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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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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