Zain Saudi was recently awarded a new telecommunications license that could help turnaround the Saudi telecom landscape. The article discusses how eSIM technology will be an important enabler for connectivity and the internet of things, according to the CEO of Workz group. It also profiles topics such as the changing mobile economy in the Middle East and Africa region, new monetization opportunities for telecom companies, and satellites in Africa.
Damian Brown, Kirk Taylor--Serious Games InteractiveSeriousGamesAssoc
“Simulation Solutions for the Training of Manual Assembly Processes”
Employees today learn differently and turn towards technology as their main source of information. Keeping employees up to date with changes occurring within the organization is key to success. It is therefore important to support their development with appropriate technology.
Ask Agger, CEO, Workz
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
How do we turn strategy into a shared project? How can we build trust and collaboration across international corporations? How do we enable leaders to navigate the accelerating complexity of modern matrix organizations? The short answer is involvement. In this session we take a closer look at how physical board-games can accelerate trust, collaboration, and learning as engaging talking-pieces. Hear about the Scandinavian approach to leadership and why global industry leaders like Maersk, ISS, and Novo Nordisk ¬– whose CEO Lars Rebien Sørensen was selected last year by Harvard Business Review as the best-performing CEO in the world – are using board-games to train leaders, strengthen culture, and accelerate strategy execution. The session will be in two parts: first a presentation with specific cases and insights from Workz’s development processes, and second a workshop part where we get an opportunity to try Gamechangers™, a leadership simulation on strategy execution and stakeholder engagement that won gold at last year’s International Serious Play Awards.
Lien Tran - Humanitarian Games for International Social Impact: Guiding Princ...SeriousGamesAssoc
Presenter: Lien Tran, Assistant Professor of Interactive Media, University of Miami
This talk will reference unique game collaborations with national government agencies: one for a social protection program in East Africa and another addressing the protection of children in Latin America. I will share first-hand experiences collaborating on interdisciplinary teams to create games that educate, create dialogue, and facilitate informed decision-making.
Charlene Blohm - These Bananas Aren’t Going To Sell ThemselvesSeriousGamesAssoc
Charlene Blohm, President/CEO, C. Blohm & Associates, Inc.
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
Marketing shares a lot in common with good games. It requires a compelling narrative (what are you telling? to who?) and there is a lot of effort required to achieve the master level. If you do it right, you take risks – and encourage the boss to play along. The best players make it look easy. It isn’t. We’ll beat back the myth that a great game can go viral on its own and highlight a game plan to put you on the path to success.
SGA Webinar- Designing a Curriculum for Serious GamesSeriousGamesAssoc
This document outlines proposals for new courses in a serious games program that take a interdisciplinary approach informed by psychology, mythology, and media studies. It argues that games have the potential to transform worldviews in the same way as dreams by mapping cognitive functions. A curriculum is proposed that includes courses on Jungian dream structure, narrative archetypes, interactive drama, storytelling, psychology of media and ethics. The goal is to prepare students for a new "psychecology" paradigm where games can analyze and shape personal and cultural dimensions of human cognition.
"Serious Communication for Serious Games" By Ross Kukulinski- Serious Play Co...SeriousGamesAssoc
Ross Kukulinski speaks about "Serious Communication for Serious Games" at Serious Play Conference 2012
ABSTRACT:
Voice communication is a key component of military-unit based training.
Soldiers rely on communications skills on the battlefield to share information within a unit and throughout the chain of command. Both observing proper radio protocol and verbally relaying information between unit members are essential in dismounted soldier and convoy training.
State-of-the-art solutions for serious games have been inadequate for reinforcing these important skills. While some games do offer integrated voice solutions, the implementation often fails to resemble realistic battlefield scenarios. And most in-game solutions also do not provide interoperability with the existing deployed base of military simulators or instructor stations.
In this session, the speaker will demonstrate a new communication product that provides these capabilities. Based on input from actual military training facilities, this solution is can be used to augment existing serious game training, raising the fidelity of the simulation.
Chris Hazard - Measuring and Manipulating Player Biases and Trust Through Cho...SeriousGamesAssoc
This document discusses measuring and manipulating player trust through game mechanics and choices. It defines trust and reputation, noting that trust concerns moral hazard while reputation concerns adverse selection. It argues that trustworthiness is isomorphic to an agent's discount factor in game theory. Several ways are described to measure a player's discount factor through their choices in a game. The document also discusses using non-player characters with varying levels of trustworthiness to explore and exploit a player's trust. Finally, it outlines direct applications of these concepts like determining NPC decisions and subordinates' obedience based on the player's measured trustworthiness.
Zain Saudi was recently awarded a new telecommunications license that could help turnaround the Saudi telecom landscape. The article discusses how eSIM technology will be an important enabler for connectivity and the internet of things, according to the CEO of Workz group. It also profiles topics such as the changing mobile economy in the Middle East and Africa region, new monetization opportunities for telecom companies, and satellites in Africa.
Damian Brown, Kirk Taylor--Serious Games InteractiveSeriousGamesAssoc
“Simulation Solutions for the Training of Manual Assembly Processes”
Employees today learn differently and turn towards technology as their main source of information. Keeping employees up to date with changes occurring within the organization is key to success. It is therefore important to support their development with appropriate technology.
Ask Agger, CEO, Workz
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
How do we turn strategy into a shared project? How can we build trust and collaboration across international corporations? How do we enable leaders to navigate the accelerating complexity of modern matrix organizations? The short answer is involvement. In this session we take a closer look at how physical board-games can accelerate trust, collaboration, and learning as engaging talking-pieces. Hear about the Scandinavian approach to leadership and why global industry leaders like Maersk, ISS, and Novo Nordisk ¬– whose CEO Lars Rebien Sørensen was selected last year by Harvard Business Review as the best-performing CEO in the world – are using board-games to train leaders, strengthen culture, and accelerate strategy execution. The session will be in two parts: first a presentation with specific cases and insights from Workz’s development processes, and second a workshop part where we get an opportunity to try Gamechangers™, a leadership simulation on strategy execution and stakeholder engagement that won gold at last year’s International Serious Play Awards.
Lien Tran - Humanitarian Games for International Social Impact: Guiding Princ...SeriousGamesAssoc
Presenter: Lien Tran, Assistant Professor of Interactive Media, University of Miami
This talk will reference unique game collaborations with national government agencies: one for a social protection program in East Africa and another addressing the protection of children in Latin America. I will share first-hand experiences collaborating on interdisciplinary teams to create games that educate, create dialogue, and facilitate informed decision-making.
Charlene Blohm - These Bananas Aren’t Going To Sell ThemselvesSeriousGamesAssoc
Charlene Blohm, President/CEO, C. Blohm & Associates, Inc.
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
Marketing shares a lot in common with good games. It requires a compelling narrative (what are you telling? to who?) and there is a lot of effort required to achieve the master level. If you do it right, you take risks – and encourage the boss to play along. The best players make it look easy. It isn’t. We’ll beat back the myth that a great game can go viral on its own and highlight a game plan to put you on the path to success.
SGA Webinar- Designing a Curriculum for Serious GamesSeriousGamesAssoc
This document outlines proposals for new courses in a serious games program that take a interdisciplinary approach informed by psychology, mythology, and media studies. It argues that games have the potential to transform worldviews in the same way as dreams by mapping cognitive functions. A curriculum is proposed that includes courses on Jungian dream structure, narrative archetypes, interactive drama, storytelling, psychology of media and ethics. The goal is to prepare students for a new "psychecology" paradigm where games can analyze and shape personal and cultural dimensions of human cognition.
"Serious Communication for Serious Games" By Ross Kukulinski- Serious Play Co...SeriousGamesAssoc
Ross Kukulinski speaks about "Serious Communication for Serious Games" at Serious Play Conference 2012
ABSTRACT:
Voice communication is a key component of military-unit based training.
Soldiers rely on communications skills on the battlefield to share information within a unit and throughout the chain of command. Both observing proper radio protocol and verbally relaying information between unit members are essential in dismounted soldier and convoy training.
State-of-the-art solutions for serious games have been inadequate for reinforcing these important skills. While some games do offer integrated voice solutions, the implementation often fails to resemble realistic battlefield scenarios. And most in-game solutions also do not provide interoperability with the existing deployed base of military simulators or instructor stations.
In this session, the speaker will demonstrate a new communication product that provides these capabilities. Based on input from actual military training facilities, this solution is can be used to augment existing serious game training, raising the fidelity of the simulation.
Chris Hazard - Measuring and Manipulating Player Biases and Trust Through Cho...SeriousGamesAssoc
This document discusses measuring and manipulating player trust through game mechanics and choices. It defines trust and reputation, noting that trust concerns moral hazard while reputation concerns adverse selection. It argues that trustworthiness is isomorphic to an agent's discount factor in game theory. Several ways are described to measure a player's discount factor through their choices in a game. The document also discusses using non-player characters with varying levels of trustworthiness to explore and exploit a player's trust. Finally, it outlines direct applications of these concepts like determining NPC decisions and subordinates' obedience based on the player's measured trustworthiness.
Ask Agger - Bringing the Board Game to the Board RoomSeriousGamesAssoc
Presenter: Ask Agger, CEO, Workz
In a digital age where everybody worships technology, a growing number of companies, especially in Scandinavia and Europe, are going in the opposite direction. Instead of e-learning, apps or social media, they use physical simulations inspired by board games to accelerate the organization’s ability to learn and adapt to change. Inspired by the old Prussian tradition of Kriegsspiel (war games) these companies use physical simulations as a training ground, where leadership skills, business understanding and key strategies can be tested and fine-tuned before implementation in real life. Hear about cases and experiences from industry leaders within sectors like pharmaceuticals, shipping, finance, service and biotech.
"Silos Support Farmers, Not the Learning Ecosystem" By Susan Meek- Serious Pl...SeriousGamesAssoc
Susan Meek speaks about "Silos Support Farmers, Not the Learning Ecosystem" at the 2012 Serious Play Conference
ABSTRACT:
In order to fully exploit technology’s potential in the new learning ecosystem, the creation of serious games and simulations must take into account the need to embrace a holistic strategy. When creating serious games and simulations to deliver and support curriculum, it is important to remember that the game or simulation’s ability to plug into a closed-loop instructional system will impact its chances of being adopted by the instructor. Technology tools, which seamlessly integrate into a continuous instructional feedback loop, will be able to capitalize on the true power of technology and will fuel the new learning ecosystem by inspiring and empowering students and teachers.
“Serious Games, Serious Play” Research Study: “Where Are the Opportunities?” ...SeriousGamesAssoc
Michael Cai talks about “Serious Games, Serious Play” Research Study: “Where Are the Opportunities?” at Serious Games Conference 2012
ABSTRACT:
This presentation aims to help define the nascent serious games industry and identify key opportunities and challenges. Research findings are based on in-depth interviews with more than 30 thought leaders, worldwide. Key discussion points include the following:
• The overall landscape of the serious games industry
• Growth dynamics in different industry segments
• Market opportunities and challenges in various sectors
• Cost for developing serious games
• How the industry is currently addressing measurement and effectiveness
Presenter: Richard A. Carey, Managing Director, Richard Carey Digital Media
In this session Richard introduces the “Game Design Canvas,” his lean approach to defining the essential components of games for learning and change. Part case study and part hands-on workshop, you’ll leave with new insights, tools and approaches to game and experience design.
Jenn McNamara - Using Games for Assessment: Why? How? And ExamplesSeriousGamesAssoc
The document discusses how games can be used for assessment by providing feedback, measuring outcomes, and allowing for formative learning. It provides examples of games like the Standardized Patient Studio that assess medical interview skills and TraumaSim that study trauma referral behaviors. The document also describes the NBCOT Navigator, a platform featuring games and simulations that provides continuing competency assessment for occupational therapists.
Nicole Lazzaro - The Science of Fun: 3 Ways Games Make You Happier and Save t...SeriousGamesAssoc
Change is hard. Advances in game design and neuroscience can make it easy. Millennium of evolution gives us an amazing system for acquiring behavior good and bad. The rush of positive emotions such as dopamine (reward), endorphin (euphoria), and oxytocin (trust) do daily battle with bad boys such as cortisol (stress). The activities we engage in for these daily battles tune our behavior. The challenge is that the cognitive rational self that sets our goals is not the same brain system that deals out the chemicals that make us feel good. Serious game designers ignore this battle at their peril. Specially designed games can hack your brain to turn vicious cycles into virtus ones to help you lose weight, get smarter, and even fight climate change.
Come and explore this playful splash into 3 specific ways the fun of games can rewire your brain to be happier, healthier, and primed to work together to save the planet.
Orange Hills GmbH: Transformation of business modelsOrange Hills GmbH
This document introduces Orange Hills GmbH, an innovation consultancy that helps companies transform their business models. It provides strategies and tools to develop, implement, and teach innovation processes. Orange Hills works with clients in IT and services to create innovative strategies and business models through analysis of customers, markets, and short project cycles to test new ideas. The consultancy aims to establish "exploratory" innovation cultures within client organizations.
The “Business Model Canvas” has been designed to visualize the essential ingredients of a business model as a future business scenario, on one page. The left part focusses on external components, in order to understand the ways in which you reach and serve your customers and users. The right part comprises internal components to describe how your organisation works to create and deliver high value. The “Business DNA” is the very essence of your business model, which is key to building your initial market offerings in later stages. It is explained in detail on the following page. Think of different scenarios when designing new business models. There are always many ways to create your offerings, to serve your customers and users, and to charge them. Be as clear as possible and avoid nonsensical jargon. Whilst it is so easy just to scratch the surface, try to imagine how your new business model really works.
Download the Business Design workshop templates here: http://blog.orangehills.de/#bml_en
To find out more about Orange Hills visit http://www.orangehills.de.
The document introduces Business Design as a new approach to planning and executing business ideas that focuses on learning about core assumptions through early execution, reflection on learnings, and deciding whether to change or keep the business focus based on what is learned. It notes that traditional business planning often does not survive contact with reality and promotes a model of "planning to learn" rather than "learning to plan" to better deal with uncertainties and build something customers want.
Andrew Hughes - Gamification vs. Game-Based LearningSeriousGamesAssoc
Gamification involves using game mechanics and thinking in non-game contexts to engage users and solve problems. It uses points, levels, progress bars, leaderboards, and badges to motivate behavior. Game-based learning involves using games to motivate learning. It places learning activities within a game's storyline and fantasy context. Game-based learning aims to engage users and provide immediate feedback and rewards to support cognitive learning. Examples include using motion tracking, augmented reality, and immersive experiences to create educational games. Best practices for gamification and game-based learning include focusing on learning objectives, using rewards systems, testing designs iteratively, and measuring outcomes and return on investment.
Different customers feature different behavioural attributes, are interested in different products, services and respond to different messages. Before you start building a new business model, it is crucial for you to be clear about who your primary target group will be in order to tailor your business model around their preferences. Use the Customer Lifetime Value (CLV) metric to decide, which target group might be the most profitable group to focus on. This tool will help you figure out the right market segment for the start.
To find out more about Orange Hills visit http://www.orangehills.de.
This document outlines a gameboard for an interactive business design training workshop. The training is designed as a game to be played in teams, allowing participants to invent and implement new business models. Over 23 rounds, participants will plan, execute, learn, and decide on their business ideas as they face challenges. The goal is to provide a unique learning experience for participants to become successful innovators.
The “Business Model Inspirator” has been designed to fuel your imagination and unleash your creativity, helping to improve your business model in Business Design projects. The tool offers a large variety of innovative business model patterns from different industries that might inspire you to think differently within your context. Start by identifying the challenges you have in your current business model and find to corresponding industry examples illustrating alternative ways of conducting your business in order to succeed.
To find out more about Orange Hills visit http://www.orangehills.de.
Katie Pawloski, Professor
Dr. Pasquale Iemma, Adjunct Lecturer
Kellany Cadogan Noland, DrPH(c), MSN, RN
Marie L. Lumbart, MSN, ARNP-C, FNP, CCRN | all Utica College – ABSN Program
Wendy Moore | Orbis Education
TEAM PRESENTATION: Creating a Low Cost Obstetric Clinical Immersion Simulation for Medical and Nursing Students
This presentation is designed to provide application level exposure to essential perinatal concepts that are often not available through traditional clinical exposure. The session features two phases of activities used in student training.
Phase One:
Focused contextualized skill stations utilizing leading-edge simulation skills using state-of-the-art computerized manikins (Human Patient Simulators, or HPS) and patient actors, also known as standardized patients (SP).
Phase Two:
Students are exposed to a multistage unfolding patient care simulation that required application of the phase one skills within the evolving scenario.
Finding Partners in Applied Research – A Case Study on Industry/Academic Coll...SeriousGamesAssoc
Erik Sand, Director of Strategic Relationships
Dr. Thomas Carbone, Technical Director
at UCF’s Florida Interactive Entertainment Academy (FIEA)
Mike Eakins, Creative Lead | Mixed Emerging Technology Integration Lab (METIL) at UCF Institute for Simulation & Training
Finding Partners in Applied Research – A Case Study on Industry/Academic Collaboration
Sometimes financial, physical and content constraints on graduate programs force university researchers to be creative. This presentation talks about how FIEA faculty designed a class called GameLab to help expose students to Serious Games while simultaneously fostering lasting research and development partners outside traditional entertainment industry partners.
We will talk about how the development life cycle of a simple handheld game that teaches cleaning protocols for hospital janitors in the VA hospital network helped develop a template for how FIEA now finds and interacts with industry partners. It is a case study to show how a project can move from relationship to MVP to full-on build and deployment of a robust application in the context FIEA’s student centric curriculum. UCF’s Institute for Simulation and Training then finished the final product for delivery to the VA.
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Designing Immersive Experiences that Create Empathy, Reveal Biases, Alter Min...SeriousGamesAssoc
In this talk we discuss insights from designing and studying immersive experiences aimed at improving early literacy outcomes through personalized learning, spanning virtual, augmented and mixed realities as well as non-immersive applications. Our serious games provide research evidence into how these varied media can enable adults (teachers, school leaders, families, and caregivers) to implement personalized literacy learning at the organizational and individual level.
We will present lessons gained from designing experiences across immersive media such as 360 video, virtual environments with agents, mixed reality systems with human-in-the-loop characters (ex: Mursion https://mursion.com/), and augmented reality. We will also discuss approaches and takeaways for creating experiences intended to build empathy towards the unfamiliar (ex: our work on parents using VR to experience the world as young children with reading disabilities), experiences for detecting unconscious biases (ex: teachers educating a stimulated classroom of students in ways that may trigger innate biases), and experiences to contextually modify parental mindsets (ex: parents using augmented reality to alter their strategies for children’s literacy).
Overall, we will present general lessons from building simulated authentic situations in which teachers and parents learn to overcome challenges in early literacy development. We will pause our talk/lecture occasionally for questions that enable brief small group interactions.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
This document summarizes a presentation about designing memorable games. The presentation discusses how human memory works, including that memories are based on experiences and situations rather than being like video recordings. It also reviews research findings on memory such as how forgetting takes more brain power than remembering. To be effective, games need to increase replay value, build on interactive elements, provide memorable experiences, and maintain consistency to be remembered. The presentation concludes by emphasizing the importance of designing games in ways that strengthen memory formation.
Preparing Soldiers for the Future: The Army's New Synthetic Training EnvironmentSeriousGamesAssoc
Keynote
Maj. Gen. Maria Gervais, Director, Synthetic Training Environment Cross Functional Team
Preparing Soldiers for the Future: The Army's New Synthetic Training Environment
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Catherine Croft, Co-Founder, Chief Executive Officer | Catlilli Games
Learning Through Play: STEM Games in the Classroom
Attendees will understand how STEM games can be used in K-12 classroom settings. They will learn about an overview of games on the market, from elementary school through high school. They will then learn how to design simple games that can be used to convey a key STEM concept within one class period. By the end of the workshop attendees will have collaborated to produce paper prototypes of such games.
We hope to host these files as free online print-and-play games for teachers, as a service to the community.
I will lead attendees in a game design workshop for STEM games in K-12 education. After providing an overview of such games, we will play a sample of existing games on the market from a variety of companies. Then each table will brainstorm ideas based on age, subject matter, and game mechanics. They will produce paper prototypes by the end of the workshop, which they will present to the other members. Hopefully, if it’s possible, we/SPC could host these files as free online print-and-play games for teachers as a service to the community.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Wei Fan Chen, Executive Producer / Founder | Fourdesire, China
Playable Design
I’m the founder of Fourdesire. I created games include keeping people to stay hydrated (via Plant Nanny), motivating them to walk more and stay healthy (via Walkr), and helping them to keep track of the knowledge behind these healthful activities.
Our titles Plant Nanny, Walkr and Fortune City have been used by tens of millions of users globally and were covered by Washington Post, Business Insider, IGN, Polygon etc.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Ask Agger - Bringing the Board Game to the Board RoomSeriousGamesAssoc
Presenter: Ask Agger, CEO, Workz
In a digital age where everybody worships technology, a growing number of companies, especially in Scandinavia and Europe, are going in the opposite direction. Instead of e-learning, apps or social media, they use physical simulations inspired by board games to accelerate the organization’s ability to learn and adapt to change. Inspired by the old Prussian tradition of Kriegsspiel (war games) these companies use physical simulations as a training ground, where leadership skills, business understanding and key strategies can be tested and fine-tuned before implementation in real life. Hear about cases and experiences from industry leaders within sectors like pharmaceuticals, shipping, finance, service and biotech.
"Silos Support Farmers, Not the Learning Ecosystem" By Susan Meek- Serious Pl...SeriousGamesAssoc
Susan Meek speaks about "Silos Support Farmers, Not the Learning Ecosystem" at the 2012 Serious Play Conference
ABSTRACT:
In order to fully exploit technology’s potential in the new learning ecosystem, the creation of serious games and simulations must take into account the need to embrace a holistic strategy. When creating serious games and simulations to deliver and support curriculum, it is important to remember that the game or simulation’s ability to plug into a closed-loop instructional system will impact its chances of being adopted by the instructor. Technology tools, which seamlessly integrate into a continuous instructional feedback loop, will be able to capitalize on the true power of technology and will fuel the new learning ecosystem by inspiring and empowering students and teachers.
“Serious Games, Serious Play” Research Study: “Where Are the Opportunities?” ...SeriousGamesAssoc
Michael Cai talks about “Serious Games, Serious Play” Research Study: “Where Are the Opportunities?” at Serious Games Conference 2012
ABSTRACT:
This presentation aims to help define the nascent serious games industry and identify key opportunities and challenges. Research findings are based on in-depth interviews with more than 30 thought leaders, worldwide. Key discussion points include the following:
• The overall landscape of the serious games industry
• Growth dynamics in different industry segments
• Market opportunities and challenges in various sectors
• Cost for developing serious games
• How the industry is currently addressing measurement and effectiveness
Presenter: Richard A. Carey, Managing Director, Richard Carey Digital Media
In this session Richard introduces the “Game Design Canvas,” his lean approach to defining the essential components of games for learning and change. Part case study and part hands-on workshop, you’ll leave with new insights, tools and approaches to game and experience design.
Jenn McNamara - Using Games for Assessment: Why? How? And ExamplesSeriousGamesAssoc
The document discusses how games can be used for assessment by providing feedback, measuring outcomes, and allowing for formative learning. It provides examples of games like the Standardized Patient Studio that assess medical interview skills and TraumaSim that study trauma referral behaviors. The document also describes the NBCOT Navigator, a platform featuring games and simulations that provides continuing competency assessment for occupational therapists.
Nicole Lazzaro - The Science of Fun: 3 Ways Games Make You Happier and Save t...SeriousGamesAssoc
Change is hard. Advances in game design and neuroscience can make it easy. Millennium of evolution gives us an amazing system for acquiring behavior good and bad. The rush of positive emotions such as dopamine (reward), endorphin (euphoria), and oxytocin (trust) do daily battle with bad boys such as cortisol (stress). The activities we engage in for these daily battles tune our behavior. The challenge is that the cognitive rational self that sets our goals is not the same brain system that deals out the chemicals that make us feel good. Serious game designers ignore this battle at their peril. Specially designed games can hack your brain to turn vicious cycles into virtus ones to help you lose weight, get smarter, and even fight climate change.
Come and explore this playful splash into 3 specific ways the fun of games can rewire your brain to be happier, healthier, and primed to work together to save the planet.
Orange Hills GmbH: Transformation of business modelsOrange Hills GmbH
This document introduces Orange Hills GmbH, an innovation consultancy that helps companies transform their business models. It provides strategies and tools to develop, implement, and teach innovation processes. Orange Hills works with clients in IT and services to create innovative strategies and business models through analysis of customers, markets, and short project cycles to test new ideas. The consultancy aims to establish "exploratory" innovation cultures within client organizations.
The “Business Model Canvas” has been designed to visualize the essential ingredients of a business model as a future business scenario, on one page. The left part focusses on external components, in order to understand the ways in which you reach and serve your customers and users. The right part comprises internal components to describe how your organisation works to create and deliver high value. The “Business DNA” is the very essence of your business model, which is key to building your initial market offerings in later stages. It is explained in detail on the following page. Think of different scenarios when designing new business models. There are always many ways to create your offerings, to serve your customers and users, and to charge them. Be as clear as possible and avoid nonsensical jargon. Whilst it is so easy just to scratch the surface, try to imagine how your new business model really works.
Download the Business Design workshop templates here: http://blog.orangehills.de/#bml_en
To find out more about Orange Hills visit http://www.orangehills.de.
The document introduces Business Design as a new approach to planning and executing business ideas that focuses on learning about core assumptions through early execution, reflection on learnings, and deciding whether to change or keep the business focus based on what is learned. It notes that traditional business planning often does not survive contact with reality and promotes a model of "planning to learn" rather than "learning to plan" to better deal with uncertainties and build something customers want.
Andrew Hughes - Gamification vs. Game-Based LearningSeriousGamesAssoc
Gamification involves using game mechanics and thinking in non-game contexts to engage users and solve problems. It uses points, levels, progress bars, leaderboards, and badges to motivate behavior. Game-based learning involves using games to motivate learning. It places learning activities within a game's storyline and fantasy context. Game-based learning aims to engage users and provide immediate feedback and rewards to support cognitive learning. Examples include using motion tracking, augmented reality, and immersive experiences to create educational games. Best practices for gamification and game-based learning include focusing on learning objectives, using rewards systems, testing designs iteratively, and measuring outcomes and return on investment.
Different customers feature different behavioural attributes, are interested in different products, services and respond to different messages. Before you start building a new business model, it is crucial for you to be clear about who your primary target group will be in order to tailor your business model around their preferences. Use the Customer Lifetime Value (CLV) metric to decide, which target group might be the most profitable group to focus on. This tool will help you figure out the right market segment for the start.
To find out more about Orange Hills visit http://www.orangehills.de.
This document outlines a gameboard for an interactive business design training workshop. The training is designed as a game to be played in teams, allowing participants to invent and implement new business models. Over 23 rounds, participants will plan, execute, learn, and decide on their business ideas as they face challenges. The goal is to provide a unique learning experience for participants to become successful innovators.
The “Business Model Inspirator” has been designed to fuel your imagination and unleash your creativity, helping to improve your business model in Business Design projects. The tool offers a large variety of innovative business model patterns from different industries that might inspire you to think differently within your context. Start by identifying the challenges you have in your current business model and find to corresponding industry examples illustrating alternative ways of conducting your business in order to succeed.
To find out more about Orange Hills visit http://www.orangehills.de.
Katie Pawloski, Professor
Dr. Pasquale Iemma, Adjunct Lecturer
Kellany Cadogan Noland, DrPH(c), MSN, RN
Marie L. Lumbart, MSN, ARNP-C, FNP, CCRN | all Utica College – ABSN Program
Wendy Moore | Orbis Education
TEAM PRESENTATION: Creating a Low Cost Obstetric Clinical Immersion Simulation for Medical and Nursing Students
This presentation is designed to provide application level exposure to essential perinatal concepts that are often not available through traditional clinical exposure. The session features two phases of activities used in student training.
Phase One:
Focused contextualized skill stations utilizing leading-edge simulation skills using state-of-the-art computerized manikins (Human Patient Simulators, or HPS) and patient actors, also known as standardized patients (SP).
Phase Two:
Students are exposed to a multistage unfolding patient care simulation that required application of the phase one skills within the evolving scenario.
Finding Partners in Applied Research – A Case Study on Industry/Academic Coll...SeriousGamesAssoc
Erik Sand, Director of Strategic Relationships
Dr. Thomas Carbone, Technical Director
at UCF’s Florida Interactive Entertainment Academy (FIEA)
Mike Eakins, Creative Lead | Mixed Emerging Technology Integration Lab (METIL) at UCF Institute for Simulation & Training
Finding Partners in Applied Research – A Case Study on Industry/Academic Collaboration
Sometimes financial, physical and content constraints on graduate programs force university researchers to be creative. This presentation talks about how FIEA faculty designed a class called GameLab to help expose students to Serious Games while simultaneously fostering lasting research and development partners outside traditional entertainment industry partners.
We will talk about how the development life cycle of a simple handheld game that teaches cleaning protocols for hospital janitors in the VA hospital network helped develop a template for how FIEA now finds and interacts with industry partners. It is a case study to show how a project can move from relationship to MVP to full-on build and deployment of a robust application in the context FIEA’s student centric curriculum. UCF’s Institute for Simulation and Training then finished the final product for delivery to the VA.
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Designing Immersive Experiences that Create Empathy, Reveal Biases, Alter Min...SeriousGamesAssoc
In this talk we discuss insights from designing and studying immersive experiences aimed at improving early literacy outcomes through personalized learning, spanning virtual, augmented and mixed realities as well as non-immersive applications. Our serious games provide research evidence into how these varied media can enable adults (teachers, school leaders, families, and caregivers) to implement personalized literacy learning at the organizational and individual level.
We will present lessons gained from designing experiences across immersive media such as 360 video, virtual environments with agents, mixed reality systems with human-in-the-loop characters (ex: Mursion https://mursion.com/), and augmented reality. We will also discuss approaches and takeaways for creating experiences intended to build empathy towards the unfamiliar (ex: our work on parents using VR to experience the world as young children with reading disabilities), experiences for detecting unconscious biases (ex: teachers educating a stimulated classroom of students in ways that may trigger innate biases), and experiences to contextually modify parental mindsets (ex: parents using augmented reality to alter their strategies for children’s literacy).
Overall, we will present general lessons from building simulated authentic situations in which teachers and parents learn to overcome challenges in early literacy development. We will pause our talk/lecture occasionally for questions that enable brief small group interactions.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
This document summarizes a presentation about designing memorable games. The presentation discusses how human memory works, including that memories are based on experiences and situations rather than being like video recordings. It also reviews research findings on memory such as how forgetting takes more brain power than remembering. To be effective, games need to increase replay value, build on interactive elements, provide memorable experiences, and maintain consistency to be remembered. The presentation concludes by emphasizing the importance of designing games in ways that strengthen memory formation.
Preparing Soldiers for the Future: The Army's New Synthetic Training EnvironmentSeriousGamesAssoc
Keynote
Maj. Gen. Maria Gervais, Director, Synthetic Training Environment Cross Functional Team
Preparing Soldiers for the Future: The Army's New Synthetic Training Environment
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Catherine Croft, Co-Founder, Chief Executive Officer | Catlilli Games
Learning Through Play: STEM Games in the Classroom
Attendees will understand how STEM games can be used in K-12 classroom settings. They will learn about an overview of games on the market, from elementary school through high school. They will then learn how to design simple games that can be used to convey a key STEM concept within one class period. By the end of the workshop attendees will have collaborated to produce paper prototypes of such games.
We hope to host these files as free online print-and-play games for teachers, as a service to the community.
I will lead attendees in a game design workshop for STEM games in K-12 education. After providing an overview of such games, we will play a sample of existing games on the market from a variety of companies. Then each table will brainstorm ideas based on age, subject matter, and game mechanics. They will produce paper prototypes by the end of the workshop, which they will present to the other members. Hopefully, if it’s possible, we/SPC could host these files as free online print-and-play games for teachers as a service to the community.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Wei Fan Chen, Executive Producer / Founder | Fourdesire, China
Playable Design
I’m the founder of Fourdesire. I created games include keeping people to stay hydrated (via Plant Nanny), motivating them to walk more and stay healthy (via Walkr), and helping them to keep track of the knowledge behind these healthful activities.
Our titles Plant Nanny, Walkr and Fortune City have been used by tens of millions of users globally and were covered by Washington Post, Business Insider, IGN, Polygon etc.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Gregg Toppo, Author / Journalist and President | Education Writers Association
Playful Learning Without Games
What can educators do to understand games and make school a more rigorous, vital and enjoyable place? Building on decades of research, this session looks at the seven essential nutrients that games provide:
Failure
Feedback
Fairness
Flow
Fantasy
Freedom
Fellowship
Understanding these “seven F’s” can help teachers make their classrooms more successful places, even if they don’t like video games or are uncomfortable bringing them into the classroom. We’ll explore the possibilities and come up with doable, practical solutions.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Jenn McNamara, Vice President | BreakAway Games
Client-Centered Serious Game Design
Serious game developers must consider client needs and constraints. To most, it is obvious that the end users’ desired training, behavior change, assessment, or experience outcomes shape the focus of the game. But the client organization’s funding, IT infrastructure, data needs, and personnel impact design as much, if not more, than end users’ needs.
This session will share experiences where these factors significantly impacted game design and make recommendations for identifying and addressing these needs early in the design process.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
A Promise to Future Generations: Making Learning FunSeriousGamesAssoc
This document discusses intrinsic and extrinsic motivation in learning. It references studies from 1971, 1973, and 2001 on how extrinsic rewards can undermine intrinsic motivation to learn. It notes that not enough time is spent considering why children want to learn and too much time is spent trying to force learning. The document suggests thinking about the principles of play to better motivate learning.
This document outlines the schedule and process for a workshop on creating educational games. The workshop will guide participants through forming teams based on curriculum, conceptualizing a game concept around chosen curriculum concepts, prototyping the game through iterative playtesting and rule refinement, and reviewing the process and outcomes. The goal is for participants to gain experience applying a proven process for developing a game concept into a prototype to teach curriculum in an engaging way.
Andrew Gassen, CEO | Pivotal Software
0 for 3: Edtech Startup Lessons Learned
I’ve been a part of 3 different education technology companies, all focused on the K-12 market. Each of these companies failed, but each for different reasons and in spectacularly different ways. This talk is a bit of a public post-mortem that focuses on 3 key lessons from each company, including a brief discussion on how we might have done things a different way if I knew then what I know now.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming BusinessSeriousGamesAssoc
Mitch Weisburgh, Partner | Academic Business Advisors and
Scott Brewster, Co-Founder & CTO | Triad Interactive Media / Hats & Ladders
DOUBLE SESSION: OODA OODA! How Rapid Iteration Can Help Level Up Your Gaming Business
We are all involved in lots of complicated and complex situations. We deal with students and learning. We write, adapt, and use games for learning. We may be running businesses.
One thing that all of these have in common is that we can’t just come up with a plan, execute and expect things to just work smoothly. Unexpected things happen, it’s often impossible to anticipate all possible situations, people react in unanticipated ways, there is often information we just don’t or can’t know in advance, the people we are working with have hidden agendas. Allies, antagonists, and resources shift and change. And so on.
So, what are we supposed to do?
We are going to explore a framework for managing solutions during periods of dynamic change. The OODA Loop Framework was developed by air force colonel John Boyd based on precepts developed by Sun Tzu, Napoleon, Heisenberg, Kyng, Einstein, Gödel, and others, and has been used by military, political, and business leaders around the world. You’ll learn to prepare for the unexpected, observe and react to actions and results, and pull together and manage a team despite adversity.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
The ux of serious games how to impact a wider audienceSeriousGamesAssoc
Birdie Champ, BS, M.Ed., Ed.S, Owner, Chief Product Officer | UXDiversity and Thorne Palmer, BA, M.Ed
The UX of Serious Games: How to Impact a Wider Audience
What elements are you measuring when determining the value of your serious game?
There are many critical touchpoints a player (user) experiences that occur before, during, and after playing a game, from initial interest to post-game evangelism. Some serious game designs inadvertently block some users from ever playing. Some design elements can cause players to rage quit where others thrive. In this session we will explore three topics:
First, we will explore a complete user’s experience (UX) of a serious game.
Second, we will look closer at the users of serious games and break them into personas based on social, emotional, and cognitive differences in how they learn and how they play.
Third, we will explore how to merge instructional design with game design with activities that bridge the varied experiences different users can have when engaging with similar challenges. By breaking down the UX into touch points, breaking down users into personas, and mitigating gaps in the varied qualities of user experiences, you will likely improve your game analysis, game quality, and broaden your customer segments.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Alphabet Soup Cans: Avoiding Bad Tropes of Educational GamesSeriousGamesAssoc
Stuart Criley presents on avoiding "bad tropes" in educational games. He discusses games that include puzzles that do not fit thematically, such as sorting soup cans to progress in a haunted house game. Criley urges developers to have a deep understanding of the topic and include authentic problems to engage students, rather than unrealistic scenarios like doing math in space. Developers must ensure educational games are worth the classroom time spent on them.
Building Heroes: Using Roleplaying Game Design for Classroom Management, Read...SeriousGamesAssoc
You have a loyal companion to help you.
Barter: You can negotiate prices and deals well.
Bilingual: You speak two languages fluently.
Citizen: You have citizenship papers for a safe settlement.
Contacts: You know people who can provide information.
Educated: You received some schooling before the war.
Medic: You have basic medical skills and a small kit.
Scavenger: You know where to find supplies in the wastes.
Survivalist: You are well adapted to living in the wastelands.
Tradecraft: You know tricks for sneaking, hiding and spying.
*Animal handler:
Augmented Reality: Revolutionary or Disruptor of Training and AssessmentSeriousGamesAssoc
Dennis Glenn, MFA, Adjunct Professor| DePaul University Graduate School for New Learning / President | Dennis Glenn LLC
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented reality (AR) has the potential to revolutionize training and assessment. This technology innovation superimposes computer-generated sensory input such as sound, video, graphics or GPS data onto a live or indirect view of a physical, real-world environment. The increasing need to scale education-based interactive learning to larger audiences thus mitigating the larger development costs, is where AR has a few potential revolutionary and disruption attributes that must be considered.
Learning Objectives:
Assessment needs to be done rigorously and methodologically, and AR technologies can provide multiple avenues to achieve this goal. Recall of knowledge is no longer a viable method to provide accurate validation of mastery. In order to assess competency, we need to understand what the learner needs to know and be able to do and then demonstrate their ability to perform these tasks. We will offer multiple solutions to this disruptor.
Privacy and security of the data con be compromised using AR technologies. A few of the risks to be discussed are identity theft, invasion of privacy, and unequal access, thus increasing the inequality divide. We will lead a discussion of the avenues to reduce these risks.
On the positive side we offer a number of effective solutions that lead to the demonstration of mastery. Using AR technology to disseminate education is a way to teach thousands of users across the globe while eliminating barriers to access, reducing costs, and ensuring consistency in quality and delivery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Return on Investment (ROI) for Virtual Environments and GamingSeriousGamesAssoc
Carole Bagley, President, Consultant, Team Lead | The Technology Group, Inc & Distinguished Service Professor | University of St. Thomas (UST)
Return on Investment (ROI) for Virtual Environments and Gaming
How effective are virtual and gaming environments? Do they have an impact on the user’s learning, on their job or organization and/or do they have an impact on their daily life?
The presentation will include a brief discussion of Kirkpatrick’s ROI levels 1-5 and how it is useful in the creation and evaluation of virtual gaming environments. Several virtual environments and games (Health Benefits, Pharmacy and Dentistry games for the Healthcare industry and a Tobacco prevention game for Middle school students) will be discussed and demonstrated and will describe how the evaluation results have impacted the effectiveness of the product and the user.
Participants who have conducted ROI evaluations will be asked to share their product evaluation results and how it impacted the users. Participants who are interested in conducting an ROI evaluation will be asked to provide for discussion product descriptions and what results/proof they are looking for in conducting an evaluation.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Enhancing New Employee Orientation with a Digital Scavenger HuntSeriousGamesAssoc
Karen Burns, Asst. Coordinator of Faculty Development | The University of Alabama
Enhancing New Employee Orientation with a Digital Scavenger Hunt
Pervasive games are a burgeoning genre in which the affordances of mobile devices are used to extend the boundaries of digital games into the real world. This game genre leverages the GPS, photo, video, and texting capabilities of smart phone devices in order to create games that require location-dependent and context-sensitive interactions between the physical and virtual environments. One particular form of pervasive games is a digital scavenger hunt.
This presentation will focus on the findings of a study in which a digital scavenger hunt was integrated into new employee orientation. The goal of the study is to determine if a digital scavenger hunt can be an effective means of enhancing the typical employee orientation by reinforcing information provided during the face-to-face sessions, introducing new information, reducing the stress new employees typically feel, and fostering employee competence. While this study is ongoing, data collection and analysis will be completed by May 2019.
This session will report on the findings of this study and include a discussion of the successes and challenges of the study. Additionally, discussion will center on potential applications of a digital scavenger hunt being used as a means of learning through discovery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019