Corporate Learning GamesSerious game development in adult learning & development – going from potentially big to really big.Kevin CortiCEO, PIXELearningSaturday 3rd October 2009
Who am I to talk?CEO, co-founder, PIXELearningBackground includes Mech Eng, Disaster Management & eLearningCo-founded  PIXELearning in 2002, custom development studio (transitioning to content/product company)Primary area - corporate L&DSecondary areas – business education / marketingDeveloped some tech (LearningBeans)Based at Coventry University Serious Games InstituteSGI / AWM / DTG / Serious About Games / IDM etc
“Serious” Games? What the @%$#? “The use of games or gaming dynamics not simply to entertain the player, but rather to inspire a particular action, effect some type of attitudinal/behavioral change, or instill a particular lesson in the service of an organizational goal”.“It’s Time To Take Games Seriously”Forrester report (TJ Keitt and Paul Jackson), August 19, 2008
Business educationSupply & demandInventory managementPricing strategyRisk v rewardProfit & lossSeasonal factors on demand
ManagementUnderstanding dataAnalytical thinkingStrategic planningTacticsPerformance improvementTeam-building
EntrepreneurshipNew product developmentFinancing a businessDeveloping marketsHiring key staffFinancial managementAchieving sustainability
Civic planningZoningEmergency planningManaging utilitiesCrime preventionFiscal managementEnvironmental management
You Play World of Warcraft? You're Hired! http://www.wired.com/wired/archive/14.04/learn.htmlLeadershipRecruitmentCoaching / mentoringDivision of labourWorking as (remote) teamsEffective communicationDispute resolution
Serious Games Taxonomy (Sawyer & Smith)http://www.dmill.com/presentations/serious-games-taxonomy-2008.pdf
Reasons why companies are getting excited....To make adult learning & development…..CheaperFasterBetter
What is driving interest?Class-based (F2F) training is expensiveLogistically challenging to deliver F2FF2F delivers variable (unpredictable) quality/resultseLearning very cheap but ‘shallow learning’How truly engage? >> drive participation?How deliver effective learning opportunities to large, geographically dispersed, audiences x-demographics?How cut costs AND improve results (inc sales, reduced errors, be compliant etc)
Games allow people to practiceLearning games allow people to experience a scenario or situation in a safe, realistic manner.Putting theory into practice.Builds on theory and post-reflection (blend)PRACTICE“Game the skill”TheoryReflection
Games are complexLearning games focus on higher-order thinking skills.“Do it right whilst under pressure” - lots of different information, competing demands.Focus on strategy and decision-making, for example, not  just memorizing facts!Higher-order thinking skillsComplexCognitiveactivityInformationdissemination
Virtual experience is cheaperLearning games allow users to acquire ‘virtual experience’.“Screw up in-game…not on the job”.They can then apply this to the real world – transferable learning!“VIRTUAL EXPERIENCE”Virtual experienceReal world application
Adults like to solve problemsLearning by doing!Adults like problem-based learning, challenges and clear relevance to work or personal needs.Learning games are based on their job role and/or work environment.ADULT LEARNINGProblem-basedLearning (goals, tasks)
Games are engagingLearning games positively encourage user participation.Moving from “fill the vessel” with facts to….…empower the user to make decisions and experience meaningful consequences.Learner-centric experiences!ENGAGEMENTPassivereceptionActive engagement
Competition & collaborationMultiplayer allows learners to collaborate and compete.Makes experience very life-like, challenging and engaging.Peer support + learn from others.MULTIPLAYERAdded realismCollaborationPeer reviewGroup support
Sounds a bit dullErm, so…no aliens then?NO FUN- By order of the corporation
Our Worlds of Makrini – a.k.a. The Diversity & Inclusion GamePIXELearning & Global Lead LLC
Reasons to get excitedNew (less volatile) marketsMuch lower cost of entry Reuse existing technology & IPDifferent business modelsAnnual recurring revenue streams Strong margin potentialStrong growth potential
What is the opportunity?CAUTIONHandle with care!Global ‘education’ market = US$2 trillionUS training market = US$130bn (employs 500,000 people)UK training market = US$30bnIndian training market = US$1.6bn (25% annual growth)Global eLearning market = US$50bnSerious Games market = US$1bn to US$9bn Eliane Alhadeff (Future Making Serious Games blog)http://elianealhadeff.blogspot.com/2008/04/reconciling-serious-games-market-size.html
Business modelsWork for hire – custom developmentContent product provider (direct or indirect)Subscription-based models (PAYG, site license etc)Technology provider, direct or indirect (e.g. authoring tools, game engines)‘Pure’ consultancy (pre-sales, concept development, project management)Free content, charged-for services (training, support, consultancy etc)
Who is doing what?People from the games industry – E.g. Virtual Heros, Blitz & Noah FalsteinPeople from the web/multimedia industry – E.g. DESQPeople from the learning & development industryVirtual worlds – Forterra, 2nd Life etcTraditional modelling/simulation – G2G3, BTS (Visual Purple)Marketing agencies
What are they doing?InductionChange managementSales trainingProject managementCustomer serviceChannel supportLeadership developmentDealing with difficult peopleAppraisalsB2C promotionsDiversity & inclusionAudit intern trainingIT systems familiarizationUnderstanding marketingUnderstanding financePitching to investorsInternational tradeEntrepreneurshipEnergy wise ITCall centre trainingIT security for SMEsBusiness studiesCitizenshipFinancial complianceProtecting IPCorporate Social Responsibility
Where are they doing it?SGI(Cov)#2 UK#1 N. America#3 W. EuropeGfLI(NYC)SGDI(CA)#4 SE Asia
Who are they doing it for?HiltonBest BuyCoca ColaOrangeVodaphoneBritish TelecomBelgacomComcastNokiaVolvo3MShellBPBNP ParibasFifth Third BankVISAL’OrealHPCiscoIBMRaytheonNorthrupGrunmanKPMGPWC
What are the business/project goals?One word (or short) answers only - what is the most important benefit/feature/'thing' your clients want right now from a serious game project or product?
Flexibility, low cost, & improved training..the answer is clear: employee engagement. Real measurable business benefits!!!!! Demonstrable business benefits at a keen cost.... Clear understanding of and support through processAlready exists (off the shelf product)? Proof  that the investment is justifiedBasically learning-by-doing with highly engaging experiences.Definable Return On Investment - Predictable delivery and acceptable cost of custom solutions. Must clearly target a business needIn one word: Outcomes. Accelerated and lasting change in attitudes Easily modifiable and interoperable -learning environments.
What kind of technical approaches?Game industry technology & game craft (HL2, CryEngine, Neverwinter Nights etc)Specialised technologies with instructional purposes (e.g. Caspian, DISTIL)Casual/web games (e.g. Wild Tangent, Virtools & Flash)Virtual World tech (e.g. 2nd Life & |Forterra Olive)Standard Windows custom creation (C#, Java etc)eLearning tech (browser-based; AJAX, Flash)Multimedia (e.g. Director)Games consoles (mods through to 100% custom)Mobile phones / PDAs / iPhonesA NICHEFor everyone
VISA – Financial SoccerFinancial Soccer is a fast-paced, multiple-choice question game, testing players’ knowledge of financial management skills as they advance down field, and try to score goals. Educators are encouraged to review and download the curriculum for students, before actual game play.
CISCO – Binary Game“Come play the game enjoyed by hundreds of thousands of people all over the world. This game is posted on dozens of game sites and played in more than 125 countries”. “The game is not only fun, but it is considered by many to be the best way to learn how to use the binary number system.”http://forums.cisco.com/CertCom/game/binary_game.swf
CISCO Mind Share“Learn all about networking whilst you play!”
BNP ParibasA space/sci-fi themed sim to teach basic banking services awareness & promote the bank’s brand for recruitment purposes.Built by KTM Advance (FR) - http://starbankthegame.bnpparibas.com
audit trainingMeasured productivity improvement > $13mASTD 2008Excellence in Practice Award WinnerDelivering productivity gains: (“gaming the skill”)Technical audit training
US audience (approx 1,000/yr)
1:3 the simulation:instructor blend
Desire to ‘do’ rather than ‘learn about’
Assessed to Kirkpatrick L4 / Phillips ROIThe KPMG simulation enables learners to:Practice both technical & soft (client-facing) skillsExperience accurately recreated audit processesUnderstand real world cause & effect
diversity trainingDelivering effective learning to all staff: (where eLearning could not)Almost compliance (major cost of failure)
F2F costs impossible
Very sensitive subject (diversity)
Staff apathy / reluctanceMakrini (the diversity game) is:Easily accessed (web-based )Engaging & rewarding (people will use it)Very practical (recognisable tasks)
Drivers / ROI / MetricsHelping to manage change: (show WHY not just HOW)Major SAP rollout
Major process streamline/change
Global workforce to communicate with
Staff resistance/inertiaPET (the Process Education Tool):Easily accessed (through LMS)Accurately mapped internal processesDemonstrated business cause & effect
IT security gamesDeliver mix of business and technology courses
Traditionally F2F in EMEA and AsiaPac
Through training partners
HP MEAI limited by time & resources
Audiences limited by time, travel etcCaspian Learning & Thinking Worlds3D Serious Game engine & authoring tools (aimed at learning designers)
Daesign (FR)Simple, branching tree scenarios – cartoon style, pre-canned animations depicting business situations for role playing
Foreterra (US)Virtual World technology (from There.com) used to allow real time, multiplayer role play in 3D environments
Gamelearn - Merchants2D/Cartoon style, easy to use game set in historical setting (Venice, 15th century) to train users in sales/negotiation skills
IBM – Innov8/Innov8 2.03D and browser-based 2D – raise awareness of and provide skills training around Operations Management / Business Process Management.
Playgen (UK)Browser-based 2D/3D mix (Flash) – Anti-money laundering training game
RajSim (Holland)Project management training – fictional scenario about construction/management of world’s largest shark aquarium in China)
TPLD (Scotland)Infiniteams – team building / dynamics using 2D isometric style (browser based / Java)The Winning Game – arcade style game, based around proven research into sports science

Siege Conference 2009: Corporate Learning Games

  • 1.
    Corporate Learning GamesSeriousgame development in adult learning & development – going from potentially big to really big.Kevin CortiCEO, PIXELearningSaturday 3rd October 2009
  • 2.
    Who am Ito talk?CEO, co-founder, PIXELearningBackground includes Mech Eng, Disaster Management & eLearningCo-founded PIXELearning in 2002, custom development studio (transitioning to content/product company)Primary area - corporate L&DSecondary areas – business education / marketingDeveloped some tech (LearningBeans)Based at Coventry University Serious Games InstituteSGI / AWM / DTG / Serious About Games / IDM etc
  • 3.
    “Serious” Games? Whatthe @%$#? “The use of games or gaming dynamics not simply to entertain the player, but rather to inspire a particular action, effect some type of attitudinal/behavioral change, or instill a particular lesson in the service of an organizational goal”.“It’s Time To Take Games Seriously”Forrester report (TJ Keitt and Paul Jackson), August 19, 2008
  • 4.
    Business educationSupply &demandInventory managementPricing strategyRisk v rewardProfit & lossSeasonal factors on demand
  • 5.
    ManagementUnderstanding dataAnalytical thinkingStrategicplanningTacticsPerformance improvementTeam-building
  • 6.
    EntrepreneurshipNew product developmentFinancinga businessDeveloping marketsHiring key staffFinancial managementAchieving sustainability
  • 7.
    Civic planningZoningEmergency planningManagingutilitiesCrime preventionFiscal managementEnvironmental management
  • 8.
    You Play Worldof Warcraft? You're Hired! http://www.wired.com/wired/archive/14.04/learn.htmlLeadershipRecruitmentCoaching / mentoringDivision of labourWorking as (remote) teamsEffective communicationDispute resolution
  • 9.
    Serious Games Taxonomy(Sawyer & Smith)http://www.dmill.com/presentations/serious-games-taxonomy-2008.pdf
  • 10.
    Reasons why companiesare getting excited....To make adult learning & development…..CheaperFasterBetter
  • 11.
    What is drivinginterest?Class-based (F2F) training is expensiveLogistically challenging to deliver F2FF2F delivers variable (unpredictable) quality/resultseLearning very cheap but ‘shallow learning’How truly engage? >> drive participation?How deliver effective learning opportunities to large, geographically dispersed, audiences x-demographics?How cut costs AND improve results (inc sales, reduced errors, be compliant etc)
  • 12.
    Games allow peopleto practiceLearning games allow people to experience a scenario or situation in a safe, realistic manner.Putting theory into practice.Builds on theory and post-reflection (blend)PRACTICE“Game the skill”TheoryReflection
  • 13.
    Games are complexLearninggames focus on higher-order thinking skills.“Do it right whilst under pressure” - lots of different information, competing demands.Focus on strategy and decision-making, for example, not just memorizing facts!Higher-order thinking skillsComplexCognitiveactivityInformationdissemination
  • 14.
    Virtual experience ischeaperLearning games allow users to acquire ‘virtual experience’.“Screw up in-game…not on the job”.They can then apply this to the real world – transferable learning!“VIRTUAL EXPERIENCE”Virtual experienceReal world application
  • 15.
    Adults like tosolve problemsLearning by doing!Adults like problem-based learning, challenges and clear relevance to work or personal needs.Learning games are based on their job role and/or work environment.ADULT LEARNINGProblem-basedLearning (goals, tasks)
  • 16.
    Games are engagingLearninggames positively encourage user participation.Moving from “fill the vessel” with facts to….…empower the user to make decisions and experience meaningful consequences.Learner-centric experiences!ENGAGEMENTPassivereceptionActive engagement
  • 17.
    Competition & collaborationMultiplayerallows learners to collaborate and compete.Makes experience very life-like, challenging and engaging.Peer support + learn from others.MULTIPLAYERAdded realismCollaborationPeer reviewGroup support
  • 18.
    Sounds a bitdullErm, so…no aliens then?NO FUN- By order of the corporation
  • 19.
    Our Worlds ofMakrini – a.k.a. The Diversity & Inclusion GamePIXELearning & Global Lead LLC
  • 20.
    Reasons to getexcitedNew (less volatile) marketsMuch lower cost of entry Reuse existing technology & IPDifferent business modelsAnnual recurring revenue streams Strong margin potentialStrong growth potential
  • 21.
    What is theopportunity?CAUTIONHandle with care!Global ‘education’ market = US$2 trillionUS training market = US$130bn (employs 500,000 people)UK training market = US$30bnIndian training market = US$1.6bn (25% annual growth)Global eLearning market = US$50bnSerious Games market = US$1bn to US$9bn Eliane Alhadeff (Future Making Serious Games blog)http://elianealhadeff.blogspot.com/2008/04/reconciling-serious-games-market-size.html
  • 22.
    Business modelsWork forhire – custom developmentContent product provider (direct or indirect)Subscription-based models (PAYG, site license etc)Technology provider, direct or indirect (e.g. authoring tools, game engines)‘Pure’ consultancy (pre-sales, concept development, project management)Free content, charged-for services (training, support, consultancy etc)
  • 23.
    Who is doingwhat?People from the games industry – E.g. Virtual Heros, Blitz & Noah FalsteinPeople from the web/multimedia industry – E.g. DESQPeople from the learning & development industryVirtual worlds – Forterra, 2nd Life etcTraditional modelling/simulation – G2G3, BTS (Visual Purple)Marketing agencies
  • 24.
    What are theydoing?InductionChange managementSales trainingProject managementCustomer serviceChannel supportLeadership developmentDealing with difficult peopleAppraisalsB2C promotionsDiversity & inclusionAudit intern trainingIT systems familiarizationUnderstanding marketingUnderstanding financePitching to investorsInternational tradeEntrepreneurshipEnergy wise ITCall centre trainingIT security for SMEsBusiness studiesCitizenshipFinancial complianceProtecting IPCorporate Social Responsibility
  • 25.
    Where are theydoing it?SGI(Cov)#2 UK#1 N. America#3 W. EuropeGfLI(NYC)SGDI(CA)#4 SE Asia
  • 26.
    Who are theydoing it for?HiltonBest BuyCoca ColaOrangeVodaphoneBritish TelecomBelgacomComcastNokiaVolvo3MShellBPBNP ParibasFifth Third BankVISAL’OrealHPCiscoIBMRaytheonNorthrupGrunmanKPMGPWC
  • 27.
    What are thebusiness/project goals?One word (or short) answers only - what is the most important benefit/feature/'thing' your clients want right now from a serious game project or product?
  • 28.
    Flexibility, low cost,& improved training..the answer is clear: employee engagement. Real measurable business benefits!!!!! Demonstrable business benefits at a keen cost.... Clear understanding of and support through processAlready exists (off the shelf product)? Proof that the investment is justifiedBasically learning-by-doing with highly engaging experiences.Definable Return On Investment - Predictable delivery and acceptable cost of custom solutions. Must clearly target a business needIn one word: Outcomes. Accelerated and lasting change in attitudes Easily modifiable and interoperable -learning environments.
  • 29.
    What kind oftechnical approaches?Game industry technology & game craft (HL2, CryEngine, Neverwinter Nights etc)Specialised technologies with instructional purposes (e.g. Caspian, DISTIL)Casual/web games (e.g. Wild Tangent, Virtools & Flash)Virtual World tech (e.g. 2nd Life & |Forterra Olive)Standard Windows custom creation (C#, Java etc)eLearning tech (browser-based; AJAX, Flash)Multimedia (e.g. Director)Games consoles (mods through to 100% custom)Mobile phones / PDAs / iPhonesA NICHEFor everyone
  • 30.
    VISA – FinancialSoccerFinancial Soccer is a fast-paced, multiple-choice question game, testing players’ knowledge of financial management skills as they advance down field, and try to score goals. Educators are encouraged to review and download the curriculum for students, before actual game play.
  • 31.
    CISCO – BinaryGame“Come play the game enjoyed by hundreds of thousands of people all over the world. This game is posted on dozens of game sites and played in more than 125 countries”. “The game is not only fun, but it is considered by many to be the best way to learn how to use the binary number system.”http://forums.cisco.com/CertCom/game/binary_game.swf
  • 32.
    CISCO Mind Share“Learnall about networking whilst you play!”
  • 33.
    BNP ParibasA space/sci-fithemed sim to teach basic banking services awareness & promote the bank’s brand for recruitment purposes.Built by KTM Advance (FR) - http://starbankthegame.bnpparibas.com
  • 34.
    audit trainingMeasured productivityimprovement > $13mASTD 2008Excellence in Practice Award WinnerDelivering productivity gains: (“gaming the skill”)Technical audit training
  • 35.
  • 36.
  • 37.
    Desire to ‘do’rather than ‘learn about’
  • 38.
    Assessed to KirkpatrickL4 / Phillips ROIThe KPMG simulation enables learners to:Practice both technical & soft (client-facing) skillsExperience accurately recreated audit processesUnderstand real world cause & effect
  • 39.
    diversity trainingDelivering effectivelearning to all staff: (where eLearning could not)Almost compliance (major cost of failure)
  • 40.
  • 41.
  • 42.
    Staff apathy /reluctanceMakrini (the diversity game) is:Easily accessed (web-based )Engaging & rewarding (people will use it)Very practical (recognisable tasks)
  • 43.
    Drivers / ROI/ MetricsHelping to manage change: (show WHY not just HOW)Major SAP rollout
  • 44.
  • 45.
    Global workforce tocommunicate with
  • 46.
    Staff resistance/inertiaPET (theProcess Education Tool):Easily accessed (through LMS)Accurately mapped internal processesDemonstrated business cause & effect
  • 47.
    IT security gamesDelivermix of business and technology courses
  • 48.
    Traditionally F2F inEMEA and AsiaPac
  • 49.
  • 50.
    HP MEAI limitedby time & resources
  • 51.
    Audiences limited bytime, travel etcCaspian Learning & Thinking Worlds3D Serious Game engine & authoring tools (aimed at learning designers)
  • 52.
    Daesign (FR)Simple, branchingtree scenarios – cartoon style, pre-canned animations depicting business situations for role playing
  • 53.
    Foreterra (US)Virtual Worldtechnology (from There.com) used to allow real time, multiplayer role play in 3D environments
  • 54.
    Gamelearn - Merchants2D/Cartoonstyle, easy to use game set in historical setting (Venice, 15th century) to train users in sales/negotiation skills
  • 55.
    IBM – Innov8/Innov82.03D and browser-based 2D – raise awareness of and provide skills training around Operations Management / Business Process Management.
  • 56.
    Playgen (UK)Browser-based 2D/3Dmix (Flash) – Anti-money laundering training game
  • 57.
    RajSim (Holland)Project managementtraining – fictional scenario about construction/management of world’s largest shark aquarium in China)
  • 58.
    TPLD (Scotland)Infiniteams –team building / dynamics using 2D isometric style (browser based / Java)The Winning Game – arcade style game, based around proven research into sports science

Editor's Notes

  • #22 Reliable data hard to come by – very disparate (illustrates breadth of application)Loads of stats to indicate size and scale of POTENTIALDepends upon what definition you apply (there are many!)