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The Future of Serious Games and
their Impact on Corporate Learning
and Development
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.
Serious Games
Immersive Technologies
Gamification
Key Technologies
Can you imagine a world without
computers, phones and cars ?
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
Games and Simulations helped
shaped our development and interests
Society was Hierarchical,
Structured and Regulated Knowledge was Power
Knowledge Professionals with years of
training were the sole service providers in
education, health, law........
Digital Technologies Changed
Everything
From search engines and simple
quizzes and decision tree games
To advanced realistic simulations
Knowledge and skills became
instantly accessible 24/7
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
Today's Society is Networked and
Asymmetric
Now we have personal agents like this
...
With innovative interfaces
Science fiction soon becomes reality
Delivering immersive experiences
aids learning
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
Serious Games and Simulations
Immersive Technologies
Engaging Time, Attention, Money
Gamification is the use of game
thinking and game mechanics in a
non-game context to engage users
and solve problems
Life is the biggest Gamification project
in town
We all use Gamification to achieve
objectives
We are inevitably spectators or
players in the game of life
Spectators finance the game but have
little influence on the outcome
Players believe they can influence the
outcome and develop the skills and
abilities to do so
Development
Growth
Engagement
Motivation
Influence
Reward

Gamification Lens Pyramid
Fans Finance the Game but have
limited influence on the Outcome
Technology can enable spectators to
become players
Games like Floodsim and Climate Change
Game provided role playing opportunities to
influence environmental outcomes in virtual
scenarios
How can Gamification solve real-world
problems?
Society faces many challenges e.g
Obesity and Ageing Society
Games and Simulations train,
orientate and assess staff
Casual games can help develop or
maintain cognitive skills and mental agility
They also try to encourage
behavioural change
Encouraging Exercise
Technology supports Reflective,
Personalised, Adaptive Learning and
"Wisdom of the Crowd"
Innovative Interface Devices aid
Diagnosis and Treatment
Obesity !
Technology transformed me from a
spectator to a player
Lost 15kg in 10 weeks
Visualisation of sensor data tracking our
lives linked to games and simulations will
provide the feedback and control
mechanisms that will reconnect our society
Monitoring and Managing health
through sensors, games and social
networks
Results can be Impressive
Sensors and Visualisation
Technologies
Real World Relevant Data to connect
behaviour to change
The tools are maturing - we need
Gamification strategies to build winwin relationships
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
The Future of Serious Games and
their Impact on Corporate Learning
and development

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Gala 2013 Gamification Workshop Presentation

Editor's Notes

  1. Earth is traditional the playground of the Gods
  2. 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.
  3. 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.
  4. In those days, society and daily life was very different
  5. Many of the influences in our lives were shaped by games
  6. Society was very structured and hierarchical and those who had acquired knowledge tended to have most power
  7. It took years of training to become a knowledge professional and these people were the sole providers of our key services
  8. Digital technologies changed everything – the image is of a IBM 5120, forerunner of the IBM PC circa 1980
  9. Early computers used digital storage and applications to mimic books and simple quizzes and computer based training was born
  10. 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
  11. 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.
  12. Today our world is more like this !!
  13. These changes mean that knowledge is no longer power and individual citizens have a disproportionate influence on the world.
  14. We have personal agents on mobile phones and iPads that greatly empower us and give us more control over our daily lives
  15. New interfaces create opportunities for innovative applications where we can control technology with our minds and our gestures.
  16. What was science fiction soon becomes science fact.
  17. Serious games like Triage Trainer have been researched to demonstrate that well designed games can be more effective that traditional methods
  18. 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
  19. The whole of life and almost every human activity can be regarded as a game or can be turned into a game.
  20. 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.
  21. Emerging immersive technologies, especially interfaces and sensors provide the means to transform spectators into players by making the game more accessible to everyone.
  22. 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
  23. When it comes to Digital Earth ad the Environment, the main challenge is to engage citizens in positive actions.
  24. 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.
  25. If we are to tackle these problems, we need to train, orientate and assess staff in a fats moving environment.
  26. Some games for entertainment can also provide serious benefits.
  27. Many games also encourage behavioural change
  28. Cities like Stockholm encouraged physical exercise by gamifying the stairs to make them an attractive option to the escalator
  29. Games based learning projects are becoming more sophisticated and personalised.
  30. Interface devices like Microsoft Kinect and applications developed for entertainment are proving very effective for serious adaptation in both diagnosis and treatment.
  31. 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
  32. 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.
  33. 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
  34. It is devices like the Jawbone UP and similar technologies that have the potential to reconnect society.
  35. 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.
  36. If I am any example, the results can be very impressive
  37. Sensors and visualisation technologies have matured a long way since the barometer which used to hang in the hallway at home.
  38. Through the “Internet of Things” we now have the tools to visualise real world data at a granular level relevant to citizens
  39. 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
  40. 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.
  41. Earth is traditional the playground of the Gods