Video games seem to be the perfect medium for helping people learn. However, few companies are able to invest the time and resources to create a video game–type learning module. This session, in a case study format, covers the steps taken to conceptualize, develop, and deliver an immersive 3-D game to teach sales concepts. Examine the required tradeoffs, discover where to find relatively low-cost 3-D assets, and learn how the combination of fantasy and branching story techniques help make the game engaging. We'll also examine how an underlying model is used to evaluate the effectiveness of the learners' game play and provide constructive feedback to improve their performance in the field.
“Oh GOSH! Reflecting on Hackteria's Collaborative Practices in a Global Do-It...
TU107 - Zombie Salesapocalypse: Making an Epic 3-D Immersive Sales Video Game
1. The Making of an Epic
3-D Immersive
Sales Video Game
By Karl M. Kapp Twitter: @kkapp
Email: karlkapp@gmail.com
ATD ICE May 24, 2016
Professor , Bloomsburg University
Author: Gamification of Learning & Instruction
2. Related Resources…
Follow on Twitter: @kkapp
Lynda.com Course: Gamification of LearningYouTube Channel
Web Site:www.karlkapp.com
Books
Related Resources…
Follow on Twitter: @kkapp
karlkapp@gmail.com
10. Justification: Reasons for 3D
Immersive Sales Game
• Gain learner attention
• Practice on-the-job skills
–Work under pressure
–Quick thinking
–Flexibility
11. Justification: Reasons for 3D
Immersive Sales Game
• Gain learner attention
• Practice on-the-job skills
– Work under pressure
– Quick thinking
– Flexibility
12. Justification
• Based on simulation/game research
– 20% Higher confidence: On-the-job vs lecture
Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games.
Personnel Psychology .Review of 65 studies. Chapter 4 “The Gamification of Learning and Instruction.”
13. Justification
• Reinforce sales skills
• Measure behaviors against those skills
• Ensure salesforce understood & applied sales
model
14. Justification
• 17% higher retention than lecture-based
instruction
• Student 1.5 times more likely to fail with
passive instruction
• Games more effective than traditional
instruction when played multiple times.
Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games.
Personnel Psychology .Review of 65 studies. Chapter 4 “The Gamification of Learning and Instruction.”
Active learning increases student performance in science, engineering, and mathematics Scott Freemana,1, Sarah L. Eddya, Miles
McDonougha, Michelle K. Smithb, Nnadozie Okoroafora, Hannah Jordta, and Mary Pat Wenderotha. PNAS Early Edition
(Proceedings of the National Academy of Sciences)
15. Yeah, but…why zombies?
• Fantasy provides cognitive, emotional and
motivational advantages for learning.
• Failure and experimentation are allowed and
encouraged.
– Humans learn from failure more than instant
success.
Lepper, M. R. (1988) Motivational considerations in the study of instruction. Cognition and Instruction. 5(4), 289-309.
Malone, T. (1981) Toward a theory of intrinsically motivating instruction. Cognitive Science, 4. pp. 333-369.
16. Yeah, but…why zombies?
• Fantasy: Natural constructive feedback in
an uninhibited interaction.
• Learners are more open to receiving
feedback in a fantasy world
– Unfamiliar and they need feedback to
understand the new environment.
17. Yeah, but…why zombies?
• In terms of emotional impact…
– Fantasy provokes vivid images related to the
material being learned, thus improving the
learner’s memory of the material.
– Breaks down defenses of a learner.
19. Instructional Game Design
Needs?
• Introduction of concepts
– Advanced Organizer
• Practice of Behavior/Concepts
– Making meaningful decisions
• Reflection on Actions
– Thinking about why choices were made
21. Timeline
• Phase I
– Client Hour Commitment: 40 hours
– Wisdom Guild Hour Commitment: 50 hours
– Time frame: February 2016- March, 2016
22. Task Description Responsibility
WG/Client
Deliverable Date
Group Meeting Meeting to discuss project, can be done via
Skype. Establishment of document sharing
protocols, review process and project
parameters.
WG and Client February 12, 2016
Technical
Requirements
Assessment
Determine with team what the technical
requirements and parameters are for the
project.
WG and Client
Email, voice calls if
necessary
Current through to
February 18 2016
Phase One Phase One Phase One Phase One
Script One
Development
Creation of sales script including the branching
decisions, correct and incorrect responses and
the flow of the conversation.
WG and Client
Assumes 30 hours over
3 weeks for script.
February 15-March
7, 2016
Incorporation of
Script into Game
This involves adding script and related
elements into game shell.
WG March 7-14, 2016
Final Script/Game
Review
Final review and sign-off of the scripts and
how they interplay with the game elements.
Client
10 hours
March14-18, 2016
23. Timeline Phase II
• Client Hour Commitment:
– Play testers 15-20 minutes to play game 30
minutes for debrief each
– Pilot group 15-20 minutes to play game 30
minutes for debrief each
• Leads approximately 20 hours to review and
playtest game and provide feedback.
• Wisdom Guild Hour Commitment: 50 hours
• Time frame: March 2016-May 2016
24. Phase Two Phase Two Phase Two Phase Two
Alpha Release First rough playable version of the game is ready for
playtesting.
Client
Dev. Team 2 hours
March 21-March 25,
2016
Alpha Fixes Fixes, changes, modifications made to Alpha version
of game based on feedback of Alpha release
WG March 28-April 1,
2016
Small Group Alpha
Playtest
Once changes are made, small group of sales reps
play game (5 reps)
Client
5 reps 1 hour each.
April 4-8, 2016
Any time during the
week.
Small Group Alpha
Fixes
Based on feedback and discussion with client
project leads small fixes and changes are made to
improve gameplay, ensure learning outcomes.
WG April 11-15, 2016
Pilot of Game Pilot of game is conducted with a sub-group of sales
representatives to work out any final issues with the
game.
WG
Client
April 18-22, 2016
Pilot Fixes Any final fixes are made to game. WG April 25-29, 2016
Release of Version
1.0
Game is released to target salesforce. Client May 1, 2016
25. Phase Two Phase Two Phase Two Phase Two
Alpha Release First rough playable version of the game is ready for
playtesting.
Client
Dev. Team 2 hours
May 15, 2016
Alpha Fixes Fixes, changes, modifications made to Alpha version
of game based on feedback of Alpha release
WG May 31, 2016
Small Group Alpha
Playtest
Once changes are made, small group of sales reps
play game (5 reps)
Client
5 reps 1 hour each.
June 1, 2016
Small Group Alpha
Fixes
Based on feedback and discussion with Client
project leads small fixes and changes are made to
improve gameplay, ensure learning outcomes.
WG April 1-10, 2016
Pilot of Game Pilot of game is conducted with a sub-group of sales
representatives to work out any final issues with the
game.
WG
Client
June 13-17, 2016
Pilot Fixes Any final fixes are made to game. WG June 20-24, 2016
Release of Version
1.0
Game is released to target salesforce. Client June 27, 2016
30. Also need a sales model
Open Sale
Witty Dialogue Close Sale
31. Sales Conversation
• Pre-call Collateral
• Post Call Reflection Questions
• Introduction Scenario
• (why is learner here?)
32. Decision
3 a,3b,
or 3c
1a
Hello, Dirk, I am so glad we could
meet this afternoon Thank you for
seeing me on such a beautiful day!
I bet you are anxious for spring to
arrive so you can get your boat on
the water!
I sure am! I am so busy in the
office, I am not sure when that will
happen though.
Sales
Rep
Dirk
2b
33. 3b
That sounds good. I am interested in hearing
how we can replicate that satisfaction.
Sales
Rep
4b
Dirk
In our last meeting you mentioned how
pleased you were with the feedback you
are getting about our PRODUCT ONE
from your fully insured clients. Today, I
want to make sure that you have
everything you need to have a
conversation with prospective and
current clients about our PRODUCT
TWO as a solutions a stand-alone
wellness solution.
+ pts: opening includes topics and objective
In our last meeting you mentioned how
pleased you were with the feedback you are
getting about PRODUCT ONE from your
clients. Today, I wanted to spend the next 60
minutes familiarizing you with the tools
behind that feedback and specifically give
you information on how you can replicate
this satisfaction on a stand -alone basis for
your clients. Does that sound like a good
plan, is there anything you’d like to add to
our agenda today?
++ pts: opening includes agenda, time,
confirmation
You mentioned that idea last week and
I’m glad we reconnected to talk about it.
There is a lot of reasons I love working
with your COMPANY and one of those is
PRODUCT ONE. I know that medical
isn’t the right fit 100% of the time so I
might be interested in recommending
stand-alone PRODUCT TWO to those
clients in order to create the same
positive effect that our medical clients
are experiencing.
Dirk , as you know, your fully insured
groups all have our PRODUCT ONE
What’s keeping you from selling
PRODUCT TWO?
-pts Opening does not include agenda,
or objective
That
I am not sure what you mean
2b
decision
4 a,4b
or 4c
3a
3c
4c
34. Sales
Rep
5b
Dirk
In our last meeting you mentioned how
pleased you were with the feedback you
are getting about RRODUCT ONE from
your clients. Today, I want to make sure
that you have everything you need to
have a conversation with prospective
and current clients about PRODUCT
TWO as a solutions a stand-alone
wellness solution.
+ pt opening
In our last meeting you mentioned how
pleased you were with the feedback you are
getting about PRODUCT ONE from your
clients.. Today, I wanted to spend the next
60 minutes familiarizing you with the tools
behind that feedback and specifically give
you information on how you can replicate
this satisfaction on a stand -alone basis for
your clients. Does that sound like a good
plan, is there anything you’d like to add to
our agenda today?
++ pt strongest opening
You mentioned that idea last week and
I’m glad we are going to talk about it.
There is a lot of reasons I love working
with COMPANY and one of those is
PRODUCT ONEI know that medical isn’t
the right fit 100% of the time so I might
be interested in recommending stand-
alone PRODUCT TWO in order to create
the same positive effect that our clients
are experiencing.
Oh come on! You have
been working with my
COMPANY long enough
to know how beneficial it
is !
-pt poor response
I guess so, but I don’t know
much about PRODUCT TWO. Os
there someone who can help me
with my questions?
3a
Scenario ends- review
materials on how to
open a meeting and
start over
4A 4B 4C
35. Sales
Rep
5b
Dirk
In our last meeting you mentioned how
pleased you were with the feedback you
are getting about RRODUCT ONE from
your fully insured clients. Today, I want
to make sure that you have everything
you need to have a conversation with
prospective and current clients about
PRODUCT TWO as a solutions a stand-
alone wellness solution.
+ pt opening
In our last meeting you mentioned how
pleased you were with the feedback you are
getting about PRODUCT ONE from your
clients.. Today, I wanted to spend the next
60 minutes familiarizing you with the tools
behind that feedback and specifically give
you information on how you can replicate
this satisfaction on a stand -alone basis for
your clients. Does that sound like a good
plan, is there anything you’d like to add to
our agenda today?
++ pt strongest opening
You mentioned that idea last week and
I’m glad we are going to talk about it.
There is a lot of reasons I love working
with COMPANY and one of those is
PRODUCT ONEI know that medical isn’t
the right fit 100% of the time so I might
be interested in recommending stand-
alone PRODUCT TWO in order to create
the same positive effect that our
medical clients are experiencing.
Oh come on! You have
been working with my
COMPANY long enough
to know how beneficial it
is !
-pt poor response
I guess so, but I don’t know
much about PRODUCT TWO. Os
there someone who can help me
with my questions?
3a
Scenario ends- review
materials on how to
open a meeting and
start over
4A 4B 4C
43. Team
• Level Designer (me), PA
• Programmer in CA
• Two Art Students local community college
in PA
• Developer-Games/Simulation program
local community college, PA
65. Related Resources…
Follow on Twitter: @kkapp
karlkapp@gmail.com
Lynda.com Course: Gamification of LearningYouTube Channel
Web Site:www.karlkapp.com
Books
67. The Wisdom Learning Group, LLC
2
After the sales representative completes the section asking them to relate a specific sales strategy
to an element of the sales model, the sales representative then begins playing the game where he
or she must execute a successful sales call.
During the call, the learner encounters a series of sales conversations with different individuals.
These individuals include a receptionist, a nurse and a physician but can vary depending on the
sales process of the organization. The learner interacts with these characters reinforcing and
practicing the skills associated with the organization’s sales model and process.
Figure Two: Learner must make choices during the call based
on proper application of the organization’s sales model.
Each interaction leads to a branching scenario, some branches will be correct and others
incorrect. Feedback guides learners to appropriate learning outcomes and reinforces the desired
sales behaviors.
The focus on quick decision making and immediate consequences for incorrect answers provides
authentic cognitive practice for the skills you want your sales representatives to possess. Each
decision is scored against the sales model. At the end of every level, learner performance is
compared to the ideal sales process.
70. The Wisdom Learning Group, LLC
5
Performance Tracking
The program tracks the sales representative’s responses to each interaction with the receptionist,
nurse(s) and doctor. The answers are presented in a dashboard for viewing by the player and by
a regional or district sales manager in aggregated form across all sales representatives as selected
by the manager. This allows managers to gain a high level view of the performance of the sales
team within the simulated selling environment.
Figure Three: Visual feedback is provided outlining learner’s ability to
apply the sales model to the sales conversations encountered in the game.
The sales strategy and objectives written by the sales representatives at the beginning of the game are
compared to the decisions the learners made during the game. This allows managers as well as learners to
evaluate how they prepared for the call and their intended outcome of the call with the actual activities
and events they conducted during the call.
71. The Wisdom Learning Group, LLC
6
The learning tool also provides a Target Chart which maps every learner’s performance in the game to the
elements of the sales model. This chart allows a DM or RM to view the performance of the learners and
identify any outliers or any areas that are a gap for the entire sales team.
Figure Four: Visual feedback is provided outlining learner’s ability to
apply the sales model to the sales conversations encountered in the game.
The Game/Simulation
Here is a synopsis of the zombie version of the game. Other
versions are available. A powerful virus has been striking
people throughout the city turning infected individuals into
zombies. Several blocks have been cordoned off and the
player has been volunteered to enter into a zombie infested
office building and attempt to save the people with a zombie
anecdote.
The learner must carefully “sell” the anecdote using his or her
organization’s trusted sales model. The learner will have to
use all of their wits, wisdom and experience to convince the
72. The Wisdom Learning Group, LLC
7
person they speaking with to buy what they are selling—not unlike a sales person’s day job. In
fact, to throw the zombies off, the sales person will attempt to sell your organization’s product
and sneak the anecdote to them in the sale.
The learner must be careful because infected individuals are erratic and become especially
agitated then they are given a wrong answer or if the learner doesn’t properly apply the
organization’s sales model.
Game Flexibility
Because the interactive sales training experience is built upon a flexible game engine and
environment, zombies are not the only foes that are possible. If an organization would like to
“swap out” an environment filled with zombies for an environment filled with robots or aliens or
some other creature that is entirely possible. It is also possible to swap out environments, if an
office environment is not appropriate; perhaps a lab environment or a retail environment is more
appropriate. Those options are available with the game because the underlying game engine does
not change, only the “skin” or appearance of the game.
Figure Five below shows a biotech lab with a robot as a foe to illustrate an alternative
environments.
Figure Five: Interactive learning game shown with robots in a biotech lab environment
. The environments and the foes within the game are interchangeable. .
73. The Wisdom Learning Group, LLC
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Fantasy
Why zombies or robots? Why include a fantasy element and not just a serious branching-simulation with
no gameplay. The use of fantasy is a purposeful design decision having a direct positive impact on
learning. In fact, research indicates that fantasy provides cognitive emotional and motivational advantages
for learning (Malone, 1981).
In terms of the cognitive benefits, the issues confronted and successfully resolved in the fantasy world
provide the learners with natural constructive feedback in an uninhibited interaction. The learner is often
more open to receiving feedback in a fantasy world because it is unfamiliar and they need feedback to
understand the new environment. (Lepper, 1988)
Feedback is conveyed in a safe environment with specific, but not catastrophic, consequences for failure.
The fantasy of dealing with the zombies means that failure and experimentation are allowed and
encouraged. Humans learn from failure more than instant success. The fantasy environment allows for
failure and re-engagement with the content again and again which leads to mastery.
We also know that if a simulation provides the same cognitive activities as the real-life situation, the skills
are transferable to the actual in-the-field situation. In the Zombie game, the sales model is the exact model
used in the field. The different environment actually helps with generalizing of the knowledge and
creates, in the mind of the learner, a set of heuristics to deal with sales situation rather than creating a
rigid set of algorithms that are difficult to generalize.
In terms of emotional impact, fantasy provokes vivid images related to the material being learned, thus
improving the learner’s memory of the material. Emotionally, fantasy also helps to break down the
defenses of a learner. When confronted with many sales situations, the learner may feel he or she is
already well versed in their subject viewing the training process as a waste of time. Fantasy helps to break
down that resistance because the environment is new, novel and different. The learner doesn’t know how
to deal with zombies or the new environment; it makes them more open to exploring the learning
environment and less defensive (Lepper, 1988; Malone, 1981).
Finally, games can be highly motivational. While not everyone loves to play games, a large portion of
most populations like to play games and enjoy the opportunity to gain mastery of the game environment.
Games provide an immersive learning environment because they require continual vigilance, provide
constant feedback, correct incorrect activities and reinforce correct performance which eventually leads to
mastery of content.
75. The Wisdom Learning Group, LLC
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References:
Hays, R. T. (2005). The effectiveness of instructional games: A literature review and discussion. Naval Air Warfare
Center Training Systems Division, Patuxent River, MD, (No 2005-004).
Ke, F. (2009). A qualitative meta-analysis of computer games as learning tools. In R. E. Ferdig (Ed.), Effective
electronic gaming in education (Vol. 1, pp. 1–32). Hershey, PA: Information Science Reference.
Lepper, M. R. (1988) Motivational considerations in the study of instruction. Cognition and Instruction. 5(4), 289-
309.
Malone, T. (1981) Toward a theory of intrinsically motivating instruction. Cognitive Science, 4. pp. 333-369.
Sitzmann, T. (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation
games. Personnel Psychology, 64(2), 489–528.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the cognitive
and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249–265.
Schifter, C. C. (2013). Games in learning, design, and motivation. In M. Murphy, S. Redding, &. Twyman (Eds.),
Handbook on innovations in learning (pp. 149–164). Philadelphia, PA: Center on Innovations in Learning,
Temple University; Charlotte, NC: Information Age Publishing. Retrieved from http://www.centeril.org/.
Stefano, G. D., Gino, F., Pisano, G. & Staats, B. (2014) Learning by Thinking: How Reflection Aids Performance,
Harvard Business School, Working Paper. 14-093.