SlideShare a Scribd company logo
1 of 6
Download to read offline
Gaming


                           What do we mean?


While traditional games aim to entertain, serious gaming focuses on learning in its widest
sense, whether that’s for simulation, training or marketing.



                           Why are we researching this?


The ideas delivered through our current ways of working are less likely to create genuine
change1, the contradictions in people’s demands and the impact of the recession are more
likely to disrupt the way we work than we are used to.

Gaming doesn’t provide the unique answer to these tensions. It can however make it easier
for business units to tackle these, especially from a daily frontline perspective. This is
because the most effective gaming technologies enable you to simulate real life, influence
behaviours, training, improve self help and market key messages virally.

            Simulating real life

Training needs to be far more related to real life scenarios, so that people can anticipate and
prepare for working in new ways. However for anticipating crises, you can’t just base
scenarios on real life, you need to take a leap into the future.

Either way, it’s crucial to involve people who have experienced the scenario to advise you on
how design these into gaming. In terms of preventing everyday crises, combining role
playing by actors with simulation hardware may also be necessary. Videoing the simulation
or game playing can provide crucial content for feeding back, debriefing and case
conferencing. It puts learners on the spot in a safe environment. The mock ward that the
university hosts can also be used as a living lab which could be particularly beneficial for
children and adult social services.

                  Influencing behaviours

You need to develop games in ways that give people a better understanding of what your
team does and what your customers can do to change the community and their behaviour -
helping their friends and enabling them to compete against each other. Given that gaming
puts into perspective the wider choices that may not be so visible to us in our daily lives, it is
important that it gets people to think the game matters to them in real life.

1
    Known as the “innovator’s dilemma” that an existing system won’t invest in new approaches that threaten to destroy it
Improving self help

By using gaming to improve support for people in need, you can help them plan, act and
reconceptualise self help. In this area, actors are used to either illustrate types of behaviours
to gaming developers when designing the technology or to allow attendees to practice their
intervention skills when using the online game in a live environment. The technology in this
context would need to be customisable to changing circumstances.

Looking at self help for staff, such as when they require updating their knowledge with
regards to the new duties they may have, you need the game to bring the perception and
emotional connection between the learner and the environment they are confronted with.

            Market key messages virally

To improve marketing, you need to develop the game so the scenarios can unfold gradually,
run instantly and interactively and enables people to complete a set of actions.



                   How can you develop this?


    Before even commissioning or developing a game, it is critical to plan out the process;
    work out who business units want to use gaming and what for, attract people to join the
    game and train people to make the best use of gaming. As such, testing and developing
    proof of concepts can provide a trusted environment where these issues can be
    explored.

It’s vital to understand which audience you are targeting when developing gaming, not just in
terms of whom uses gaming but what they will benefit from using it and how they will be able
to play it. This is why we have engaged business units in areas where gaming can add the
greatest value, to identify with them what the challenges and opportunities are.

By focusing on specific issues the game can tackle, people can simulate the impacts of their
actions, so they can more easily identify with them.

            Involving users in designing the game

It is important to develop a framework for people to take part – whether that’s providing
players with incentives and rewards, giving them higher status and the ability to customise
their involvement or enabling them to collect social points for online transactions.

            Attract people to join the game

Sending a clear message about the work or social benefit of the game is vital given the
assumptions about gaming not being “serious – you can do this through drawing lateral
parallels with the real world. It can also work better if you mobilise groups who may be
strongly involved in a very niche area within the gaming community.

            Mixing up real world and virtual gaming
Using the real world as a platform for gaming developed online tackles the challenge of
digital inclusion and gets people to have to actually change their behaviours to be able to
complete the tasks. This can help get people to play as if the scenario was really happening
rather than just role playing. This technique, called pervasive gaming reduces the distance
between seeing what you can do and how can you do something about it.

            Train people to make the best use of the game

Walking through with people how to use the technology is particularly important if you want
to decide whether to develop single or multiplayer games. This can include making the game
time-limited, changing the visuals and most importantly, starting with simple instructions and
making it more complex as it develops.



                   What can you develop?


It is important to make the technology as universal as possible so that people feel
comfortable, such as using games consoles and GPS enabled mobile phones and most
importantly working with technology currently used in KCC for developing games.

    Once business units have planned the process of developing the game, they can
    actually start developing the technology, working out if this will be produced in-house or
    commissioned from a gaming developer based on the different resources needed and
    think up whether they can or need to mix up the virtual game with real world games that
    they may already be using.

What does the analysis show us?

Now that many more groups of people use gaming and that the technology can be
integrated with other tools and content, you can involve users in designing them and bring
down the costs of development, not needing to rely on expensive games engines or virtual
worlds.

Gaming helps teach people without them noticing they’re changing their behaviour. It also
provides the flexibility to impact different learning styles – allowing players to temporarily re-
organise the tasks they need to complete amongst themselves.

Above all, it is important to make the best use of the skills developed through gaming:
entrepreneurial games are often more effective than providing guides to set up a business,
negotiation games enable people to engage in artificial conflict and confront them with
conflicting interests, while cognitive games encourage people around prevention and
rehabilitation from poor health.
What does the analysis show us?


We want to work out how we can improve ways of working for staff and engaging the public,
whether through simulation, scenario planning or other gaming techniques.

It’s not sufficient just assuming that the techniques will work. Using analytics to understand
how people behave in the game is also critical to measure success. This can include using
background analysis to inform broad scenarios, monitoring people’s journeys through geo-
coordinates or SMS texts or simulating real time data to mimic real life conditions.

It’s also particularly important to enable the players themselves to use analytics to monitor
their own performance. For more advanced use, focusing on researchers or analysts as
users, you can link up to datasets which can be simulated within the game.

Using tools which enable people to write their experiences (or even take photos) and
chronicling their own scenarios provides feedback to measure success too.




                   What do we recommend?


Research and analysis

 Explore the benefits and challenges of a longitudinal study to check if gaming influences
  behaviour in both the short and long term.
 Research to get better understanding into which particular behaviours may be influenced
  by gaming
 Compare well-established methods of changing behaviour and the influence of gaming.

Game design principles

 Script the instructions and steps of the game before commissioning games developer
 Make time-limited sequences, where visuals can be modified and most importantly, start
  with simple instructions and make them more complex as the scenario develops
 Give people tasks that focus on specific issues and ask them to make real changes both
  within and outside of gaming, especially changes which involve “tough choices” (such as
  restructures or budget consultation)

Techniques that enable players to

 Choose a crisis at the start of the game and map out what stakeholders they want to
  simulate
 Use analytics (such as through SMS, geo-coordinates or real time data) to monitor their
  performance
 Write their experiences (or even take photos) chronicling their own scenarios in the
  game
      Gain incentives and rewards, customise their involvement or collect social points for
       online transactions

Choice of technologies

 Focus on innovative use of existing gaming technology when deciding which
  technologies to include in the build, such as games consoles, GPS phones or geocaches
 Test tools proposed in the Scenario Planning2 review in conjunction with “day in the life”
  scenario-based games
 Use video embedded within the game to show people’s emotions
 Embed analytics that test how people behave during the game

Communications and engagement processes

 Focus on organising meetups around gaming to bring together local innovators in this
  area with people who are newcomers
 Promote games through viral channels, such as payslips, email signatures, tickets from
  speed banks, geocaches and forward to a friend tools
 Develop guides or screencasts to walk through people on how to play the game




                         What resources do you need?




      A lot of

      Some

    Not a lot of

Please see this visualization to compare the different types of resources required for each
process in developing games.




2
    See Scenario Planning Handover Pack
All contacts

Thanks to advice and ideas from

Claire Matthews            Technology, Research &        Kent County Council
                           Transformation, CED
Robert Bromley             Technology, Research &        Kent County Council
                           Transformation, CED
Bill Cordwell              Road Safety, Kent             Kent County Council
                           Highways Services
Hugh Martyn                Leadership, Learning &        Kent County Council
                           Development
James Barrett              Primary ICT, Advisory         Kent County Council
                           Service
Nicola Parker              Training, Children’s Social   Kent County Council
                           Services
Sarah Russell              Transport Training,           Kent County Council
                           Commercial Services
Kirsty Warboys             Client Systems Training &     Kent County Council
                           Support, Adult Learning &
                           Resources
Deborah Smith              Public Health, CED            Kent County Council
Ian Vickery                Explore Kent, Environment     Kent County Council
                           & Waste
Ian Whyte                  Community Safety              Kent County Council
                           Training, Regulatory
                           Services
Donna Henderson            Training, Libraries &         Kent County Council
                           Archives
Holly Goring               Community & Corporate         Tunbridge Wells Borough
                           Planning                      Council
Al Smith                   Communications                Newcastle City Council
Michael Norton             Knowledge                     IDeA
Andrew Fletcher            Innovation &                  Imperial College
                           Entrepreneurship
Kathryn Summers            Health, Wellbeing &           Canterbury Christchurch
                           Family                        University
Sara de Freitas            Serious Games Institute       Coventry University
Ryan Flynn                 Computing & Mathematics       University of Greenwich
Jason Wilkes               Director                      Innov8 Learning
Chris Thorpe               Director                      Jaggeree
Dominic Campbell           Director                      FutureGov
Steve Jarvis               Learning Consultant           SELEX
David Wilcox               Director                      Social Reporter
Joelle Butler              Student                       It’s Not A Game

More Related Content

What's hot

PlayfulCorp_MarketResearchProposal
PlayfulCorp_MarketResearchProposalPlayfulCorp_MarketResearchProposal
PlayfulCorp_MarketResearchProposalTeresa Compton
 
Gamification and Customer Relationship - A Comparative Case Analysis
Gamification and Customer Relationship - A Comparative Case AnalysisGamification and Customer Relationship - A Comparative Case Analysis
Gamification and Customer Relationship - A Comparative Case AnalysisGiorgio Davico
 
More Than Points: Architecting Engagement Through Game Design Thinking
More Than Points: Architecting Engagement Through Game Design ThinkingMore Than Points: Architecting Engagement Through Game Design Thinking
More Than Points: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
 
The Thrones of Game
The Thrones of GameThe Thrones of Game
The Thrones of GameLeo Sorge
 
Rules of Engagement: How Gamification is Changing the World
Rules of Engagement: How Gamification is Changing the World Rules of Engagement: How Gamification is Changing the World
Rules of Engagement: How Gamification is Changing the World Margaret Wallace
 
Gamification to get your message across
Gamification to get your message acrossGamification to get your message across
Gamification to get your message acrossOlivier Gillin
 
How gamification can be used to drive engagement
How gamification can be used to drive engagementHow gamification can be used to drive engagement
How gamification can be used to drive engagementSrinath Ramakrishnan
 
Innovation Pioneers Tank Meeting 22 May 2013: Gamification
Innovation Pioneers Tank Meeting 22 May 2013: GamificationInnovation Pioneers Tank Meeting 22 May 2013: Gamification
Innovation Pioneers Tank Meeting 22 May 2013: GamificationRené Heunen
 
Coursera Reflections on Gamification
Coursera Reflections on GamificationCoursera Reflections on Gamification
Coursera Reflections on Gamificationanitadeciannibrown
 
McLachlan_Mark_Dissertation
McLachlan_Mark_DissertationMcLachlan_Mark_Dissertation
McLachlan_Mark_DissertationMark Mclachlan
 
Gamification in Digital Marketing
Gamification in Digital MarketingGamification in Digital Marketing
Gamification in Digital MarketingGunter Blanckaert
 
Gamification...should you gamify your business ??
Gamification...should you gamify your business ??Gamification...should you gamify your business ??
Gamification...should you gamify your business ??Divya Sangwan
 

What's hot (17)

Gamification
GamificationGamification
Gamification
 
PlayfulCorp_MarketResearchProposal
PlayfulCorp_MarketResearchProposalPlayfulCorp_MarketResearchProposal
PlayfulCorp_MarketResearchProposal
 
Gamification and Customer Relationship - A Comparative Case Analysis
Gamification and Customer Relationship - A Comparative Case AnalysisGamification and Customer Relationship - A Comparative Case Analysis
Gamification and Customer Relationship - A Comparative Case Analysis
 
More Than Points: Architecting Engagement Through Game Design Thinking
More Than Points: Architecting Engagement Through Game Design ThinkingMore Than Points: Architecting Engagement Through Game Design Thinking
More Than Points: Architecting Engagement Through Game Design Thinking
 
The Thrones of Game
The Thrones of GameThe Thrones of Game
The Thrones of Game
 
Rules of Engagement: How Gamification is Changing the World
Rules of Engagement: How Gamification is Changing the World Rules of Engagement: How Gamification is Changing the World
Rules of Engagement: How Gamification is Changing the World
 
Gamification in Digital Marketing
Gamification in Digital MarketingGamification in Digital Marketing
Gamification in Digital Marketing
 
Gamification to get your message across
Gamification to get your message acrossGamification to get your message across
Gamification to get your message across
 
Gamify this!
Gamify this!Gamify this!
Gamify this!
 
Introduction to Gamification
Introduction to GamificationIntroduction to Gamification
Introduction to Gamification
 
How gamification can be used to drive engagement
How gamification can be used to drive engagementHow gamification can be used to drive engagement
How gamification can be used to drive engagement
 
Innovation Pioneers Tank Meeting 22 May 2013: Gamification
Innovation Pioneers Tank Meeting 22 May 2013: GamificationInnovation Pioneers Tank Meeting 22 May 2013: Gamification
Innovation Pioneers Tank Meeting 22 May 2013: Gamification
 
Coursera Reflections on Gamification
Coursera Reflections on GamificationCoursera Reflections on Gamification
Coursera Reflections on Gamification
 
McLachlan_Mark_Dissertation
McLachlan_Mark_DissertationMcLachlan_Mark_Dissertation
McLachlan_Mark_Dissertation
 
Gamification in Digital Marketing
Gamification in Digital MarketingGamification in Digital Marketing
Gamification in Digital Marketing
 
Gamification...should you gamify your business ??
Gamification...should you gamify your business ??Gamification...should you gamify your business ??
Gamification...should you gamify your business ??
 
Top 5 Gamification Examples
Top 5 Gamification ExamplesTop 5 Gamification Examples
Top 5 Gamification Examples
 

Viewers also liked

KCC Catalogue of Innovations
KCC Catalogue of InnovationsKCC Catalogue of Innovations
KCC Catalogue of InnovationsNoel Hatch
 
Download and visualise v0 3
Download and visualise v0 3Download and visualise v0 3
Download and visualise v0 3Noel Hatch
 
Alan Kennedy Nhs
Alan Kennedy   NhsAlan Kennedy   Nhs
Alan Kennedy NhsNoel Hatch
 
Homeless Students
Homeless StudentsHomeless Students
Homeless Studentssandibraun
 
Service design in social care
Service design in social careService design in social care
Service design in social careNoel Hatch
 
Research & Design Presentation
Research & Design PresentationResearch & Design Presentation
Research & Design PresentationNoel Hatch
 
Eysenck three personality trait theory
Eysenck three personality trait theoryEysenck three personality trait theory
Eysenck three personality trait theorypsue4a
 

Viewers also liked (7)

KCC Catalogue of Innovations
KCC Catalogue of InnovationsKCC Catalogue of Innovations
KCC Catalogue of Innovations
 
Download and visualise v0 3
Download and visualise v0 3Download and visualise v0 3
Download and visualise v0 3
 
Alan Kennedy Nhs
Alan Kennedy   NhsAlan Kennedy   Nhs
Alan Kennedy Nhs
 
Homeless Students
Homeless StudentsHomeless Students
Homeless Students
 
Service design in social care
Service design in social careService design in social care
Service design in social care
 
Research & Design Presentation
Research & Design PresentationResearch & Design Presentation
Research & Design Presentation
 
Eysenck three personality trait theory
Eysenck three personality trait theoryEysenck three personality trait theory
Eysenck three personality trait theory
 

Similar to Gaming

1. Gamification: from Game design to Digital Game-Based Learning
1. Gamification: from Game design to Digital Game-Based Learning1. Gamification: from Game design to Digital Game-Based Learning
1. Gamification: from Game design to Digital Game-Based LearningUCL Interaction Centre
 
Aste v2 3
Aste v2 3Aste v2 3
Aste v2 3webb20
 
Social Business Transformation through Gamification
Social Business Transformation through GamificationSocial Business Transformation through Gamification
Social Business Transformation through GamificationIJMIT JOURNAL
 
MarsAshton_DefiningNarrativeDevices_MAThesis
MarsAshton_DefiningNarrativeDevices_MAThesisMarsAshton_DefiningNarrativeDevices_MAThesis
MarsAshton_DefiningNarrativeDevices_MAThesisMars Ashton
 
Gamification 3.0: The Power of Personalization
Gamification 3.0: The Power of PersonalizationGamification 3.0: The Power of Personalization
Gamification 3.0: The Power of PersonalizationCognizant
 
User Experience 8: Business, Ethics and More
User Experience 8: Business, Ethics and MoreUser Experience 8: Business, Ethics and More
User Experience 8: Business, Ethics and MoreMarc Miquel
 
3 Technologies Essay
3 Technologies Essay3 Technologies Essay
3 Technologies Essayjasonpufahl
 
Gamification, bridging worlds and persons
Gamification, bridging worlds and personsGamification, bridging worlds and persons
Gamification, bridging worlds and personsNelson Zagalo
 
Developing a serious game to evaluate and train group decision making skills
Developing a serious game to evaluate and train group decision making skills Developing a serious game to evaluate and train group decision making skills
Developing a serious game to evaluate and train group decision making skills Lincoln Social Computing Research Centre
 
Level Up Your Talent Development with Gamification [eBook]
Level Up Your Talent Development with Gamification [eBook]Level Up Your Talent Development with Gamification [eBook]
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
 
Gamification - Why it works and how to use it in your business
Gamification - Why it works and how to use it in your businessGamification - Why it works and how to use it in your business
Gamification - Why it works and how to use it in your businessRelevantz
 
Using predictions to improve profitability of digital games
Using predictions to improve profitability of digital gamesUsing predictions to improve profitability of digital games
Using predictions to improve profitability of digital gamesSonamine
 
Games For Change Presentation
Games For Change PresentationGames For Change Presentation
Games For Change Presentationlittle m media
 
Gamification for Growth Hackers -theflyy
Gamification for Growth Hackers -theflyyGamification for Growth Hackers -theflyy
Gamification for Growth Hackers -theflyyFlyyx Tech
 
Understanding Gamification of Consumer Experiences
Understanding Gamification of Consumer ExperiencesUnderstanding Gamification of Consumer Experiences
Understanding Gamification of Consumer ExperiencesIan McCarthy
 
Immersive Learning and the Future of Workplace Learning
Immersive Learning and the Future of Workplace LearningImmersive Learning and the Future of Workplace Learning
Immersive Learning and the Future of Workplace LearningAndrew Hughes
 
Mc kinsey 7s framework-business strategy development
Mc kinsey 7s framework-business strategy developmentMc kinsey 7s framework-business strategy development
Mc kinsey 7s framework-business strategy developmentNISHA SHAH
 
Master Project - Noémie Sauvage (1)
Master Project - Noémie Sauvage (1)Master Project - Noémie Sauvage (1)
Master Project - Noémie Sauvage (1)Noémie Sauvage
 

Similar to Gaming (20)

1. Gamification: from Game design to Digital Game-Based Learning
1. Gamification: from Game design to Digital Game-Based Learning1. Gamification: from Game design to Digital Game-Based Learning
1. Gamification: from Game design to Digital Game-Based Learning
 
Aste v2 3
Aste v2 3Aste v2 3
Aste v2 3
 
Social Business Transformation through Gamification
Social Business Transformation through GamificationSocial Business Transformation through Gamification
Social Business Transformation through Gamification
 
MarsAshton_DefiningNarrativeDevices_MAThesis
MarsAshton_DefiningNarrativeDevices_MAThesisMarsAshton_DefiningNarrativeDevices_MAThesis
MarsAshton_DefiningNarrativeDevices_MAThesis
 
Gamification 3.0: The Power of Personalization
Gamification 3.0: The Power of PersonalizationGamification 3.0: The Power of Personalization
Gamification 3.0: The Power of Personalization
 
User Experience 8: Business, Ethics and More
User Experience 8: Business, Ethics and MoreUser Experience 8: Business, Ethics and More
User Experience 8: Business, Ethics and More
 
3 Technologies Essay
3 Technologies Essay3 Technologies Essay
3 Technologies Essay
 
Gamification, bridging worlds and persons
Gamification, bridging worlds and personsGamification, bridging worlds and persons
Gamification, bridging worlds and persons
 
Developing a serious game to evaluate and train group decision making skills
Developing a serious game to evaluate and train group decision making skills Developing a serious game to evaluate and train group decision making skills
Developing a serious game to evaluate and train group decision making skills
 
Level Up Your Talent Development with Gamification [eBook]
Level Up Your Talent Development with Gamification [eBook]Level Up Your Talent Development with Gamification [eBook]
Level Up Your Talent Development with Gamification [eBook]
 
SituatedResearch-Games
SituatedResearch-GamesSituatedResearch-Games
SituatedResearch-Games
 
Gamification - Why it works and how to use it in your business
Gamification - Why it works and how to use it in your businessGamification - Why it works and how to use it in your business
Gamification - Why it works and how to use it in your business
 
Using predictions to improve profitability of digital games
Using predictions to improve profitability of digital gamesUsing predictions to improve profitability of digital games
Using predictions to improve profitability of digital games
 
Games For Change Presentation
Games For Change PresentationGames For Change Presentation
Games For Change Presentation
 
Game Design fundamentals
Game Design fundamentalsGame Design fundamentals
Game Design fundamentals
 
Gamification for Growth Hackers -theflyy
Gamification for Growth Hackers -theflyyGamification for Growth Hackers -theflyy
Gamification for Growth Hackers -theflyy
 
Understanding Gamification of Consumer Experiences
Understanding Gamification of Consumer ExperiencesUnderstanding Gamification of Consumer Experiences
Understanding Gamification of Consumer Experiences
 
Immersive Learning and the Future of Workplace Learning
Immersive Learning and the Future of Workplace LearningImmersive Learning and the Future of Workplace Learning
Immersive Learning and the Future of Workplace Learning
 
Mc kinsey 7s framework-business strategy development
Mc kinsey 7s framework-business strategy developmentMc kinsey 7s framework-business strategy development
Mc kinsey 7s framework-business strategy development
 
Master Project - Noémie Sauvage (1)
Master Project - Noémie Sauvage (1)Master Project - Noémie Sauvage (1)
Master Project - Noémie Sauvage (1)
 

More from Noel Hatch

How do we shift to community-led research
How do we shift to community-led researchHow do we shift to community-led research
How do we shift to community-led researchNoel Hatch
 
Future of Participation - Shaping the Levers.pptx
Future of Participation - Shaping the Levers.pptxFuture of Participation - Shaping the Levers.pptx
Future of Participation - Shaping the Levers.pptxNoel Hatch
 
Survey of Londoners 2
Survey of Londoners 2Survey of Londoners 2
Survey of Londoners 2Noel Hatch
 
Survey of Londoners - 1
Survey of Londoners - 1Survey of Londoners - 1
Survey of Londoners - 1Noel Hatch
 
How can humanities research contribute to policy 2
How can humanities research contribute to policy 2How can humanities research contribute to policy 2
How can humanities research contribute to policy 2Noel Hatch
 
How can humanities research contribute to policy 1
How can humanities research contribute to policy 1How can humanities research contribute to policy 1
How can humanities research contribute to policy 1Noel Hatch
 
Universal Work Service for London Policy & Strategy Network
Universal Work Service for London Policy & Strategy Network Universal Work Service for London Policy & Strategy Network
Universal Work Service for London Policy & Strategy Network Noel Hatch
 
Skills for Policy Making Discussion
Skills for Policy Making DiscussionSkills for Policy Making Discussion
Skills for Policy Making DiscussionNoel Hatch
 
Equalities Diversity Inclusion Engagement
Equalities Diversity Inclusion EngagementEqualities Diversity Inclusion Engagement
Equalities Diversity Inclusion EngagementNoel Hatch
 
Engaging Young People and LGBTQ+
Engaging Young People and LGBTQ+Engaging Young People and LGBTQ+
Engaging Young People and LGBTQ+Noel Hatch
 
Citizens Assembly - 15 Minute Neighbourhood
Citizens Assembly - 15 Minute NeighbourhoodCitizens Assembly - 15 Minute Neighbourhood
Citizens Assembly - 15 Minute NeighbourhoodNoel Hatch
 
Governance beyond Government
Governance beyond GovernmentGovernance beyond Government
Governance beyond GovernmentNoel Hatch
 
London Research & Policy Partnership
London Research & Policy PartnershipLondon Research & Policy Partnership
London Research & Policy PartnershipNoel Hatch
 
UCL Local research & policy collaboration
UCL Local research & policy collaborationUCL Local research & policy collaboration
UCL Local research & policy collaborationNoel Hatch
 
How can we support innovation to help people on low incomes?
How can we support innovation to help people on low incomes?How can we support innovation to help people on low incomes?
How can we support innovation to help people on low incomes?Noel Hatch
 
Applying Community Insights into Policy
Applying Community Insights into PolicyApplying Community Insights into Policy
Applying Community Insights into PolicyNoel Hatch
 
Civic Strengths Index
Civic Strengths IndexCivic Strengths Index
Civic Strengths IndexNoel Hatch
 
Local Government Commission 2030
Local Government Commission 2030Local Government Commission 2030
Local Government Commission 2030Noel Hatch
 
15 Minute Neighbourhoods - University of the Arts - Group 3
15 Minute Neighbourhoods - University of the Arts - Group 315 Minute Neighbourhoods - University of the Arts - Group 3
15 Minute Neighbourhoods - University of the Arts - Group 3Noel Hatch
 
Neighbourhood Facilities
Neighbourhood FacilitiesNeighbourhood Facilities
Neighbourhood FacilitiesNoel Hatch
 

More from Noel Hatch (20)

How do we shift to community-led research
How do we shift to community-led researchHow do we shift to community-led research
How do we shift to community-led research
 
Future of Participation - Shaping the Levers.pptx
Future of Participation - Shaping the Levers.pptxFuture of Participation - Shaping the Levers.pptx
Future of Participation - Shaping the Levers.pptx
 
Survey of Londoners 2
Survey of Londoners 2Survey of Londoners 2
Survey of Londoners 2
 
Survey of Londoners - 1
Survey of Londoners - 1Survey of Londoners - 1
Survey of Londoners - 1
 
How can humanities research contribute to policy 2
How can humanities research contribute to policy 2How can humanities research contribute to policy 2
How can humanities research contribute to policy 2
 
How can humanities research contribute to policy 1
How can humanities research contribute to policy 1How can humanities research contribute to policy 1
How can humanities research contribute to policy 1
 
Universal Work Service for London Policy & Strategy Network
Universal Work Service for London Policy & Strategy Network Universal Work Service for London Policy & Strategy Network
Universal Work Service for London Policy & Strategy Network
 
Skills for Policy Making Discussion
Skills for Policy Making DiscussionSkills for Policy Making Discussion
Skills for Policy Making Discussion
 
Equalities Diversity Inclusion Engagement
Equalities Diversity Inclusion EngagementEqualities Diversity Inclusion Engagement
Equalities Diversity Inclusion Engagement
 
Engaging Young People and LGBTQ+
Engaging Young People and LGBTQ+Engaging Young People and LGBTQ+
Engaging Young People and LGBTQ+
 
Citizens Assembly - 15 Minute Neighbourhood
Citizens Assembly - 15 Minute NeighbourhoodCitizens Assembly - 15 Minute Neighbourhood
Citizens Assembly - 15 Minute Neighbourhood
 
Governance beyond Government
Governance beyond GovernmentGovernance beyond Government
Governance beyond Government
 
London Research & Policy Partnership
London Research & Policy PartnershipLondon Research & Policy Partnership
London Research & Policy Partnership
 
UCL Local research & policy collaboration
UCL Local research & policy collaborationUCL Local research & policy collaboration
UCL Local research & policy collaboration
 
How can we support innovation to help people on low incomes?
How can we support innovation to help people on low incomes?How can we support innovation to help people on low incomes?
How can we support innovation to help people on low incomes?
 
Applying Community Insights into Policy
Applying Community Insights into PolicyApplying Community Insights into Policy
Applying Community Insights into Policy
 
Civic Strengths Index
Civic Strengths IndexCivic Strengths Index
Civic Strengths Index
 
Local Government Commission 2030
Local Government Commission 2030Local Government Commission 2030
Local Government Commission 2030
 
15 Minute Neighbourhoods - University of the Arts - Group 3
15 Minute Neighbourhoods - University of the Arts - Group 315 Minute Neighbourhoods - University of the Arts - Group 3
15 Minute Neighbourhoods - University of the Arts - Group 3
 
Neighbourhood Facilities
Neighbourhood FacilitiesNeighbourhood Facilities
Neighbourhood Facilities
 

Gaming

  • 1. Gaming What do we mean? While traditional games aim to entertain, serious gaming focuses on learning in its widest sense, whether that’s for simulation, training or marketing. Why are we researching this? The ideas delivered through our current ways of working are less likely to create genuine change1, the contradictions in people’s demands and the impact of the recession are more likely to disrupt the way we work than we are used to. Gaming doesn’t provide the unique answer to these tensions. It can however make it easier for business units to tackle these, especially from a daily frontline perspective. This is because the most effective gaming technologies enable you to simulate real life, influence behaviours, training, improve self help and market key messages virally. Simulating real life Training needs to be far more related to real life scenarios, so that people can anticipate and prepare for working in new ways. However for anticipating crises, you can’t just base scenarios on real life, you need to take a leap into the future. Either way, it’s crucial to involve people who have experienced the scenario to advise you on how design these into gaming. In terms of preventing everyday crises, combining role playing by actors with simulation hardware may also be necessary. Videoing the simulation or game playing can provide crucial content for feeding back, debriefing and case conferencing. It puts learners on the spot in a safe environment. The mock ward that the university hosts can also be used as a living lab which could be particularly beneficial for children and adult social services. Influencing behaviours You need to develop games in ways that give people a better understanding of what your team does and what your customers can do to change the community and their behaviour - helping their friends and enabling them to compete against each other. Given that gaming puts into perspective the wider choices that may not be so visible to us in our daily lives, it is important that it gets people to think the game matters to them in real life. 1 Known as the “innovator’s dilemma” that an existing system won’t invest in new approaches that threaten to destroy it
  • 2. Improving self help By using gaming to improve support for people in need, you can help them plan, act and reconceptualise self help. In this area, actors are used to either illustrate types of behaviours to gaming developers when designing the technology or to allow attendees to practice their intervention skills when using the online game in a live environment. The technology in this context would need to be customisable to changing circumstances. Looking at self help for staff, such as when they require updating their knowledge with regards to the new duties they may have, you need the game to bring the perception and emotional connection between the learner and the environment they are confronted with. Market key messages virally To improve marketing, you need to develop the game so the scenarios can unfold gradually, run instantly and interactively and enables people to complete a set of actions. How can you develop this? Before even commissioning or developing a game, it is critical to plan out the process; work out who business units want to use gaming and what for, attract people to join the game and train people to make the best use of gaming. As such, testing and developing proof of concepts can provide a trusted environment where these issues can be explored. It’s vital to understand which audience you are targeting when developing gaming, not just in terms of whom uses gaming but what they will benefit from using it and how they will be able to play it. This is why we have engaged business units in areas where gaming can add the greatest value, to identify with them what the challenges and opportunities are. By focusing on specific issues the game can tackle, people can simulate the impacts of their actions, so they can more easily identify with them. Involving users in designing the game It is important to develop a framework for people to take part – whether that’s providing players with incentives and rewards, giving them higher status and the ability to customise their involvement or enabling them to collect social points for online transactions. Attract people to join the game Sending a clear message about the work or social benefit of the game is vital given the assumptions about gaming not being “serious – you can do this through drawing lateral parallels with the real world. It can also work better if you mobilise groups who may be strongly involved in a very niche area within the gaming community. Mixing up real world and virtual gaming
  • 3. Using the real world as a platform for gaming developed online tackles the challenge of digital inclusion and gets people to have to actually change their behaviours to be able to complete the tasks. This can help get people to play as if the scenario was really happening rather than just role playing. This technique, called pervasive gaming reduces the distance between seeing what you can do and how can you do something about it. Train people to make the best use of the game Walking through with people how to use the technology is particularly important if you want to decide whether to develop single or multiplayer games. This can include making the game time-limited, changing the visuals and most importantly, starting with simple instructions and making it more complex as it develops. What can you develop? It is important to make the technology as universal as possible so that people feel comfortable, such as using games consoles and GPS enabled mobile phones and most importantly working with technology currently used in KCC for developing games. Once business units have planned the process of developing the game, they can actually start developing the technology, working out if this will be produced in-house or commissioned from a gaming developer based on the different resources needed and think up whether they can or need to mix up the virtual game with real world games that they may already be using. What does the analysis show us? Now that many more groups of people use gaming and that the technology can be integrated with other tools and content, you can involve users in designing them and bring down the costs of development, not needing to rely on expensive games engines or virtual worlds. Gaming helps teach people without them noticing they’re changing their behaviour. It also provides the flexibility to impact different learning styles – allowing players to temporarily re- organise the tasks they need to complete amongst themselves. Above all, it is important to make the best use of the skills developed through gaming: entrepreneurial games are often more effective than providing guides to set up a business, negotiation games enable people to engage in artificial conflict and confront them with conflicting interests, while cognitive games encourage people around prevention and rehabilitation from poor health.
  • 4. What does the analysis show us? We want to work out how we can improve ways of working for staff and engaging the public, whether through simulation, scenario planning or other gaming techniques. It’s not sufficient just assuming that the techniques will work. Using analytics to understand how people behave in the game is also critical to measure success. This can include using background analysis to inform broad scenarios, monitoring people’s journeys through geo- coordinates or SMS texts or simulating real time data to mimic real life conditions. It’s also particularly important to enable the players themselves to use analytics to monitor their own performance. For more advanced use, focusing on researchers or analysts as users, you can link up to datasets which can be simulated within the game. Using tools which enable people to write their experiences (or even take photos) and chronicling their own scenarios provides feedback to measure success too. What do we recommend? Research and analysis  Explore the benefits and challenges of a longitudinal study to check if gaming influences behaviour in both the short and long term.  Research to get better understanding into which particular behaviours may be influenced by gaming  Compare well-established methods of changing behaviour and the influence of gaming. Game design principles  Script the instructions and steps of the game before commissioning games developer  Make time-limited sequences, where visuals can be modified and most importantly, start with simple instructions and make them more complex as the scenario develops  Give people tasks that focus on specific issues and ask them to make real changes both within and outside of gaming, especially changes which involve “tough choices” (such as restructures or budget consultation) Techniques that enable players to  Choose a crisis at the start of the game and map out what stakeholders they want to simulate  Use analytics (such as through SMS, geo-coordinates or real time data) to monitor their performance  Write their experiences (or even take photos) chronicling their own scenarios in the game
  • 5. Gain incentives and rewards, customise their involvement or collect social points for online transactions Choice of technologies  Focus on innovative use of existing gaming technology when deciding which technologies to include in the build, such as games consoles, GPS phones or geocaches  Test tools proposed in the Scenario Planning2 review in conjunction with “day in the life” scenario-based games  Use video embedded within the game to show people’s emotions  Embed analytics that test how people behave during the game Communications and engagement processes  Focus on organising meetups around gaming to bring together local innovators in this area with people who are newcomers  Promote games through viral channels, such as payslips, email signatures, tickets from speed banks, geocaches and forward to a friend tools  Develop guides or screencasts to walk through people on how to play the game What resources do you need? A lot of Some Not a lot of Please see this visualization to compare the different types of resources required for each process in developing games. 2 See Scenario Planning Handover Pack
  • 6. All contacts Thanks to advice and ideas from Claire Matthews Technology, Research & Kent County Council Transformation, CED Robert Bromley Technology, Research & Kent County Council Transformation, CED Bill Cordwell Road Safety, Kent Kent County Council Highways Services Hugh Martyn Leadership, Learning & Kent County Council Development James Barrett Primary ICT, Advisory Kent County Council Service Nicola Parker Training, Children’s Social Kent County Council Services Sarah Russell Transport Training, Kent County Council Commercial Services Kirsty Warboys Client Systems Training & Kent County Council Support, Adult Learning & Resources Deborah Smith Public Health, CED Kent County Council Ian Vickery Explore Kent, Environment Kent County Council & Waste Ian Whyte Community Safety Kent County Council Training, Regulatory Services Donna Henderson Training, Libraries & Kent County Council Archives Holly Goring Community & Corporate Tunbridge Wells Borough Planning Council Al Smith Communications Newcastle City Council Michael Norton Knowledge IDeA Andrew Fletcher Innovation & Imperial College Entrepreneurship Kathryn Summers Health, Wellbeing & Canterbury Christchurch Family University Sara de Freitas Serious Games Institute Coventry University Ryan Flynn Computing & Mathematics University of Greenwich Jason Wilkes Director Innov8 Learning Chris Thorpe Director Jaggeree Dominic Campbell Director FutureGov Steve Jarvis Learning Consultant SELEX David Wilcox Director Social Reporter Joelle Butler Student It’s Not A Game