Gala 2013 Gamification Workshop Presentation


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This presentation was delivered as part of a panel -presentation at the GALA 2013 conference held at the Dassault Systemes Campus in Paris.

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  • Earth is traditional the playground of the Gods
  • My message for today is that developments in emerging, converging and maturing technologies make serious games, immersive technologies and gamification very relevant to addresssing some of the mos important challenges we face in business, the environment, health and society generally.
  • The changes during my lifetime have been dramatic. It is only 60 years since most citizens had no access to any kind of communications technology.
  • In those days, society and daily life was very different
  • Many of the influences in our lives were shaped by games
  • Society was very structured and hierarchical and those who had acquired knowledge tended to have most power
  • It took years of training to become a knowledge professional and these people were the sole providers of our key services
  • Digital technologies changed everything – the image is of a IBM 5120, forerunner of the IBM PC circa 1980
  • Early computers used digital storage and applications to mimic books and simple quizzes and computer based training was born
  • As technology matured, the games industry pushed bac the boundaries of technology to produce more ad more realistic simulations that could be used to train people – the example is a simulation called “Dying Dave”, developed by UK company Trusim
  • Today’s Digital Natives only know a world where information and knowledge is accessible 24/7 and as a consequence the nature of education has been totally transformed.
  • Today our world is more like this !!
  • These changes mean that knowledge is no longer power and individual citizens have a disproportionate influence on the world.
  • We have personal agents on mobile phones and iPads that greatly empower us and give us more control over our daily lives
  • New interfaces create opportunities for innovative applications where we can control technology with our minds and our gestures.
  • What was science fiction soon becomes science fact.
  • Serious games like Triage Trainer have been researched to demonstrate that well designed games can be more effective that traditional methods
  • The networked society creates a paradoxical situation where there is a disconnect between action and consequences. It is a very unstable and unsustainable situation, creating many of today’s problems
  • The whole of life and almost every human activity can be regarded as a game or can be turned into a game.
  • Every parent has used gamification to achieve an outcome e.g. Pretending that the mouth is a tunnel and the food on a spoon is a train.
  • Emerging immersive technologies, especially interfaces and sensors provide the means to transform spectators into players by making the game more accessible to everyone.
  • Floodsim was developed by Playgen and funded by UK Govt and Aviva – it was played by over 100k people and Climate Change is a BBC game developed by Red Redemption
  • When it comes to Digital Earth ad the Environment, the main challenge is to engage citizens in positive actions.
  • Here are a couple of examples. In the developed world we expect to receive healthcare as a right without any responsibility for self-inflicetd problems like obesity that arise often from our lifestyles.
  • If we are to tackle these problems, we need to train, orientate and assess staff in a fats moving environment.
  • Some games for entertainment can also provide serious benefits.
  • Many games also encourage behavioural change
  • Cities like Stockholm encouraged physical exercise by gamifying the stairs to make them an attractive option to the escalator
  • Games based learning projects are becoming more sophisticated and personalised.
  • Interface devices like Microsoft Kinect and applications developed for entertainment are proving very effective for serious adaptation in both diagnosis and treatment.
  • To illustrate how this is possible, I use an example from another domain where Society faces a growing problem – how to engage citizen in positive action to change behaviour. This is a picture of the presenter at the end of May 2013, weighing 106.7 kg – within the obese range
  • A chance look at a BBC website introduced me to the Jawbone UP bracelet with the technology to measure my physical activity and sleep patterns and track and measure many factors that influence my health and weight. It provided me with the tools and controls I needed to gamify my weight.
  • I used the device and its iPad applications to explore how I could lose weight and the result was a reduction of 15Kg in 10 weeks
  • It is devices like the Jawbone UP and similar technologies that have the potential to reconnect society.
  • I was able to do this through the tools now accessible to me that helped me to understand and manage the factors responsible for my weight and health.
  • If I am any example, the results can be very impressive
  • Sensors and visualisation technologies have matured a long way since the barometer which used to hang in the hallway at home.
  • Through the “Internet of Things” we now have the tools to visualise real world data at a granular level relevant to citizens
  • What is needed now is the vision and will to adopt gamification strategies that use these technologies to engage citizens and multi-sector partners in win-win relationships that sustain our future
  • My message for today is that developments in emerging, converging and maturing technologies make serious games, immersive technologies and gamification very relevant to addresssing some of the mos important challenges we face in business, the environment, health and society generally.
  • Earth is traditional the playground of the Gods
  • Gala 2013 Gamification Workshop Presentation

    1. 1. The Future of Serious Games and their Impact on Corporate Learning and Development
    2. 2. Today's Key Message Immersive Technologies, Serious Games and "Gamification" are likely to play a vital role in addressing some of the most important challenges in business and society.
    3. 3. Serious Games Immersive Technologies Gamification Key Technologies
    4. 4. Can you imagine a world without computers, phones and cars ?
    5. 5. The Way we Were Teachers transferred knowledge We knew all our neighbours We rarely travelled outside our community Banks were banks, Grocers were grocers We built a career in the same company We dated and married within our community Individual Choice and Power was limited
    6. 6. Games and Simulations helped shaped our development and interests
    7. 7. Society was Hierarchical, Structured and Regulated Knowledge was Power
    8. 8. Knowledge Professionals with years of training were the sole service providers in education, health, law........
    9. 9. Digital Technologies Changed Everything
    10. 10. From search engines and simple quizzes and decision tree games
    11. 11. To advanced realistic simulations
    12. 12. Knowledge and skills became instantly accessible 24/7
    13. 13. The Way we Are Teachers are coaches and mentors We know none of our neighbours We travel and live outside our community Record companies become airlines, Grocers become banks We change jobs and companies often We date via the Internet and don't marry Individual Choice and Power is unlimited
    14. 14. Today's Society is Networked and Asymmetric
    15. 15. Now we have personal agents like this ...
    16. 16. With innovative interfaces
    17. 17. Science fiction soon becomes reality
    18. 18. Delivering immersive experiences aids learning
    19. 19. The Networked Society The unprecedented levels of choice and power delivered to every citizen by technology makes us the most connected society in history yet there is a disconnect between choice and consequence, power and accountability and rights and responsibilities. It is this disconnect which creates many of the challenges we face
    20. 20. Serious Games and Simulations
    21. 21. Immersive Technologies Engaging Time, Attention, Money
    22. 22. Gamification is the use of game thinking and game mechanics in a non-game context to engage users and solve problems
    23. 23. Life is the biggest Gamification project in town
    24. 24. We all use Gamification to achieve objectives
    25. 25. We are inevitably spectators or players in the game of life
    26. 26. Spectators finance the game but have little influence on the outcome
    27. 27. Players believe they can influence the outcome and develop the skills and abilities to do so
    28. 28. Development Growth Engagement Motivation Influence Reward Gamification Lens Pyramid
    29. 29. Fans Finance the Game but have limited influence on the Outcome
    30. 30. Technology can enable spectators to become players
    31. 31. Games like Floodsim and Climate Change Game provided role playing opportunities to influence environmental outcomes in virtual scenarios
    32. 32. How can Gamification solve real-world problems?
    33. 33. Society faces many challenges e.g Obesity and Ageing Society
    34. 34. Games and Simulations train, orientate and assess staff
    35. 35. Casual games can help develop or maintain cognitive skills and mental agility
    36. 36. They also try to encourage behavioural change
    37. 37. Encouraging Exercise
    38. 38. Technology supports Reflective, Personalised, Adaptive Learning and "Wisdom of the Crowd"
    39. 39. Innovative Interface Devices aid Diagnosis and Treatment
    40. 40. Obesity !
    41. 41. Technology transformed me from a spectator to a player
    42. 42. Lost 15kg in 10 weeks
    43. 43. Visualisation of sensor data tracking our lives linked to games and simulations will provide the feedback and control mechanisms that will reconnect our society
    44. 44. Monitoring and Managing health through sensors, games and social networks
    45. 45. Results can be Impressive
    46. 46. Sensors and Visualisation Technologies
    47. 47. Real World Relevant Data to connect behaviour to change
    48. 48. The tools are maturing - we need Gamification strategies to build winwin relationships
    49. 49. The Corporate Challenge Technology is making learning and development increasingly engaging and accessible but staff recruitment, development and retention requires sustainable relationships where gamification strategies will play a key role
    50. 50. The Future of Serious Games and their Impact on Corporate Learning and development
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