FLUPA "Serious Games" - Olivier Zéphir - Les serious games, une interface pervasive pour des expériences virtuelles dans le réel

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Cette intervention sera consacrée à une exploration des différents modes d’usages des serious games comme un véhicule d’expérience des activités du réel. L’application croissante des interfaces …

Cette intervention sera consacrée à une exploration des différents modes d’usages des serious games comme un véhicule d’expérience des activités du réel. L’application croissante des interfaces pervasives au design de jeux immersifs sera abordée. L’assistance sera également invitée à partager les futurs usages des serious games.

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  • 1. Bridging your ideas to successolivier.zephir@technoport.lu5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 1
  • 2. Here is LuxembourgA diversified service dominant economyinvestigating digital and creative industries5/31/2013 2Petit Déj’ FLUPA Rennes - Serious Games
  • 3. National policy example in digital and CI5/31/2013 3Petit Déj’ FLUPA Rennes - Serious Games
  • 4. Evolving in a digital and gaming eraA pervasive phenomenonBrief agenda:- Games an interface for (entertaiment, learning, “X” practices)- Games mechanics : engagement/ loyalty/ motivation and more- Gamification, serious & real games- Enterprise applications- My investigation field - Challenges and contests- Serious/real games UXD, from augmented to pervasive5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 4
  • 5. Chris PreenwoodleywonderworksDavid Ian RobertsGames an interface to practices5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 5
  • 6. Games an interface to practicesSome figures5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 6500 Million players on social web world widelyGrowing global market2010 2011 2012 2013 2014$3,7 bn$4,9 bn$6,2 bn$7,5 bn$8,6 bnFrench average players arewomen of 43yrs63 %women31 %Men53% of social webplayers do not playconsole games
  • 7. 5/31/2013 7Petit Déj’ FLUPA Rennes - Serious GamesGames mechanics
  • 8. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 8Games mechanicsEmployee-centric applications
  • 9. Where games work bestSkillsbehavioursmatrixIn rolebehavioursOrganisationalcitizenshipbehavioursCoreworkskillsUniqueworkskillsExpandingworkskills5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 9
  • 10. "Gamification describes the broad trend of employing gamemechanics to non-game environments such as innovation,marketing, training, employee performance, health and socialchange"Gamification trends:50% of companies that manage innovation processes will gamify those processes –2015 – Gartner 2013Ex of game mechanics use:View content, post questions, post answers, rate content, subscribe, feed ideas, blogspoints, leader boards , "buzz index“5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 10Gamification, serious & real gamesEmployee-centric applications
  • 11. 11Gamification, serious & real gamesSerious game application in education
  • 12. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games1st Day 2nd Day00:00 a.m09:00 a.m00:00 a.mWelcomeIdeation & 1stconceptsConcept &prototypingBuild conceptstory boardPresentationExploration09:00 a.m18:00 p.mFinaliseprototype andconduct minisurveyBusiness modelPresentation3rd Day17:00 p.m12Gamification, serious & real gamesDesigning engaging gameplay
  • 13. Accenture community of practice - gaming & social networking mechanicsGamification uses game design and game mechanics in non-entertainment contexts toengage employees, encourage collaborative behaviors, drive the adoption of tools andcapabilities, and enhance retention and a sense of responsibility among employees.Accenture is leveraging gamification to shape behaviors and drive a culture of collaborationand sharing that will help solve problems and bring people together around a singlegoal or ideaGames efficiency: Fairness, transparency, feedback, trust, communication, engagement5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 13Gamification, serious & real gamesEnterprise applications
  • 14. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 14La gamification auservice de la gestion desressources humainesFeedback de l’atelier matinale de l’innovation RH sur lagamification, serious games, le travail sous formes de jeu etles nouvelles perspectives pour la fonction RH.Application auLuxembourg24 experts RH ontformés 8 équipesJeu de rôle sur la projection des futurs services RH gamifiés8 concepts formalisés à partir:- Attentes des collaborateurs- Services RH gamifiablesGamification, serious & real gamesEnterprise applications
  • 15. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 15Gamification, serious & real gamesEnterprise applicationsIdéation sur l’applicabilité du jeu en entrepriseCompétition positiveStimuler coopétitionSe mesurer aux autresChallenge individuel/équipeCompétition amicaleDépasser ses limitesDépassement de soiOserJeu pour valoriser les compétencesFacilite l’acquisition decomportementsSupport a l’apport de connaissanceMutualisation d’idéesLieu d’échangeMoment derencontreSusciter la créativitéInnovationStimuler la motivationSuperficielInfantilisantBesoin de règlesEncadrement nécessaireTeambuildingFédérer les collaborateursRenforce la collaborationS’adapter à la génération YTravailler en s’amusantRéduire la lassitude
  • 16. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 16Gamification, serious & real gamesEnterprise applicationsAttentes des collaborateurs exprimées1. Mise en évidence du leadership2. Tâches administratives, enlever la routine3. Aide à l’intégration des nouveaux entrants4. Formation et acquisition de nouvelles compétences5. Aspects formation dans l’entreprise6. Connaissance de l’entreprise7. Implication dans le processus de créativité8. Apprentissage du métier et développement descompétencesTendance expriméesApprentissage & FormationCréativitéContre routineLeadership
  • 17. Admin / IT contest System enginePhysicalevidence/InterfacesUserjourney/actionsFrontoffice/1stlevelinteractionBackofficeSupportprocessesParticipant actionsThe gameplayContest Sponsor/AdminPhase coordination & monitoringEvaluatorAssessment & Rewards5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 17Gamification, serious & real gamesMy investigation area
  • 18. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 18Serious gaming in coworking eventsFrom augmented to pervasive paradigmMobile application developmentchallenge Nov – 2013Start-up development challenge May &Nov 2013
  • 19. 19Brainstorm and selectan ideaDesign the differentcomponents of the appAssemble the mobileUX solutionTeam activitiesInteractive activitiesContest check pointsH12: Conceptpitch deliveryH22: DesignreviewH34: Solution pitchdeliveryCollect feedbacksValidate solutionBuild visibilitySerious gaming in coworking eventsDesigning pervasive experience
  • 20. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 20
  • 21. Serious game UXDAn interface to play the realThe human activity matrixCompetitive SoloConstructiveExperientialDeconstructiveCollaborativeUser goalCommunityPerformanceTeaching/LearningJob HobbySport Audience/ActorAnalysisCriticism / FeedbacksOneparticipantMany participants5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 21Raph Koster, 2005
  • 22. 5/31/2013 22Digital native learner characteristics (Prensky, Tapscott 2010)- Craving for speed and inability to tolerate slow-paced environment- Desire or perceived need to multitask- Preference for pictures rather than text- Tendency to process information in nonlinear ways- Preference for collaboration and constant connectivity- Preference for learning through activity rather than reading or listening (Mixing of work and play- Use of leisure time for effortful pursuits- Expectation for immediate feedback and “payoff” for their efforts as found in games -Preference for fantasy contexts as found in games and realistic TV and movies- Expectation that technology is part of the landscape; difficulty with environments thatlack technologyPetit Déj’ FLUPA Rennes - Serious GamesSerious game UXDEvolving user caracteristics
  • 23. Critical elements to craft optimal gameplay experiencePre production phase = Game design document (Game spec: look, feel, gameplay)Player experience: Motivations, processes, expectations/satisfactionsExperience requirements:Functional experiences are physical touchpointsNon-functional experiences in goals and satisfactionNeed of frameworks for expressing UX requirements1) Emotional requirements (the heart)2) Gameplay requirements (the intellect)a) Cognitive (the head)b) Mechanical (the hands)3) Sensory (the senses)a) Visual (the eyes)b) Auditory (the ears)c) Haptic (if available) (touch)5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 23Serious game UXDFuture investigations towards pervasive gaming
  • 24. Bridging your ideas to successolivier.zephir@technoport.lu5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 24