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SERIOUS GAMES FOR SERIOUS BUSINESS
   Marigo Raftopoulos ~ Director Strategic Essentials
              GCAP December 2009, Melbourne
ABOUT ME
• Strategyconsultant for public &
 private sector

• Strategy
        & capability development
 & knowledge management

• Existing
        business tools in strategy      Yeah,
 and L&D are becoming ineffective     dream on
• Researchingserious games for last
 2 years (newb & ABC finalist)

•I   come to you with a challenge
WHY AM I HERE?
• Significantopportunities in
  immersive learning and
  development

• My  focus will be on corporate
  training & development

• Widely  recognised need for new,
  more effective business & learning
  tools such as SG, VR, SIMS

• But   are YOU ready?

• First, a
        little more on where the
  corporates are at...
IT’S THE END OF
“BUSINESS AS USUAL”
WHAT DOES THIS MEAN?
•   Tomorrow will not be like yesterday. This
    is no mere recession: it's a tectonic global
    shift in savings, consumption, and investment

20th century business isn't fit for 21st century
  economics. Yesterday's businesses were built
  for a world of over-consumption, artificially
  cheap production, symmetrical competition, and
  macroeconomic stability. That was yesterday.

Tomorrow's market leaders have new DNA. The
  next-generation leaders look and feel radically
  different because they are built for 21st century
  economics not 20th century economics

Umair Haque 2008, Harvard University
THE FUTURE LABOR MARKET
  Predictions are that by
2010 the top 10 in-demand
 jobs did not exist in 2004
CHANGE IS PERMANENT
• Volatile, unsustainable
                       & unethical
 business practices over last 20yrs
 culminated in the GFC

• Growth in a culture of stakeholder
 collaboration & consultation

• Disruptivetechnologies changing
 the way we do business e.g. social
 media, social networks

• Changing of the guard in business
 leadership e.g. Gen X & Y
A NEW ERA HAS EMERGED

                                              3(4"&5$'"()
                                              ,6$&+(1)




!"##$%"&$'"()                     7/-8"&9,)


           *+,-&+%.-/0)+(-/##+1/(2/)
THE IMPLICATIONS FOR BIZ
• Develop    new skill sets

• Creativity   & innovation critical

• Strategy   is everyone’s job

• Leveraging    networks

• Working    in virtual teams

• Democratization     of leadership

• Agile   structures & processes
THIS IS WHERE SG COME IN
   !! 7.0/85.9%(                                   !! "#3/+-%(
      /%.-&0&:(                                       3+550)0/06%5(
      %&;0-+&2%&$(


                      </.*9,/&%55(   =2.:0&.6+&(




                      ?02,/.6+&(     >-%.6;0$*(

  !! "#$%&'(                                       !! "#$%&'()%*+&'(
     1+23-%4%&50+&(                                   )+,&'%'(-%./0$*(
BECAUSE LEARNING COMES THROUGH THIS
AND NOT THIS
AN EXAMPLE:        IBM INNOV8


• http://www.youtube.com/watch?
 v=hXplJ6ZNEs0
THE IBM EXPERIENCE - AIMS
• Innovative   solution to learning

• Find   the fun in the content

• Linkuser experience to social
 networks to share & collaborate
 to ‘extend the life of the game’

• Intrinsic
          motivators - story,
 heroes, score, competition

• Understand audience needs,
 expectations, motivations
THE IBM EXPERIENCE - EXPECTATION
• Understand  your value
 proposition in 5 minutes!

• Proof   of concept, playable demo

• Capture    data, metrics, show ROI

• Level   of effort to be ‘worth it’

• Immersive    & reusable

• Platform   cost-effective to update
 & modify
ARE YOU READY?
•   Game studios focusing on the
    entertainment market are showing
    interest in SG

•   Emergent supply chain developing for
    SG in corporate training & education

•   Restrictive business focus? ”we’re an
    entertainment company”

•   Business model predominantly a
    publisher-driven, “work for hire”
    approach for retail distribution
THE NUMBERS
•   Global video games market is at $42b
    & set to grow by $26b over next 2
    yrs (PwC)

•   SG global market estimated at $2b

•   Other estimates suggest the health
    games market alone is $6b (incl wii fit)

•   Australian data is hard to estimate

•   However we should be looking at this
    another way...
CORPORATE TRAINING IN AUSTRALIA
Organisational investment in training on personal and
 professional development is $4.02billion (ABS 2002)

                              On the job                   55%

                  Internal workshops, etc                  42%

                 External workshops, etc                   76%

      Computer assisted training                         33% *

                         Audio visual                    11%**

                                   Other                   14%

    NB: Organisations engaged more than one method therefore will not round to 100%


                       * up to 60% for orgs employing 100+ staff
                       ** up to 30% for orgs employing 100+ staff
CORPORATE TRAINING IN THE US
    Organisational investment in corporate training is
           US$56.2billion (Bersin & Associates 09)

This market is bigger than the global video games industry

             Virtual classrooms,
                                         60%
           advanced technology


         SIMs & rapid e-learning         30%




    Training & e-learning businesses are already repositioning
           themselves by investing in game technology
VOCATIONAL TRAINING IN INDIA
     Private investment in vocational training is
   US$2.5billion & growing fast (AUSTRADE 09, ZDNetAsia08)

  Flexible, technology driven, multi-media solutions to
vocational training are highly sought after to fill skill gaps

              (young, tech savvy workforce)

Scalable e-learning, on-line tools for staff to learn in their
own time and not disrupt day-to day work commitments
WHAT IS HOLDING YOU BACK?
• Lackof research and hard
 data on market size and ROI

• Highly   fragmented industry

• Studio   capabilities

• Lack   of buyer need awareness

• Lack   of industry standards

• Lackof a profitable &
 sustainable business model for
 SG (a global issue)
BUT A DIFFERENT MODEL IS NEEDED
           (FROM THIS)


  !"#$%&'()*          +,"-%.*        /%&,)%#"0.1*           !$23()*




  415(&,*                  72)8(,*                  !$23*




               /(5($.6**             /%&,)%#",(**
TO THIS:
INTEGRATED, COLLABORATIVE, SOLUTIONS BASED


    !"#$%&'

      (%)$*&'
                   1&02#+'
                   3,4#"#&,&$'
    !+"",-+.,&$'
                                 6",7$.'
                   /$)$"+5'
                                 !+"",-+.,&$'   8$,.%'   9$4.$,&$'
    /#*&.#-0&$'     /$"#)$.'
PEDAGOGY IS JUST AS
   IMPORTANT AS ENGAGEMENT
              Engagement

                             Reflection

 Learning      Motivation                   Feedback/    Learning
  goals                                      Results     Outcomes
                            Comprehen-
                               sion
              Learning by
                 doing




Which makes partnerships with clients, subject matter expert and
  learners themselves important in the development process
THE TRICK IS TO MAKE THIS
AS FUN AS THIS
BACK TO THE BUSINESS OF GAMES
• Success      Factors:

• Sustainable   business model

• Scalable   products

• Profitable   ventures

• Think   outside the box

• Studio   capability development

• Partnering    or strategic alliances
BACK TO THE BUSINESS OF GAMES

  • What      are you selling?

  • Time

  • Software

  • Content

  • Toolsets


Define your business: Motorola’s mission “applying technology to benefit
 the public” moved their business from producing TVs to a major tech player
BACK TO THE BUSINESS OF GAMES
• Due   Diligence:

• Market   research

• Targeted
         business
 development

• Partnering

• Distribution

• Marketing    & sales
IDEAS WORTH CONSIDERING
• Cross-Industrycollaboration
 for SG in Australia?

• e.g. Serious
           Games Institute
 (Coventry University)

• ANGILS a UK non-profit org
 promoting the growth of SG

• e.g. Institute   for the Future

• e.g. ABC/Screen Australia     SG
 competition
DON’T GET LEFT BEHIND!
CORPORATES ARE REINVENTING THEIR BUSINESS
           MODELS - ARE YOU??
THANK YOU!
          Marigo Raftopoulos

Email: marigo@strategicessentials.com.au

           Twitter: @marigo

       Skype: marigo.raftopoulos

http://talesfromthecasbah.blogspot.com

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Marigo Serious Games Preso for Gcap

  • 1. SERIOUS GAMES FOR SERIOUS BUSINESS Marigo Raftopoulos ~ Director Strategic Essentials GCAP December 2009, Melbourne
  • 2. ABOUT ME • Strategyconsultant for public & private sector • Strategy & capability development & knowledge management • Existing business tools in strategy Yeah, and L&D are becoming ineffective dream on • Researchingserious games for last 2 years (newb & ABC finalist) •I come to you with a challenge
  • 3. WHY AM I HERE? • Significantopportunities in immersive learning and development • My focus will be on corporate training & development • Widely recognised need for new, more effective business & learning tools such as SG, VR, SIMS • But are YOU ready? • First, a little more on where the corporates are at...
  • 4. IT’S THE END OF “BUSINESS AS USUAL”
  • 5. WHAT DOES THIS MEAN? • Tomorrow will not be like yesterday. This is no mere recession: it's a tectonic global shift in savings, consumption, and investment 20th century business isn't fit for 21st century economics. Yesterday's businesses were built for a world of over-consumption, artificially cheap production, symmetrical competition, and macroeconomic stability. That was yesterday. Tomorrow's market leaders have new DNA. The next-generation leaders look and feel radically different because they are built for 21st century economics not 20th century economics Umair Haque 2008, Harvard University
  • 6. THE FUTURE LABOR MARKET Predictions are that by 2010 the top 10 in-demand jobs did not exist in 2004
  • 7. CHANGE IS PERMANENT • Volatile, unsustainable & unethical business practices over last 20yrs culminated in the GFC • Growth in a culture of stakeholder collaboration & consultation • Disruptivetechnologies changing the way we do business e.g. social media, social networks • Changing of the guard in business leadership e.g. Gen X & Y
  • 8. A NEW ERA HAS EMERGED 3(4"&5$'"() ,6$&+(1) !"##$%"&$'"() 7/-8"&9,) *+,-&+%.-/0)+(-/##+1/(2/)
  • 9. THE IMPLICATIONS FOR BIZ • Develop new skill sets • Creativity & innovation critical • Strategy is everyone’s job • Leveraging networks • Working in virtual teams • Democratization of leadership • Agile structures & processes
  • 10. THIS IS WHERE SG COME IN !! 7.0/85.9%( !! "#3/+-%( /%.-&0&:( 3+550)0/06%5( %&;0-+&2%&$( </.*9,/&%55( =2.:0&.6+&( ?02,/.6+&( >-%.6;0$*( !! "#$%&'( !! "#$%&'()%*+&'( 1+23-%4%&50+&( )+,&'%'(-%./0$*(
  • 11. BECAUSE LEARNING COMES THROUGH THIS
  • 13. AN EXAMPLE: IBM INNOV8 • http://www.youtube.com/watch? v=hXplJ6ZNEs0
  • 14. THE IBM EXPERIENCE - AIMS • Innovative solution to learning • Find the fun in the content • Linkuser experience to social networks to share & collaborate to ‘extend the life of the game’ • Intrinsic motivators - story, heroes, score, competition • Understand audience needs, expectations, motivations
  • 15. THE IBM EXPERIENCE - EXPECTATION • Understand your value proposition in 5 minutes! • Proof of concept, playable demo • Capture data, metrics, show ROI • Level of effort to be ‘worth it’ • Immersive & reusable • Platform cost-effective to update & modify
  • 16. ARE YOU READY? • Game studios focusing on the entertainment market are showing interest in SG • Emergent supply chain developing for SG in corporate training & education • Restrictive business focus? ”we’re an entertainment company” • Business model predominantly a publisher-driven, “work for hire” approach for retail distribution
  • 17. THE NUMBERS • Global video games market is at $42b & set to grow by $26b over next 2 yrs (PwC) • SG global market estimated at $2b • Other estimates suggest the health games market alone is $6b (incl wii fit) • Australian data is hard to estimate • However we should be looking at this another way...
  • 18. CORPORATE TRAINING IN AUSTRALIA Organisational investment in training on personal and professional development is $4.02billion (ABS 2002) On the job 55% Internal workshops, etc 42% External workshops, etc 76% Computer assisted training 33% * Audio visual 11%** Other 14% NB: Organisations engaged more than one method therefore will not round to 100% * up to 60% for orgs employing 100+ staff ** up to 30% for orgs employing 100+ staff
  • 19. CORPORATE TRAINING IN THE US Organisational investment in corporate training is US$56.2billion (Bersin & Associates 09) This market is bigger than the global video games industry Virtual classrooms, 60% advanced technology SIMs & rapid e-learning 30% Training & e-learning businesses are already repositioning themselves by investing in game technology
  • 20. VOCATIONAL TRAINING IN INDIA Private investment in vocational training is US$2.5billion & growing fast (AUSTRADE 09, ZDNetAsia08) Flexible, technology driven, multi-media solutions to vocational training are highly sought after to fill skill gaps (young, tech savvy workforce) Scalable e-learning, on-line tools for staff to learn in their own time and not disrupt day-to day work commitments
  • 21. WHAT IS HOLDING YOU BACK? • Lackof research and hard data on market size and ROI • Highly fragmented industry • Studio capabilities • Lack of buyer need awareness • Lack of industry standards • Lackof a profitable & sustainable business model for SG (a global issue)
  • 22. BUT A DIFFERENT MODEL IS NEEDED (FROM THIS) !"#$%&'()* +,"-%.* /%&,)%#"0.1* !$23()* 415(&,* 72)8(,* !$23* /(5($.6** /%&,)%#",(**
  • 23. TO THIS: INTEGRATED, COLLABORATIVE, SOLUTIONS BASED !"#$%&' (%)$*&' 1&02#+' 3,4#"#&,&$' !+"",-+.,&$' 6",7$.' /$)$"+5' !+"",-+.,&$' 8$,.%' 9$4.$,&$' /#*&.#-0&$' /$"#)$.'
  • 24. PEDAGOGY IS JUST AS IMPORTANT AS ENGAGEMENT Engagement Reflection Learning Motivation Feedback/ Learning goals Results Outcomes Comprehen- sion Learning by doing Which makes partnerships with clients, subject matter expert and learners themselves important in the development process
  • 25. THE TRICK IS TO MAKE THIS
  • 26. AS FUN AS THIS
  • 27. BACK TO THE BUSINESS OF GAMES • Success Factors: • Sustainable business model • Scalable products • Profitable ventures • Think outside the box • Studio capability development • Partnering or strategic alliances
  • 28. BACK TO THE BUSINESS OF GAMES • What are you selling? • Time • Software • Content • Toolsets Define your business: Motorola’s mission “applying technology to benefit the public” moved their business from producing TVs to a major tech player
  • 29. BACK TO THE BUSINESS OF GAMES • Due Diligence: • Market research • Targeted business development • Partnering • Distribution • Marketing & sales
  • 30. IDEAS WORTH CONSIDERING • Cross-Industrycollaboration for SG in Australia? • e.g. Serious Games Institute (Coventry University) • ANGILS a UK non-profit org promoting the growth of SG • e.g. Institute for the Future • e.g. ABC/Screen Australia SG competition
  • 31. DON’T GET LEFT BEHIND! CORPORATES ARE REINVENTING THEIR BUSINESS MODELS - ARE YOU??
  • 32. THANK YOU! Marigo Raftopoulos Email: marigo@strategicessentials.com.au Twitter: @marigo Skype: marigo.raftopoulos http://talesfromthecasbah.blogspot.com