recognized by the Software &#038; Information Industry Association (SIIA) as the ‘Best Workforce Training Solution’ of 2008,” WILL Interactive CEO and Co-Founder Sharon Sloane said.  “It is always a privilege to partner with the United States Military and we are very gratified to be recognized for this work.”</p>
<p>“The 2008 CODiE Awards recognize those companies providing the best new technology products and services across a broad array of industries,” SIIA President Ken Wasch said. “The awards and their winners are a testament to the power of technology to deliver innovative solutions to American businesses and consumers. SIIA congratulates all of the CODiE Award winners and nominees, whose innovation is essential for continuing America’s leadership in the global knowledge economy.”</p>
<p>WILL Interactive uses a patented form of digital game-based learning technology called Virtual Experience Immersive Learning Simulations (VEILS®). This proprietary system of learning combines education and entertainment through a unique and captivating blend of technology, art, science, psychology, learning theory and game theory.</p>
<p>Created using lessons learned by soldiers returning from the wars in Iraq and Afghanistan, Outside the Wire gives Army officers a chance to “play it out before they live it out”, thereby improving leadership skills and performance. The fate of the player and his/her troops hinges on every decision made while using the simulation.  Outside the Wire is in use with thousands of officers annually and is currently being integrated into the curriculum of The US Military Academy at West Point.</p>
<p>“It is an outstanding tool to help junior officers practice making difficult decisions that often have life and death consequences,” said Gayle Olszyk, deputy to the commander for training at the U.S. Army Ordnance Center and Schools.</p>
<p>WILL Interactive has worked with the United States Military since 1998, and in that time has developed over 15 military simulations. These include Gator Six, a Battery Command simulation for the U.S. Army Field Artillery School, based on actual events in Iraq, and Saving Sergeant Pabletti, which addresses sexual harassment, ethics, and cross cultural communication.  Last year, WILL Interactive produced a library of six military VEILS® known as “The Class of 2007”.</p>
<p>WILL Interactive has been named a CODiE Award Finalist five times in the past four years. In 2006 their program Hate Comes Home, created in partnership with the Anti-Defamation League to help teens make good decisions about racism, bias and school violence, won for ‘Best Instructional Solution’.</p>
<p>&#8211;</p>
<p>About SIIA<br />
The Software &#038; Information Industry Association (SIIA) is the principal trade association for the software and digital content industry. SIIA provides global services in government relations, business development, corporate education and intellectual property protection to more than 800 leading software and information companies. For further information, visit www.siia.net.<br />
The CODiE Awards, established in 1986, celebrate outstanding achievement and vision in the software, digital information and education technology industries. Winners were chosen by a unique combination of journalist and peer review, with over 250 judges from the trade press, consulting, educators, IT specialists and other knowledgeable yet neutral experts.<br />
For a complete list of this year’s winners, visit: http://siia.net/codies/2008/winners.asp.</p>
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		<title>WILL Interactive, Inc. Receives Grant From Carefirst Blue Cross Blue Shield to Address School Violence</title>
		<link>http://willinteractive.com/news/2007/04/will-interactive-inc-receives-grant-from-carefirst-blue-cross-blue-sheild-to-address-school-violence/</link>
		<comments>http://willinteractive.com/news/2007/04/will-interactive-inc-receives-grant-from-carefirst-blue-cross-blue-sheild-to-address-school-violence/#comments</comments>
		<pubDate>Wed, 11 Apr 2007 14:00:11 +0000</pubDate>
		<dc:creator>Chad Moone</dc:creator>
				<category><![CDATA[Awards]]></category>
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		<description><![CDATA[Potomac, MD: WILL Interactive, Inc., the Potomac, MD-based leader in virtual experience behavior modification gaming and recipient of the National Training and Simulation Association (NTSA) ‘2006 Best Serious Game’ award, in partnership with the Public Charter School Student Support Center (SSC), known for their work in substance abuse and violence prevention in urban schools serving [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Potomac, MD:</strong> WILL Interactive, Inc., the Potomac, MD-based leader in virtual experience behavior modification gaming and recipient of the <a title="NTSA Home Page" href="http://www.trainingsystems.org/">National Training and Simulation Association</a> (NTSA) ‘2006 Best Serious Game’ award, in partnership with the <a title="SSC Home Page" href="http://www.studentsupportcenter.org">Public Charter School Student Support Center</a> (SSC), known for their work in substance abuse and violence prevention in urban schools serving high-risk youth, announced the receipt of a grant from <a title="CareFirst Home Page" href="http://www.carefirst.com/">CareFirst Blue Cross Blue Shield</a>.  The grant will be used to address school violence in five Washington, D.C. schools by introducing an education program that will utilize WILL Interactive’s serious  games, <a title="Product Page" href="http://willinteractive.com/hate-comes-home">Hate Comes Home</a> and <a title="Product Page" href="http://willinteractive.com/interactive-nights-out-2">Interactive Nights Out 2™</a> (INO2™).  Included within the grant will be a license for each school to continue using Hate Comes Home and Interactive Nights Out 2 after the initial education program is completed.</p>
<p>“We are excited to work with CareFirst Blue Cross Blue Shield to take a decisive step in addressing the important issue of school violence,” said Sharon Sloane, CEO WILL Interactive, Inc.  “WILL Interactive’s serious game learning tools, Hate Comes Home and Interactive Nights Out 2, instruct in a unique, highly engaging medium attractive to the video game generation.  The software will be instrumental in the success of this program in teaching students how to think rather than what to think.”<br />
<span id="more-12"></span><br />
“We are proud to support the Student Support Center in their efforts to address school violence,” said Gregory A. Devou, CareFirst Executive Vice President and Chief Marketing Officer.  “It’s so important to be involved in educating our youth about the significance of preventing violence in their lives.”</p>
<p>“The Student Support Center for the public charter schools is thrilled that with the grant from Care First we can purchase these exceptional interactive games to enhance our programs in character education and substance abuse prevention. The games are part of a comprehensive effort to develop healthy student and positive school environments where all children can succeed,” said Eve Brooks, Executive Director of the Student Support Center.  She continued, “The students in the D.C. charter schools, like those in the D.C. Public Schools often come from communities fraught with drugs and violence.  The Games will help them to develop decision making and resistance skills to avoid the temptations of both.  They augment a continuum of evidence-based mental health and character education programs already in place.”</p>
<p>WILL Interactive’s Hate Comes Home begins with the Homecoming dance that no school should ever experience: two students are killed in a hate crime committed by other students.  Four students hold the keys to a peaceful outcome and the player of this game must navigate through a series of decisions to reach that peaceful outcome. Interactive Nights Out 2 helps 11-17 year-olds make educated choices about alcohol and other drugs.  As the lead characters, the player attends parties, takes road trips, confronts the law, addresses family and peer relationships, and tackles decisions regarding alcohol and other drugs.</p>
<p>A Youth Policy Institute-developed survey on violence among youths was administered to students in five D.C.-based charter high schools and 12 charter middle schools during the spring of 2006, showing a high level of violence.  The survey found that:</p>
<blockquote><p><strong>In charter high schools that participated in the survey:</strong></p>
<ul>
<li> 26.3% of respondents have hit, slapped, or shoved a teacher or another grown-up at school at least once;</li>
<li> 59.3% of respondents have hit or kicked someone;</li>
<li> 40.7% of respondents have been in a physical fight in the past 12 months.</li>
</ul>
<p><strong>In charter middle schools that participated in the survey:</strong></p>
<ul>
<li> 59.9% of respondents have been hit, pushed, or kicked by another student;</li>
<li> 81.6% of respondents have witnessed other students being hit, pushed or kicked by another student;</li>
<li> 47.7% of respondents have witnessed another student beaten up badly at least once since the beginning of the school year.</li>
</ul>
</blockquote>
<p>WILL Interactive’s Hate Comes Home and Interactive Nights Out 2 learning games are now available to schools and organizations across the country via the Internet and on CD-ROM.  These learning tools are designed to improve critical thinking, judgment and decision-making and use WILL Interactive’s patented <a title="About VEILS" href="http://willinteractive.com/veils">VEILS</a>® (Virtual Experience Immersive Learning Simulation) technology, which has been proven effective in changing behavior and enhancing positive decision-making.</p>
<p>A cross between a video game and a feature film, VEILS® enables users to role-play the lead characters in live-action, research-based interactive movies that depict real-life decisions and consequences in the safety of cyberspace.  The goal is to enhance the user’s decision-making skills by creating realistic, stressful situations where the user must make decisions in a slice of life context.</p>
<p>Other WILL Interactive programs for students include <a title="Product Page" href="http://willinteractive.com/generation-rx">Generation Rx</a>™, <a title="Product Page" href="http://willinteractive.com/the-challenge">The Challenge</a>, and <a title="Product Page" href="http://willinteractive.com/just-2-days">Just Two Days</a>.  Generation Rx™ was created with students and in collaboration with the <a title="KRCC Home Page" href="http://www.krccnet.com/">Kentucky River Community Care</a>, Inc. to reinforce a prescription drug abuse prevention program in Eastern Kentucky aimed at 12 – 17 year olds.  The Challenge teaches teen leadership skills for the same age group, and Just 2 Days addresses anger management and school violence.</p>
<hr /><strong> About CareFirst</strong><br />
In its 71st year of service, <a title="CareFirst Home Page" href="http://carefirst.com">CareFirst</a>, an independent licensee of the Blue Cross and Blue Shield Association, is a not-for-profit health care company which, through its affiliates and subsidiaries, offers a comprehensive portfolio of health insurance products and administrative services to more than 3 million individuals and groups in Northern Virginia, the District of Columbia and Maryland. Through its CareFirst Commitment initiative and other public mission activities, CareFirst supports efforts to increase the accessibility, affordability, safety and quality of health care throughout its market areas.</p>
<p><strong>About the Public Charter Schools Student Support Center (SSC)</strong><br />
The Public Charter Schools Student Support Center (SSC) is a non-profit, 501 (C)(3) organization founded by charter schools in 1999. Its mission is to assist the District of Columbia’s (DC) charter schools in meeting the social, developmental and educational needs of their students.  Charter schools serve an overwhelming percentage (96%) of minority and low-income students, representing 25% of all DC public school students. Seventy-six percent of these students qualify for free and reduced price meals.  SSC helps charter schools to build safe environments that prevent and reduce the risk of violence, substance abuse, and other negative health outcomes.  The organization brings a public health approach to its work.  SSC integrates best practices in education, child and youth development, and mental health services to help youth develop into mentally healthy and productive citizens.  To learn more, visit <a title="Student Support Center" href="http://www.studentsupportcenter.org">www.studentsupportcenter.org</a></p>
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		<title>WILL Interactive, Inc. Awarded ‘Best Serious Game’ for Gator Six by the National Training and Simulation Association (NTSA) at I/ITSEC 2006</title>
		<link>http://willinteractive.com/news/2006/12/will-interactive-inc-awarded-%e2%80%98best-seriuos-game%e2%80%99-for-gator-six-by-the-national-training-and-simulation-association-ntsa-at-iitsec-2006/</link>
		<comments>http://willinteractive.com/news/2006/12/will-interactive-inc-awarded-%e2%80%98best-seriuos-game%e2%80%99-for-gator-six-by-the-national-training-and-simulation-association-ntsa-at-iitsec-2006/#comments</comments>
		<pubDate>Thu, 14 Dec 2006 17:09:52 +0000</pubDate>
		<dc:creator>Chad Moone</dc:creator>
				<category><![CDATA[Awards]]></category>
		<category><![CDATA[Military]]></category>

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		<description><![CDATA[After a Months-Long Evaluation Process, Luminaries from Industry, Academia and Government Named Gator Six ’Best Serious Game’ During the Serious Game Showcase &#38; Challenge at I/ITSEC 2006 December 14, 2006 &#8211; Orlando, FL: WILL Interactive, Inc., Potomac, MD-based leader in virtual experience behavior modification gaming, won the ‘Best Serious Game’ award from the National Training [...]]]></description>
			<content:encoded><![CDATA[<p><em>After a Months-Long Evaluation Process, Luminaries from Industry, Academia and Government Named Gator Six ’Best Serious Game’ During the Serious Game Showcase &amp; Challenge at I/ITSEC 2006</em></p>
<p><strong>December 14, 2006 &#8211; Orlando, FL:</strong> WILL Interactive, Inc., Potomac, MD-based leader in virtual experience behavior modification gaming, won the ‘Best Serious Game’ award from the <a href="http://www.trainingsystems.org/">National Training and Simulation Association</a> for its groundbreaking serious game, <a href="http://willinteractive.com/gator-six">Gator Six</a>, Battery Command Virtual Experience. After being evaluated by more than 30 luminaries from industry, academia and various government sectors on their Serious Game-ness, Technical Quality, and Playability/Usability, WILL Interactive, Inc.’s Gator Six was selected as the top serious game at the 2006 Interservice/Industry Training, Simulation and Education Conference (I/ITSEC).</p>
<p>The next generation software uses WILL Interactive, Inc.’s <a href="http://willinteractive.com/veils">VEILS®</a> (Virtual Experience Immersive Learning Simulation) technology which is a cross between a video game and a feature film that enables users to role play multi-dimensional lead characters in live action, research-based interactive movies that depict real-life decisions and consequences. Gator Six deals with many of the critical issues U.S. soldiers face today.  It addresses pre-deployment, combat, and stability operations, and covers issues such as leadership, decision-making, diplomacy, enemy fire, family life, and even a death in the unit. Content for Gator Six is based on the experiences and advice of U.S. Army officers who have returned from Iraq.<br />
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“National Training and Simulation Association (NTSA) was pleased to have hosted The Serious Game Showcase &amp; Challenge at I/ITSEC 2006 and we’re pleased to see that WILL Interactive, Inc. was chosen as a winner among other great programs,” said NTSA President Fred Lewis.  “We congratulate WILL Interactive, Inc. for their groundbreaking program and we look forward to seeing them again in 2007.”</p>
<p>“Winning this prestigious competition is confirmation of the trend towards realism in serious games.  More and more leading organizations are moving from the twitchspeed animation paradigm to games that require critical thinking and address the emotional aspects of decisionmaking,” said WILL Interactive, Inc. CEO Sharon Sloane.  “We’re honored to be recognized for the ability of our simulations to modify behavior and improve performance”.</p>
<p>WILL Interactive, Inc. applies the same underlying learning principles and technology to experiential learning products across various industries, including military, corporate training, education and healthcare. These products reach users both cognitively and emotionally, teaching better decisionmaking skills by instructing how to think rather than what to think.  WILL Interactive, Inc. sells its off-the shelf simulation products through its web site and also works with organizations to develop custom programs to meet specific needs and interests.</p>
<p><a title="Download the Press Release Here" href="http://willinteractive.com/app/webroot/news/wp-content/uploads/2007/04/iitsec-release-12-06-06_final.pdf">Download the Press Release Here</a></p>
<hr /><strong>About National Training and Simulation Association:</strong></p>
<p>National Training and Simulation Association (NTSA) provides the training, simulation, related support systems and training services industries a focused, formal organization to represent and promote their business interests in the market place. The Association provides a forum to communicate the full capability and broad characteristics of all of the elements of training systems and services to include associated support services</p>
<p>Founded in 1988 as a non-profit corporation, the Association fosters communication between the training agencies regarding requirements, procurement issues and policies.</p>
<p><a href="http://www.trainingsystems.org/">National Training and Simulation Association</a> (NTSA), an affiliate of the <a href="http://ndia.org/">National Defense Industrial Association</a> (NDIA).</p>
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		<title>Serious Games Showcase &amp; Challenge Winners Announced</title>
		<link>http://willinteractive.com/news/2006/12/serious-games-showcase-challenge-winners-announced/</link>
		<comments>http://willinteractive.com/news/2006/12/serious-games-showcase-challenge-winners-announced/#comments</comments>
		<pubDate>Tue, 12 Dec 2006 18:21:04 +0000</pubDate>
		<dc:creator>Chad Moone</dc:creator>
				<category><![CDATA[Awards]]></category>
		<category><![CDATA[In The News]]></category>
		<category><![CDATA[Military]]></category>

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		<description><![CDATA[Serious Game Source announces the winners of the Serious Games Showcase &#038; Challenge, which includes WILL Interactive&#8217;s own Gator Six. &#8220;Taking the award for “Best Serious Game” was WILL Interactive&#8217;s Gator Six, Battery Command Virtual Experience, a Virtual Experience Immersive Learning Simulation (VEILS) where the player is placed in the role of an Army Field [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://seriousgamessource.com/">Serious Game Source</a> announces the winners of the Serious Games <strong>Showcase &#038; Challenge</strong>, which includes WILL Interactive&#8217;s own <a href="http://willinteractive.com/gator-six">Gator Six</a>.</p>
<blockquote><p>&#8220;Taking the award for “Best Serious Game” was WILL Interactive&#8217;s Gator Six, Battery Command Virtual Experience, a Virtual Experience Immersive Learning Simulation (VEILS) where the player is placed in the role of an Army Field Artillery Captain as the lead character in an interactive movie.&#8221;</p></blockquote>
<p><a href="http://www.seriousgamessource.com/item.php?story=12084">Read the full article</a></p>
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		<title>WILL Interactive&#8217;s Immersive Learning Simulation a Winner at SIIA CODiE Awards</title>
		<link>http://willinteractive.com/news/2006/05/will-interactive%e2%80%99s-immersive-learning-simulation-a-winner-at-siia-codie-awards/</link>
		<comments>http://willinteractive.com/news/2006/05/will-interactive%e2%80%99s-immersive-learning-simulation-a-winner-at-siia-codie-awards/#comments</comments>
		<pubDate>Thu, 01 Jan 1970 06:59:59 +0000</pubDate>
		<dc:creator>Chad Moone</dc:creator>
				<category><![CDATA[Awards]]></category>
		<category><![CDATA[Youth Education]]></category>

		<guid isPermaLink="false">http://willinteractive.com/app/webroot/news/2006/05/23/will-interactive%e2%80%99s-immersive-learning-simulation-a-winner-at-siia-codie-awards/</guid>
		<description><![CDATA[Prestigious Peer-Recognition Industry Award for “Hate Comes Home” Potomac, MD: WILL Interactive, Inc., the Potomac, MD-based leader in virtual experience behavior modification gaming, has been named a winner at the Software &#038; Information Industry Association’s 21st Annual CODiE Awards for the immersive learning simulation Hate Comes Home in the category of Best Instructional Solution: Social [...]]]></description>
			<content:encoded><![CDATA[<p><em>Prestigious Peer-Recognition Industry Award for “Hate Comes Home”</em></p>
<p><strong>Potomac, MD:</strong> WILL Interactive, Inc., the Potomac, MD-based leader in virtual experience behavior modification gaming, has been named a winner at the <a href="http://www.siia.net/">Software &#038; Information Industry Association</a>’s 21st Annual CODiE Awards for the immersive learning simulation <a href="http://willinteractive.com/hate-comes-home">Hate Comes Home</a> in the category of Best Instructional Solution: Social Studies.</p>
<p><a href="http://willinteractive.com/hate-comes-home">Hate Comes Home</a>, created by WILL Interactive, Inc. in partnership with the <a href="http://www.adl.org/">Anti-Defamation League</a>, follows high school students as they navigate such issues as hate crimes, racism, bias and school violence.  In use by thousands of middle and high schools across the country, Hate Comes Home gives youth the opportunity to become the lead characters in an interactive movie and make life-altering decisions as one of four high school students who hold the key to stopping a tragic hate crime before it happens.<br />
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“WILL Interactive is honored to have won this prestigious CODiE award for Hate Comes Home, particularly as the SIIA award is the only peer-recognition award of its kind in the industry,” said Sharon Sloane, President and CEO of WILL Interactive, Inc.  “Hate Comes Home tackles a difficult but important subject for today&#8217;s youth who will be tomorrow&#8217;s leaders.  For it to be acknowledged as the best in the field by the industry means a great deal.”</p>
<p>&#8220;This 21st Annual CODiE Awards continues our tradition of celebrating the best products in the software and information industry,&#8221; said Ken Wasch, President of SIIA.  “….new technology and business model innovations are constantly emerging and taking root.  Being recognized by your peers for getting to and staying at the head of the pack in such a dynamic environment is a major accomplishment.”</p>
<p>WILL Interactive pioneered and patented <a href="http://willinteractive.com/veils">VEILS</a>™ (Virtual Experience Immersive Learning Simulations) technology, which enables users to role-play the lead characters in live-action, research-based interactive movies that reflect real-life decisions and consequences in the safety of cyberspace.  As with all of WILL Interactive’s programs, the goal is to enhance the user’s decision-making skills by creating role-play scenarios of realistic stressful situations where the user must make decisions in a slice of life context.  The experiential learning provided by WILL Interactive’s programs teaches users how to think rather than what to think.</p>
<p>Other WILL Interactive programs for secondary students include “<a href="http://willinteractive.com/just-2-days">Just 2 Days</a>”, which addresses school violence; “<a href="http://willinteractive.com/interactive-nights-out-2">Interactive Nights Out 2</a>”, which helps 11-17 year olds make smart choices about alcohol and other drugs, as well as family and peer relationships, “<a href="http://willinteractive.com/the-challenge">The Challenge</a>”, which teaches teen leadership, and, scheduled for a July 2006 release, “<a href="http://willinteractive.com/generation-rx">Generation RX</a>”, which tackles the prevention of prescription drug abuse.</p>
<p><a href='http://willinteractive.com/app/webroot/news/wp-content/uploads/2007/04/hate-comes-home-codie-award-win-release-final.pdf' title='Download the Press Release Here'>Download the Press Release Here</a><br /></p>
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