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Games, Simulations
and Digital Reality
Anders Gronstedt, Ph.D., President Gronstedt Group
Training Industry Conference & Expo
Monday, June 16, 4:45 PM-5:30 PM
Captain Sully
trained in a
flight simulaltor
150 passengers:
33 brought their life vests,
and only 4 put them on properly
safety video:
<3% success rate
flight sim:
100% success rate
“Barely 10% of the
$200 billion spent on
corporate training in
the U.S. delivers
results. ”
Harvard Business Review
Why?
▪ segregating training from
work
▪ information delivery out of
context
▪ timewaster instead of change
management strategy
Source: Mihnea Moldoveanu and Das Narayandas,
“The Future of Leadership Development,”
Harvard Business Review, March/April, 2019
Waste
Results
some training has a
negative return
“$8 billion a year spent
on diversity training is
largely ineffective and
often counter
productive”
Frank Dobbin, Harvard University
professor
Source:
Frank Dobbin and Alexandra Kalev, “Why
Diversity Programs Fail,” Harvard Business
Review, July/August, 2016
VR:
“flight simulator”
for any skill
learning by doing in the actual
performance environment
embodied cognition -- building muscle memory
maximizing “reps and sets”
repeated movements in virtual reality causes changes
in brain structure, which in turn improve performance
in the real world
secret sauce of VR:
the power of “presence”
unlike mediated experiences like video,
the brain treats the VR experience like a real one
it’s like going to another place
when to use VR? when real-life training is too
expensive, dangerous, or inconvenient
when to use VR? visualizing the invisible or hard to access
“the ultimate empathy machine”
Virtually Being Einstein
makes you smarter AND
less age biased
when not to use VR?
if real-life training is
more cost effective
if it can be done as effectively on a flat-screen
with video or eLearning (i.e. software training)
capture the
digital footprint
head and eye tracking:
length and frequency of looking at
the mirror
voice tracking
hand and body tracking:
learning effectiveness, A/B testing
Lowe’s found 36% better recall using VR compared to video for home-improvement tasks (source)
Honeywell improved skill retention from 30% to 80% with VR (source)
training time
United Rentals shortened weeklong training by half with VR (source)
cost saving
Farmers Insurance saved $300K a year in reduced travel costs, training accident investigators in VR (source)
life saving
Novartis’ lab sim saves lives
measure the success
cross-platform development
phone, iPad, PC, game
console, VR, AR, etc…
game culture
Fortnite
alone has
a quarter
billion
users
mobile game explosion 63% mobile gamers
are women
meta study of 65 studies and
6,476 trainees found game-
based learning to be superior
to traditional learning
Game-based
learning works
race car drivers and police officers
learn from Gran Turismo
Jann Mardenborough beat
90,000 entrants in the GT
Academy, now a professional
racing driver
what’s the Gran Turismo
of the retail industry?
Walmart created its own
Download and play “Spark City” on your phone
goal: train on “One Best Way”
starts in the backroom at 7.00 am
game play
correct behavior
rewarded with score,
thinking bubble,
happy dance and
confetti rain
customize avatar
complete various tasks
spills
slip and falls
carrying large objects
if the player doesn’t walk the customer
to the aisle, negative feedback:
• lose points
• avatar makes an angry gesture
• customer feedback in a thought bubble.
when a customer is within 10 feet,
the player needs to ask if they need help.
“10-foot rule”
clock provides
time pressure
scores:
• inventory
• customer
service
• sales
additional scores
in later levels:
• profit
• fast
• friendly
• clean
end-of-day feedback
+ managing team
level progression
grocery
lawn &
garden
bakery & deli
apparel
cashier
reach certain scores to level-up
adding new tasks to each level
+ additional
management tasks
+ customer
service
reach certain scores to level-up
adding new tasks to each level
skills relevant for any job, Walmart or not
entertainment
+ business acumen
+ training team
+ security
delegate and develop
Praise
motivating and
developing your team
mentoring
security
and made public,
search for “Spark City”
on the app stores.
played for 30-minutes a day during the
one-week Walmart Academy
deployment
results
net-promoter question, “how likely are you to
recommend playing the sim to a Walmart
colleague?" average of 9.625 on a 10-point-scale.
classes that played the game improved 22% from
pre-assessment to post-assessment.
300,000+ downloads on app stores
development
Unity: cross-platform game engine
powers half of all mobile games and
70-90 percent of all VR and AR
content
development close client collaboration on the script
art: environments
art: characters
programming
how to get started
1. experience real VR take your team
to a VR arcade!
low-end VR headsets
don’t offer presence
PC-VR with room-scale and
hand controllers is required for
complete sense of presence
2. identify a business critical training
opportunity that has to be done with VR or game
visualize the impossible
practice tasks that are
too dangerous, too costly, or
too inconvenient to do in real life
empathize with customers
3. hire a team of seasoned
VR/game learning developers
3D artists
programmers
instructional designers
4. measure results
build the biz case
digital footprint:
track how long you
look at the mirror
Mobile device management
UID
TOKEN
USER
EXPERIENCE
XAPI DATA
CONTENT
LEARNING
RECORD
STORE
FIREWALL
LMS and/or
Enterprise Content
Management
LEARNING
RECORD
5. Enterprise
deployment
VR headset
anders@gronstedtgroup.com

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Games, Simulations and Digital Reality

  • 1. Games, Simulations and Digital Reality Anders Gronstedt, Ph.D., President Gronstedt Group Training Industry Conference & Expo Monday, June 16, 4:45 PM-5:30 PM
  • 2. Captain Sully trained in a flight simulaltor
  • 3. 150 passengers: 33 brought their life vests, and only 4 put them on properly
  • 4. safety video: <3% success rate flight sim: 100% success rate
  • 5. “Barely 10% of the $200 billion spent on corporate training in the U.S. delivers results. ” Harvard Business Review Why? ▪ segregating training from work ▪ information delivery out of context ▪ timewaster instead of change management strategy Source: Mihnea Moldoveanu and Das Narayandas, “The Future of Leadership Development,” Harvard Business Review, March/April, 2019 Waste Results
  • 6. some training has a negative return “$8 billion a year spent on diversity training is largely ineffective and often counter productive” Frank Dobbin, Harvard University professor Source: Frank Dobbin and Alexandra Kalev, “Why Diversity Programs Fail,” Harvard Business Review, July/August, 2016
  • 7. VR: “flight simulator” for any skill learning by doing in the actual performance environment embodied cognition -- building muscle memory maximizing “reps and sets” repeated movements in virtual reality causes changes in brain structure, which in turn improve performance in the real world
  • 8. secret sauce of VR: the power of “presence” unlike mediated experiences like video, the brain treats the VR experience like a real one it’s like going to another place
  • 9. when to use VR? when real-life training is too expensive, dangerous, or inconvenient
  • 10. when to use VR? visualizing the invisible or hard to access
  • 11. “the ultimate empathy machine” Virtually Being Einstein makes you smarter AND less age biased
  • 12. when not to use VR? if real-life training is more cost effective if it can be done as effectively on a flat-screen with video or eLearning (i.e. software training)
  • 13. capture the digital footprint head and eye tracking: length and frequency of looking at the mirror voice tracking hand and body tracking:
  • 14. learning effectiveness, A/B testing Lowe’s found 36% better recall using VR compared to video for home-improvement tasks (source) Honeywell improved skill retention from 30% to 80% with VR (source) training time United Rentals shortened weeklong training by half with VR (source) cost saving Farmers Insurance saved $300K a year in reduced travel costs, training accident investigators in VR (source) life saving Novartis’ lab sim saves lives measure the success
  • 15. cross-platform development phone, iPad, PC, game console, VR, AR, etc…
  • 16. game culture Fortnite alone has a quarter billion users
  • 17. mobile game explosion 63% mobile gamers are women
  • 18. meta study of 65 studies and 6,476 trainees found game- based learning to be superior to traditional learning Game-based learning works
  • 19. race car drivers and police officers learn from Gran Turismo Jann Mardenborough beat 90,000 entrants in the GT Academy, now a professional racing driver
  • 20. what’s the Gran Turismo of the retail industry?
  • 22. Download and play “Spark City” on your phone
  • 23. goal: train on “One Best Way”
  • 24. starts in the backroom at 7.00 am game play correct behavior rewarded with score, thinking bubble, happy dance and confetti rain customize avatar
  • 25. complete various tasks spills slip and falls carrying large objects
  • 26. if the player doesn’t walk the customer to the aisle, negative feedback: • lose points • avatar makes an angry gesture • customer feedback in a thought bubble. when a customer is within 10 feet, the player needs to ask if they need help. “10-foot rule”
  • 27. clock provides time pressure scores: • inventory • customer service • sales additional scores in later levels: • profit • fast • friendly • clean
  • 29. + managing team level progression grocery lawn & garden bakery & deli apparel cashier reach certain scores to level-up adding new tasks to each level + additional management tasks + customer service reach certain scores to level-up adding new tasks to each level skills relevant for any job, Walmart or not entertainment + business acumen + training team + security
  • 33. and made public, search for “Spark City” on the app stores. played for 30-minutes a day during the one-week Walmart Academy deployment
  • 34. results net-promoter question, “how likely are you to recommend playing the sim to a Walmart colleague?" average of 9.625 on a 10-point-scale. classes that played the game improved 22% from pre-assessment to post-assessment. 300,000+ downloads on app stores
  • 35. development Unity: cross-platform game engine powers half of all mobile games and 70-90 percent of all VR and AR
  • 36. content development close client collaboration on the script
  • 40. how to get started
  • 41. 1. experience real VR take your team to a VR arcade! low-end VR headsets don’t offer presence PC-VR with room-scale and hand controllers is required for complete sense of presence
  • 42. 2. identify a business critical training opportunity that has to be done with VR or game visualize the impossible practice tasks that are too dangerous, too costly, or too inconvenient to do in real life empathize with customers
  • 43. 3. hire a team of seasoned VR/game learning developers 3D artists programmers instructional designers
  • 44. 4. measure results build the biz case digital footprint: track how long you look at the mirror
  • 45. Mobile device management UID TOKEN USER EXPERIENCE XAPI DATA CONTENT LEARNING RECORD STORE FIREWALL LMS and/or Enterprise Content Management LEARNING RECORD 5. Enterprise deployment VR headset