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