Sales Enablement Through Games? You Bet And Bottom Line Results Prove It!Karl Kapp
Using games for practice sales skills, make role-plays fun and to reinforce sales skills? Yes, and here are some real-world examples that have gotten real-world results.
Create Tabletop Games to Foster Organizational LearningKarl Kapp
How can a simple game transform your learning efforts?
The CIA uses tabletop games to teach intelligence gathering, overcoming collection obstacles, and collaboration. The Harvard Business Review describes board games as a microcosm of business training that can help leaders and managers build the skills needed to operate effectively in the real world. In fact, board games have been used formally for teaching business concepts since at least the 1960s with the introduction of the MIT Beer Distribution game.
Many instructional designers, course developers, and training managers struggle to create engaging learning programs that get results. At the ATD LearnNow: Game Design workshop, you’ll learn how to design a tabletop game that can help transform your live instruction into a powerful, memorable learning experience.
Sales Enablement Through Games? You Bet And Bottom Line Results Prove It!Karl Kapp
Using games for practice sales skills, make role-plays fun and to reinforce sales skills? Yes, and here are some real-world examples that have gotten real-world results.
Create Tabletop Games to Foster Organizational LearningKarl Kapp
How can a simple game transform your learning efforts?
The CIA uses tabletop games to teach intelligence gathering, overcoming collection obstacles, and collaboration. The Harvard Business Review describes board games as a microcosm of business training that can help leaders and managers build the skills needed to operate effectively in the real world. In fact, board games have been used formally for teaching business concepts since at least the 1960s with the introduction of the MIT Beer Distribution game.
Many instructional designers, course developers, and training managers struggle to create engaging learning programs that get results. At the ATD LearnNow: Game Design workshop, you’ll learn how to design a tabletop game that can help transform your live instruction into a powerful, memorable learning experience.
Balance is the key to any product and also to Games. This presentation is a compilation of key concepts that helps people understand the process behind balancing a game.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
It is all about the experience! Player experience in game designRui Prada
My presentation at Microsoft Game Dev Camp 2014.
I talked about the importance of player experience and the need to focus on the experience when designing games. I added some discussion regarding what constitutes a good experience and the importance of progression.
How to Fix the 10 Biggest Mistakes in GamificationAggregage
Whether you are looking to improve the content you have already created or are interested in trying new gamification strategies, Stephen Baer, Chief Creative Officer at The Game Agency, will share the secret sauce to make your training interactive, effective, and FUN. You won’t want to miss how to make your training stick!
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
Most companies agree that people are their most important asset. In properly developing those human assets, companies seek long-term success through increased productivity, improved longevity, and other benefits. Then why are so many companies not realizing the best return from their training investment? The answer: poor retention of training materials.
During this session, You will learn how complementing your training materials with games will boost employee engagement and yield significantly increased retention. Games deliver lots of actionable data to measure effectiveness, both individually and through group learning, showing gaps and areas to optimize for a continuous cycle of improvement.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
9. Game Balance
Single Player Games: The game’s difficulty
is matched to the player’s skill level
throughout the entire game.
Multiplayer Games: All players have an
equal opportunity to win regardless of their
starting position, resources, goals, or skill
level.
10. The Fighting Game Problem
Extra Credits: How To Teach Complicated Mechanics
12. Making Fighting Games More
Accessible
Single Player Mode
Add Actions Through Leveling
Provide Clear Choices For Actions
Give Hints About Best Actions
14. Complexity vs. Difficulty
Difficulty: The skill required to successfully
reach a goal.
Complexity: The number of actions required
to successfully reach a game goal.
15. Right Level of Difficulty
The right level of difficulty is the one intended
by the game designer.
16. Why Designers Want Right Level of
Difficulty
If challenges are too easy, players will
become Bored
If they are too difficult, players will become
Frustrated
Other reasons:
Combine Tension and Empowerment
Promote Game Mastery
17. Difficulty Level Design
Considerations
Which challenges should be made easier?
Which challenges should be made harder?
Which challenges should occur at another
point in the game?
18. Right Level of Complexity
The right level of complexity is the one
intended by the game designer.
19. Why Designers Want Right Level of
Complexity
• Influences Level of Difficulty
• Makes Game Mastery easier to achieve
• Supports Experimenting and Constructive
Play
Warning! Can lead to:
Analysis Paralysis
20. What Determines Complexity
Actions need to reach a goal, particularly if
rhythm-based
Game elements the player must interact
with
Relationships game elements have with
each other
Narrative structure
21.
22. Balancing For Skill In Multiplayer
Games
Extra Credits: The Link from Optimal Power to Strategy
27. Why Designers Use Balancing Effects
Smooth Learning Curves
Right Level of Difficulty
Perceived Chance to Succeed
Mitigates Asymmetric Abilities
28. Balancing Effects Design
Considerations
Is the balancing effect designed to be pre-
emptive or correcting?
Is limited foresight used to mask an
imbalance?
Are there more than two players or teams
competing?
35. Rock-Paper-Scissors in Quick Games
Choices tend to have immediate
consequences
Played repeated so that a Metagame
evolves of gaining knowledge of
opponent’s strategies
36. Rock-Paper-Scissors in Long-Term
Games
Investments gain Asymmetric Abilities
Players gain information about other
players by
Public Information
Sending Units into Fog of War
37. Why Designers Use Rock-Paper-
Scissors
Provides:
Symmetry between actions or tactics
Promotes:
Tension about chosen action/tactic
Supports:
Game Mastery through knowledge of
successful actions/tactics
39. How Handicaps Are Provided
Asymmetric Abilities
Asymmetric Resource Distribution
Asymmetric Goals
Reversible Actions For Novices
Reconfigurable Game Worlds
40. Why Designers Use Handicaps
Provides:
Right Level of Difficulty in Multiplayer
Games
Player or Team Balance
Trans-Game Information
Warning! Conflicts with:
Symmetry
41. Ways For Players To Set Handicaps
Individual levels of difficulty
Individual resources or abilities
Individual negative consequences to be limited
or ignored
Different thresholds for evaluation functions
Individual bonuses to score values
Individual starting locations or skill advantages
Take back actions and perform other actions
42. Team Balance
Teams have equal chances of succeeding
with actions in a game or winning a game.
43. Ways To Provide Team Balance
Before Game:
Team Configuration with Player Balance
Symmetric Competency Areas and Privileged
Abilities
Starting Positions
During Game:
Handicaps
Spawning
44. Why Designers Want Team Balance
Gives players a Perceived Chance of
Winning
Encourages Team Play and therefore
Social Status
Players feel Empowerment
45.
46. Game Mastery
That one can clearly distinguish between skillful
and incompetent players when they are using all
their skills and abilities in a game.
48. Allowing For Game Mastery
Requires:
Right Level of Difficulty
Right Level of Complexity
Smooth Learning Curves
Nullified by:
Randomness
Balancing
49. Why Designers Promote Game
Mastery
Empowerment
Emotional Immersion
Replayablity
Varied Gameplay
Competency Areas
Strategic Knowledge
Risk-Reward Trade-offs
Trans-Game Information
Social Statuses
Investments in Gameplay
50. Game Mastery Design Considerations
What skills can a player train and develop?
Mental-Based
Dexterity-Based
Social-Based
How is mastery revealed?
How can mastery be maintained past game
sessions?
51. Smooth Learning Curves
Games designed to provide players with the
possibility of smoothly progressing from novice to
master.
56. Ways To Provide Empowerment
Right Level of Difficulty
Privileged/New/Improved Abilities
Producers & Converters
Strategic Planning & Knowledge
Freedom of Choice
Player-Decided Results
Creative Control
Social Status
Game Mastery
57. Why Designers Provide
Empowerment
Emotional Immersion
Competence Areas
Higher Level Closures as Gameplay
Progresses
Warning! Can conflict with:
Player Balance
Team Balance
58. Empowerment Design Considerations
How empowered does the player feel at
the beginning of the game?
Does the empowerment increase
incrementally?
What opportunities does the player have
for creative control?
Do the players vote on anything?
Can the player construct the game world?
63. Why Designers Use Rhythm-Based
Actions
Sensory-Motoric Immersion
Game Mastery
64. Rhythm-Based Action Design
Considerations
What is the extended action to be
performed?
How long should it be performed?
What feedback is provided to the player?
What rewards or penalties are associated
with performing the action?
66. On the LMS, describe a rhythm mechanic and
how you would balance it.
Editor's Notes
GAME NARRATIVE: The structure of stories that are unfolded by playing the game.
CUT SCENES: Sequences of story-telling where players cannot act within the game.
ULTRA-POWERFUL EVENT:
GAMEPLAY IMMERSION: Seizing the players’ attention and focus in a game world or in the activity of play.
ANTICIPATION: The feeling of being able to predict future game events in the games to which one has emotional attachments.
TENISON The feeling of caring about the outcome of actions or events in a game without having full control over them.
CHARACTERS: Abstract representation of persons in the game.
CHARACTER DEVELOPMENT: The improvements of character’s skills and knowledge.
PLAYER-CONTROLLED CHARACTER DEVELOPMENT: Where character development is under a player’s control and can be planned.
Role-Playing: Players having characters with somewhat fleshed-out personalities. The play is centered on making decisions on how the characters would react in staged imaginary situations.
CREATIVE CONTROL: Players have the ability to be creative within the game world.
ILLUSION OF INFLUENCE: Players feel that they can influence the outcome of the game, regardless of whether that is correct.
FREEDOM OF CHOICE: Players have the ability to make choices in the game.
STORYTELLING: The act of player’s telling stories within a game.
It has a different meaning for Single Player vs. Multiplayer games.
Fighting games are more about strategy than dexterity, but most players never acquire the information to develop the stfategy.
No, it makes it SIMPLER!
EXAMPLES:
D&D Scenarios are categorized by Player Level Number.
ZELDA: THE OCARINA OF TIME starts with easy quests and moves on to more challenging ones.
Players feel both TENSION and EMPOWERMENT, due to PERCEIVED CHANCE TO SUCCEED and ILLUSION OF INFLUENCE..
Provide Smooth Learning Curves
Complexity has to do with the understanding of rules, the consequences of immediate actions in the long run, and planning of many actions ahead.
EXAMPLE:
The size of a GO board determine the number of possible combinations in a single game session.
Real-time strategy games like STARCRAFT can have many rules associated with them.
With SMOOTH LEARNING CURVE, makes GAME MASTERY easier to achieve.
With LIMITED FORESIGHT and PREDICTABLE CONSEQUENCES, supports EXPERIMENTING and promotes CONSTRUCTCTIVE PLAY.:
*STIMULATED PLANNING may lead to ANALYSIS PARALYSIS and DOWNTIME
RHYTHM-BASED ACTIONS:
TEMPO and NUMBER OF ACTIONS.
COMBOS
GAME ELEMENTS: Main way of adjusting COMPLEXITY
https://youtu.be/GiOA_CS25Kw
Balancing Effects serve to make all players more likely to feel that they have a chance to win over their opponents.
EXAMPLES:
Power-ups in SUPER MONKEY BALL 2 give speed boosters only to players not leading in the race. (Further balancing effects can be added by players through the option that makes the leader have lower maximum speed than the other players.)
Multiplayer online first-person shooters may arrange teams based on numbers or even experience.
.
PRE_EMPTIVE: Maintain Player Balance so that imbalances do not occur.
SELECTABLE SET OF GOALS so players can choose ones that best fit their abilities.
DIMINISHING RETURNS to prevent players from becoming clear leaders.
Warning: If these effects are DIRECT, can RUIN ILLUSION OF INFLUENCE. INDIRECT METHODS include BUGETED ACTION POINTS and CHARACTER DEVELOPMENT.
CORRECTING: Correct imbalances once they have occurred.
Arrange TURN TAKING so Disadvantaged Players are in most advantageous positions.
SPAWNING, so that disadvantaged players are at STRATEGIC LOCATIONS.
.
High Level Closures
Maintains Tension
LIMITED FORESIGHT: Players can not see too far ahead of the game, giving them a PERCEIVED CHANCE TO SUCCEED, although it may only be an ILLUSION OF INFLUENCE.
MORE THAN 2: Corrective balancing as teams may enter into an UNCOMMITTED ALLIANCE against the leader. (GAME STATE OVERVIEWS and PUBLIC SCORES are necessary so that players can pinpoint the leader).
A common feature in games to ensure that players have equal opportunities. In these cases, the outcome of games is either dependent on players’ SKILLS or RANDOMNESS, since the game system does not put any player in a favorable position.
EXAMPLES:
In CHESS, the players have the same pieces and set-up.
In SETTLERS OF CATAN, the player who is first to place the first settlement is the last to place the second, while the last to place the first settlement is the first to place the second.
Provides basis for showing GAME MASTERY when there is little RANDOMNESS
Create OUTSTANDING FEATURES in the Game World.
Do players have the same abilities?
Do players have symmetric goals?
Are resources distributed symmetrically?
Do teams have symmetry?
https://youtu.be/GiOA_CS25Kw
EXAMPLE:
Classic children’s game.
In QUAKE, the relations between Weapons and Monsters.
Often implemented as INVESTMENT to gain ASSYMETRIC ABILITIES, through UNITS or CHARACTER DEVELOPMENT.
Introduces a form of RANDOMNESSS and limited PREDICTABLE CONEQUENCE unless players either gain knowledge of other player’s current activities or keep a record of their behavior.
When player are aware of differences in their playing skills, they may agree on HANDICAPSS to make the outcome as uncertain as possible within the game world.
EXAMPLES:
GOLF is one of the most well-known sports using HANDICAPS. It not only ensures equal gameplay, but is a measure of mastery of the sport.
Fighting games like TEKKEN allow players to choose starting health by percentage, for example 80% to 140%.
Provides TRANS-GAME INFORMATION which can be a form of SCORE in a META GAME.
INDIVIDUAL LEVELS OF DIFFICULTY
RESOURCES or ABILITIES
* ASSYMETRIC RESOURCE DISTRIBUTION and ABILITIES or PRIVILEGED ABILITIES can give BALANCING EFFECTS, as players may not have as much FREEDOM OF CHOICE.
* Changing resources in the GAME WORLD make the game one with a RECONFIGURABLE GAME WORLD.
NEGATIVE CONSEQUENCES.
EVALUATON FUNCTIONSS
BONUS
START LOCATION / SKILL ADVANTAGES
REVERSIBILITY
Games with teams are usually balanced the same way as games where players play against each other.
EXAMPLE:
Some MULTIPLAYER ONLINE FPS have systems for automatically arranging teams based on kills or experience points.
Teams changing sides during half time in SOCCER minimizes the influence of variations in the field or the direction of the sun.
PLAYER BALANCE:
* Doesn’t need to be if there is still SYMMETRY between teams.
* Unless more than two teams are playing PLAYER DECIDED RESULTS cannot work as votes, etc. become draws.
STARTING POSITION: Doesn’t need to be if there is SYMMETRY between teams.
PRVILEGED ABILITIES: Doesn’t need to be if there is SYMMETRY between teams.
BALANCING
Lessened by: TEAM DEVELOPMENT
How players can their skills and abilities in playing the game, and how to balance the gameplay for players with different skill levels.
Player skill Is achieved when players feel they have an understanding of the game or a possibility to perform actions in a game that a previously not possible. When the skill is sufficiently far from the initial level, players can feel that they have gained Game Mastery.
EXAMPLES:
In CHESS:, the differences between novice and experts is so large, novices have no chance to win against an expert player.
In FIRST-PERSON SHOOTERS, there can be a wide range of mastery.
ILLUSIONARY REWARD
WARNING:
* RANDOMNESS and BALANCING EFFECTS can make MASTERY hard to perceive or even achieve.
Best done through LEVELS, where the appropriate difficulty of challenges can be set.
Games that support use of different skills for solving challenges promote VARIED GAMEPLAY.
ASSYMMETRIC ABILITIES may allow different types of Game Mastery in the same game. This promotes REPLAYABILITY, but in multiplayer games requires COMPETENCY AREAS.
Knowing when to perform actions is also part of Game Mastery. Development of STRATEGIC KNOWLEDGE may be due to required RISK/REWARD choices or TRADEOFFS.
Passed on as TRANS-GAME INFORMATION between instances, making playing the game a form of INVESTMENT.
And knowing when to perform EXTENDED ACTIONS, and the long-term consequences of PENALTIES and REWARDS.
DEXTERITY: Coordination-based and timing-based actions.
MENTAL: Memorizing, Puzzle Solving, Experimenting,
Determined by the level of COGNITIVE IMMERSION or SPATIAL IMMERSION.
Games involving RANDOMNESS can also support Game Mastery, but usually through Strategic Knowledge about Probabilities.
SOCIAL: Negotiation, Storytelling, Betting.
REVEALED: Most commonly in OVERCOME goals, PERCEIVABLE MARGINES or GAME STATE OVERIVEW.
MAINTAINED:
TOURNAMENTS
HIGH SCORE LISTS with HANDLES
SOCIAL STATUS, especially if game supports SPECTATORS.
When learning the skill to play a game is actually a part of the gameplay and an enjoyable experience in itself, the game is said to have a SMOOTH LEARGNING CURVE.
EXAMPLES:
LEGEND OF ZELDA provides signs and characters that give players hints about what they can do.
FIRST PERSON SHOOTERS: Single-player mode can be seen as preparation for playing multiplayer.
RIGHT LEVEL OF DIFFICULTY based on the Player's Skill Level.
INFORMATION: Allows players to build STRATEGIC INFORMATION and LIMITED FORESIIGHT.
EXTRA-GAME INFORMATION provided as CLUES or HELPERS
CONSISTENT REALITY LOGIC
Games let players make choices that can affect the final outcome of the game. The possibility to have an influence over what happens is a form of power and gives players a feeling of EMPOWERMENT simply by playing games. Playing a game can be seen as an agreement among all the players to give each other clearly defined powers. But this Empowerment is bounded by the rule of the game. The level of Empowerment depend upon the design of the game and upon the other players.
EXAMPLE:
Gaining new weapons in FPS games.
In RPGs, scenarios are made for the highest level characters.
BEGINNING
INCREMENTAL
IMPROVED/NEW ABILITIES, especially PRIVILEGED, by giving them COMPETENCE AREAS
Choose how to uses PRODUCERS or CONVERTERS, by giving them FREEDOM OF CHOICE
CREATIVE CONTROL
VOTING
CONSTRUCTING WORLDS
BALANCING
* Lessened by TIME LIMITS, ROLE REVERSALS, and ganging up.
In Rhythm-based Games, timing and stability can be as important as performing the right action. They are basically EXTENDED ACTIONS that require TIMING in REAL-TIME GAMES.
EXAMPLE:
Early computer sports games like CALIFORNIA GAMES required players to make long sequences of rhythm based actions.
DANCE DANCE REVOLUTION requires players to hit various buttons in certain combinations while following certain rhythms.
EXTENDED ACTION
TIMING
FEEDBACK
PROGRESS INDICATOR
ILLUSORY REWARD
REWARD/PENALTY
Failure to keep rhythm usually ends the Extended Action with no penalties, especially with OVERCOME goals or COMBAT actions.
Failure while performing movement-related Combos, penalties are often associated with DEADLY TRAPS