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Translating Research Findings into the Marketplace at MIT: 
The role of the university technology transfer office 
Daniel Dardani, 
MIT Technology Licensing Office 
Games For Health –Europe, OCT 27 -28
Why games matter 
•Surgeons make less errors after playing video games 
•Visual acuity and attention is improved 
•Positive impacts on health behaviors 
•They are fun!
•https://www.youtube.com/watch?v=4BKHM1vxj70
What I play
What I play
What I play
My pathway ESCoNS, 2011 + 2013 
Inaugural conference funded by George Rose of Activision 
Neuroscientists seeking validation of therapeutic game research
My pathwayE-Virtuoses, 2012 
Showcase of local and non local serious games in various sectors. 
Revitalization of local industry as serious games incubator 
Games compering for best in class awards
My pathwayGood Games Show, Korea 2013 
GyeonggiProvince, Korea 
Largest “game specific” exhibition in Korea 
Focused on positive game content free from violence
My pathway Games for Health, Europe then (2012) and now 
Focused on health care 
Dedicated to bringing proper attention and credit to “serious” and health games
“How MIT became the most important 
university in the world.” Boston Magazine 11/2012 
Effective transfer of innovation technologies into the marketplace
Labs are invention nurseries 
Universities are not finishing schools 
Industry is the key partner for effective commercialization 
UNIVERSITIES 
PUBLIC 
GOVT
MIT’s Technology Transfer Mission 
•To transfer research results into commercialization utilization by licensing companies to promote, develop, and market the technology 
Secondary Objectives: 
•Economic development through introduction of new technologies into industry 
•Fair return to MIT and its inventors on licensed IP
the big picture 
UNIVERSITIES 
PUBLIC 
GOVT 
IP
•743 Invention Disclosures 
•229 Patents Filed 
•80 License Agreements 
•27 Option Agreements 
•22 startups 
MIT graduates have spawned 5,800 companies * 
Generated over $2 Trillion * 
* Sloan School Study
•ownership via use of funds & facilities 
•Impact over income 
•Innovation ecosystem 
•Inventors get 33% of net 
•volume 
•Deals that make sense 
success begets success
FY 2014 MIT Technology Licensing Statistics 
•743 Inventions disclosed to MIT 
•229 Patents filed 
•80 Licenses granted 
•27 Options granted 
•22 Companies founded using MIT IP 
•Less than 1% of disclosures are game related
7/7/2014 
0 
100 
200 
300 
400 
500 
600 
700 
800 
2004 
2005 
2006 
2007 
2008 
2009 
2010 
2011 
2012 
2013 
2014 
510 
512 
523 
487 
522 
501 
530 
632 
694 
698 
743 
Disclosures 
Fiscal Year 
Disclosures by Fiscal Year, 2004-2014
7/7/2014 
0 
50 
100 
150 
200 
250 
300 
350 
2005 
2006 
2007 
2008 
2009 
2010 
2011 
2012 
2013 
2014 
151 
145 
168 
140 
153 
174 
153 
199 
288 
304 
Issued US Patents 
Fiscal Year 
Issued US Patents by Fiscal Year, 2004-2014
0 
20 
40 
60 
80 
100 
120 
140 
2005 
2006 
2007 
2008 
2009 
2010 
2011 
2012 
2013 
2014 
102 
97 
85 
68 
67 
57 
79 
81 
59 
80 
20 
24 
32 
30 
18 
34 
34 
26 
45 
27 
Agreements 
Fiscal Year 
Options 
Licenses 
M.I.T. Licenses and Options by Fiscal Year, 2005-2014 
7/7/2014
6/30/2014 
0 
20 
40 
60 
80 
100 
120 
140 
160 
2004 
2005 
2006 
2007 
2008 
2009 
2010 
2011 
2012 
2013 
2014 
36.1 
46.1 
48.2 
68.8 
89.1 
75.7 
76.2 
85.4 
147.5 
79.6 
78.6 
Revenue ($M) 
Fiscal Year 
Total Cash Income by Fiscal Year, 2003-2012
7/7/2014 
0 
5 
10 
15 
20 
25 
30 
2005 
2006 
2007 
2008 
2009 
2010 
2011 
2012 
2013 
2014 
20 
23 
24 
20 
18 
17 
26 
16 
16 
22 
Companies 
Fiscal Year 
Number of Companies Started by Fiscal Year, 2005-2014
Gaming @ MIT 
•MIT Media Lab 
•MIT Educational Arcade 
•MIT Game Lab (formerly Singapore MIT Gambit Game Lab) 
•“Gamification” of research 
“use of game design elements in non game contexts”
The Beer Game (1960s) 
Gamificationof logistics and business management
MIT Education ArcadeSocial Interaction Games
MIT Education ArcadeSTEM Education Games 
https://www.youtube.com/watch?v=2fzphUwa6Lc
MIT (GAMBIT) Game Lab 
“Tipping Point” Board Game 
“Tipping Point” Digital
GAMBIT’s “A Closed World”
GAMBIT’s “ELUDE”
Imagination, Computation, Expression (ICE) LabChimeriaPlatform Architecture 
U.S. Patent Application No.: 61/973960
ChimeriaGraphical User Interface (GUI)
U.S. Patent Application No. 13/486762
Challenges/Opportunities 
•No traction for commercial licensing to date 
•Direct EULA distribution via app stores is discomforting 
•Need for more commercial partners/publishers 
•Opportunity for go-between company to champion final development and deployment
Challenges/Opportunities 
•FDA approval of games as therapeutics –blessing and a curse 
•It’s the “wild west” out there
Dank je welThanks! 
questions? 
ddardani@mit.edu

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Games for Health - Daniel dardani - Translating Research Findings into the Marketplace at MIT: the role of the university tech transfer office

  • 1. Translating Research Findings into the Marketplace at MIT: The role of the university technology transfer office Daniel Dardani, MIT Technology Licensing Office Games For Health –Europe, OCT 27 -28
  • 2. Why games matter •Surgeons make less errors after playing video games •Visual acuity and attention is improved •Positive impacts on health behaviors •They are fun!
  • 7. My pathway ESCoNS, 2011 + 2013 Inaugural conference funded by George Rose of Activision Neuroscientists seeking validation of therapeutic game research
  • 8. My pathwayE-Virtuoses, 2012 Showcase of local and non local serious games in various sectors. Revitalization of local industry as serious games incubator Games compering for best in class awards
  • 9. My pathwayGood Games Show, Korea 2013 GyeonggiProvince, Korea Largest “game specific” exhibition in Korea Focused on positive game content free from violence
  • 10. My pathway Games for Health, Europe then (2012) and now Focused on health care Dedicated to bringing proper attention and credit to “serious” and health games
  • 11. “How MIT became the most important university in the world.” Boston Magazine 11/2012 Effective transfer of innovation technologies into the marketplace
  • 12.
  • 13. Labs are invention nurseries Universities are not finishing schools Industry is the key partner for effective commercialization UNIVERSITIES PUBLIC GOVT
  • 14. MIT’s Technology Transfer Mission •To transfer research results into commercialization utilization by licensing companies to promote, develop, and market the technology Secondary Objectives: •Economic development through introduction of new technologies into industry •Fair return to MIT and its inventors on licensed IP
  • 15. the big picture UNIVERSITIES PUBLIC GOVT IP
  • 16. •743 Invention Disclosures •229 Patents Filed •80 License Agreements •27 Option Agreements •22 startups MIT graduates have spawned 5,800 companies * Generated over $2 Trillion * * Sloan School Study
  • 17. •ownership via use of funds & facilities •Impact over income •Innovation ecosystem •Inventors get 33% of net •volume •Deals that make sense success begets success
  • 18. FY 2014 MIT Technology Licensing Statistics •743 Inventions disclosed to MIT •229 Patents filed •80 Licenses granted •27 Options granted •22 Companies founded using MIT IP •Less than 1% of disclosures are game related
  • 19. 7/7/2014 0 100 200 300 400 500 600 700 800 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 510 512 523 487 522 501 530 632 694 698 743 Disclosures Fiscal Year Disclosures by Fiscal Year, 2004-2014
  • 20. 7/7/2014 0 50 100 150 200 250 300 350 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 151 145 168 140 153 174 153 199 288 304 Issued US Patents Fiscal Year Issued US Patents by Fiscal Year, 2004-2014
  • 21. 0 20 40 60 80 100 120 140 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 102 97 85 68 67 57 79 81 59 80 20 24 32 30 18 34 34 26 45 27 Agreements Fiscal Year Options Licenses M.I.T. Licenses and Options by Fiscal Year, 2005-2014 7/7/2014
  • 22. 6/30/2014 0 20 40 60 80 100 120 140 160 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 36.1 46.1 48.2 68.8 89.1 75.7 76.2 85.4 147.5 79.6 78.6 Revenue ($M) Fiscal Year Total Cash Income by Fiscal Year, 2003-2012
  • 23. 7/7/2014 0 5 10 15 20 25 30 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 20 23 24 20 18 17 26 16 16 22 Companies Fiscal Year Number of Companies Started by Fiscal Year, 2005-2014
  • 24. Gaming @ MIT •MIT Media Lab •MIT Educational Arcade •MIT Game Lab (formerly Singapore MIT Gambit Game Lab) •“Gamification” of research “use of game design elements in non game contexts”
  • 25. The Beer Game (1960s) Gamificationof logistics and business management
  • 26. MIT Education ArcadeSocial Interaction Games
  • 27. MIT Education ArcadeSTEM Education Games https://www.youtube.com/watch?v=2fzphUwa6Lc
  • 28. MIT (GAMBIT) Game Lab “Tipping Point” Board Game “Tipping Point” Digital
  • 31. Imagination, Computation, Expression (ICE) LabChimeriaPlatform Architecture U.S. Patent Application No.: 61/973960
  • 33. U.S. Patent Application No. 13/486762
  • 34. Challenges/Opportunities •No traction for commercial licensing to date •Direct EULA distribution via app stores is discomforting •Need for more commercial partners/publishers •Opportunity for go-between company to champion final development and deployment
  • 35. Challenges/Opportunities •FDA approval of games as therapeutics –blessing and a curse •It’s the “wild west” out there
  • 36. Dank je welThanks! questions? ddardani@mit.edu