Presenting FLIGBY for potential Solution Providers v6.0 (8 September 2013)


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FLOW is Good Business™ („FLIGBY®”) is the ultimate leadership online simulation game in the world of Serious Games. This is the official Flow-based Leadership Development program for decision makers, developed by Professor Mihaly Csikszentmihalyi and ALEAS Simulations, Inc.

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Presenting FLIGBY for potential Solution Providers v6.0 (8 September 2013)

  1. 1. Csikszentmihalyi’s FLOW is Good Business™ the ultimate leadership simulation game and blended learning solution Version: v7.0 Date: 20 January 2016 © ALEAS Simulations, Inc., Los Angeles
  2. 2. ALEAS Simulations, Inc. – Inside the Learning Revolution® The producer and owner of the "FLOW is Good Business™" (FLIGBY®) concept and online Serious Game is ALEAS Simulations, Inc. (12121 Wilshire Blvd, Suite 525, Los Angeles, CA 90025). All materials contained in this Guide are the copyrighted property of ALEAS Simulations, Inc. “FLOW is Good Business”, “FLIGBY”, “Turul Winery”; and all logos, characters, artwork, stories, information, names, and other elements associated thereto are the sole and exclusive property of ALEAS Simulations, Inc. All other trademarks are respectfully acknowledged. -
  3. 3. Important sentences… - • FLOW is Good Business™ (FLIGBY®) is a Serious Game (an online simulation in interactive movie format). • FLIGBY is Professor Csikszentmihalyi’s Official Leadership Program. It was developed in close cooperation with the Professor. • FLIGBY is based mainly on Professor’s book “Good Business”. • Online Simulation + Classic Training Approach = Blended Learning (customized leadership development program for teams and larger groups). • Professor Mihaly Csikszentmihalyi is one of the greatest psychologists of our age. He earned his fame by defining and providing a detailed description of the Flow state. • Organizations who are able to generate and sustain the Flow state of employees can expect a significant growth in productivity. • In 2007 ALEAS Simulations, Inc. (California) got exclusive global rights to develop and merchandise FLIGBY. In March 2012 Professor Csikszentmihalyi made a financial investment in ALEAS Simulations. This is the only company in which the Professor is in owner position.
  4. 4. FLIGBY® – Leadership Game No.1 - „FLOW is Good Business™” (FLIGBY®) Leadership Development Simulation has won the Gold Medal of the „International Serious Play Awards” in the category of Corporate Games in August 2012 in Seattle. With this the panel of experts selected FLIGBY as the best digital game made for managers of the year 2012. FLIGBY gained also the Certification of the American Serious Games Association as well, which draws the attention of the corporate decision makers to the innovative and forward- looking training solutions.
  5. 5. FLOW is Good Business Leadership Csíkszentmihályi Online simulation Skill development Blended Learning Serious gaming Innovation California Creativity Interactive learning Sonoma Valley Personalfeedback Multimedia Being in the zone Balance between challenges and skills Increasedperformance Positive psychology Making of meaning Strategic thinking Motivatingothers Clear goals Leading change Leading teams Entrepreneurship Enhancingselfesteem Competences ©2012 ALEAS Simulations, Inc., California 5
  6. 6. Why FLIGBY®? Learning by Doing – For anyone who understands that “being fully engaged” is a key ingredient of the future of business, games are the definitive model. People learn better when they don't know they are learning. “Flow” Makes Your Business Stronger – Flow is one of the most crucial conditions for good leadership and sustainable business today. When Flow is achieved by its stakeholders, company will generate more profit. FLIGBY Saves You Money – 180-days complex leadership development experience with great blended learning possibilities. ©2013 ALEAS Simulations, Inc., California 6
  7. 7. What? Definitions 1.1. “FLOW is Good Business™” (FLIGBY®) 1.2. FLIGBY Blended Program 1.3. FLIGBY Reporting Module 1.4. Serious Gaming Taxonomy What exactly is “FLIGBY®”? 7 1.
  8. 8. Defining FLIGBY® as a Leadership Development Program • „Csikszentmihalyi’s FLOW is Good Business™” (FLIGBY) – FLIGBY is an online game-based Leadership Development Simulation. This is the official Flow program for decision makers, developed by Professor Mihaly Csikszentmihalyi and ALEAS Simulations. The simulation helps to discover Flow in simple steps: first by understanding the role of Flow, the joy and positive business outcomes it provides; then by learning ways to facilitate it. The simulation allows you to test your leadership skills, provides a unique Flow-based self-assessment opportunity and guides you on a path towards optimizing a "Flow-centric" corporate culture. Defining FLIGBY as a Serious Game • FLIGBY is setting up practical managerial dilemmas in a virtual business environment. Gamers become part of the story – thus immersed into a memorable and more valuable learning process. The main task of the Player is to make managerial decisions. Various management dilemmas are integrated into the “frame story” of Turul Winery ( The Player becomes a character (the recently appointed CEO of the Winery) in a story where, he/she makes managerial decisions based on the information previously entered into the system. You decide which way to go. You are the director of this interactive movie. Role-play simulation games are one of the most powerful experiential learning strategies. Definitions (1.) -
  9. 9. • FLIGBY® Blended Program – The Blended Program is the Solution Provider’s methodology closely connected to the Simulation, which includes special trainings and workshops. Its role is to underline the message of the Simulation in a personal way, to put it into a classical Organization/Leadership Development context and to integrate it into other types of learning processes (such as coaching). • FLIGBY Reporting Module - Web-based solution connected to the Simulation with the function of storing and analyzing End-user data (their performance during the learning process). Definitions (2.) -
  10. 10. • ALEAS Simulations, Inc. – A California-based international Serious Gaming company, the producer and the owner of the copyright and user rights of FLIGBY. Since March 2012 Professor Csikszentmihalyi has been a shareholder of the company. • Solution Provider – An organization/leadership development firm or consulting company which sells the Blended Program to its own clients on local markets. The Solution Provider puts FLIGBY Blended Solution together from the elements of its own leadership development portfolio (its own consulting/training/coaching methodology) fitting FLIGBY Online Simulation to them. ALEAS provides professional support for the Solution Provider to develop its own customized FLIGBY Blended Solution. • Buyer (Client) – The Blended Program is a B2B product. Therefore its buyer is a business firm, an administrative institution or a non-profit organization. The Buyer usually buys the Blended Solution for its colleagues as a leadership development service (in itself or part of a bigger training process). • End-users – The End-users of the Blended Program, to whom the Buyer buys the FLIGBY Blended Program. Definitions (3.) -
  11. 11. Positioning based on Ambient Insight’s Taxonomy (1.) Ambient Insight ( is an international integrity-based market research firm that uses predictive analytics to identify revenue opportunities for global learning technology suppliers. During the development of FLIGBY we significantly leaned on the business and technological trends outlined by them. FLIGBY based on Ambient Insight’s taxonomy simultaneously shows Simulation and Game- based characteristics. FLIGBY reaches the users as a Cloud-based service. -
  12. 12. Between Simulation-based and Game-based Learning • FLIGBY® has simulation and game-based characteristics at the same time. Simulation may be defined as an imitation of some real thing, state of affairs, or process. The act of simulating something generally entails representing certain key characteristics or behaviors of a selected physical or abstract system. Game-based Learning is a knowledge transfer method that utilizes "gameplay," which includes some form of competition (against oneself or others) and a reward/penalty system that essentially functions as an assessment method. Game-based Learning products (edugames) have explicit pedagogical goals. A user "wins" an edugame when they achieve the learning objectives of the gameplay. Cloud-based Tool • Ambient Insight defines cloud-based products as hosting services. Access to the products is sold as a service and customers do not actually own the products. From this point of view FLIGBY is software which delivery method is SaaS (“Software as a Service”) that provides access to software and its functions remotely as a Web-based service. FLIGBY is accessed by End-Users using a thin client via a web browser with Flash Player. - Positioning based on Ambient Insight’s Taxonomy (2.)
  13. 13. ALEAS Simulation, Inc. ALEAS is an innovative serious-gaming solution provider based in California and Central Europe (Hungary). ALEAS’s mission is to help clients achieve a competitive advantage. The objective of the ALEAS Edutainment Philosophy is to effectively enhance all learning practices including skill development. Our operation is based on a threefold corporate philosophy: balance of simulation, adaptivity and game-based approach. Computer games are the most empowering activities in the virtual world. They are meant to be fun. That’s why edutainment is the most effective learning today. Results are based on error- and-trial methodology. A direct link between learning efforts and results. ALEAS Simulations, Inc., California 12121 Wilshire Blvd, Los Angeles, CA 90025 - Inside the Learning Revolution®
  14. 14. Why? Trends of Professional Leadership Development 2.1. Developing the 21st-Century Leader 2.2. Business Drivers That Affect Training 2.3. Using Games to Change 2.4. Less Tell: More Games and Gamification 2.5. FLIGBY’s Formula for Growth Factors justifying the renewal of leadership development programs and the application of game-based and blended approach 14 2.
  15. 15. Developing the 21st-Century Leader 15 Major business challenges driving the need for effective 21st-century leadership Attracting talent Changing buying patterns Changing methods of distribution Controlling healthcare costs Corporate social responsibility Cost pressures Current competitors Diversity in the workforce Driving sales growth Employee productivity Enabling business growth Environmental responsibility Ethical leadership Expanding into new markets Gaining access to capital Insufficient number of leaders Improving customer satisfaction Insufficient talent overall Integrating new technologiesLack of trust among leaders and employees New competitors Operational excellence Regulatory environment Retaining talent Succeeding with mergers and acquisitions Technology challenges Virtual workplace structures Source: Achieveglobal A multi-level analysis of global trends in leadership challenges and practices 2010 -
  16. 16. Business Drivers That Affect Training 16 Growth Revenue and market growth are essential for competitiveness and long- term shareholder value. For Leadership Development the key is to develop new capabilities that can enable the business to expand. Globalization As business becomes increasingly global, companies should improve their ability to build and manage a global leadership force. Management should consider creating learning environment in which global and virtual teams can thrive. Cost pressure Companies are under constant pressure to reduce costs. Talent Having the required talent is critical to business performance and growth. The changing workforce requires new talent management capabilities in leadership development. Innovation The days of relying on a small, elite group of innovators are over. Leading companies are developing new ways to help their employees collaborate and share information and create a more innovative culture.Emerging technologies New technologies such as social media and mobile devices affect training/development in two ways. First they enable to deliver learning content more efficiently. Second they enable to access learning services 24/7 from anywhere. Source: Global Business Driven HR Transition, Deloitte Consulting -
  17. 17. Using Games to Change 17 Socializing Game interfaces facilitate social interaction and involve conversations. Gamers expect and are comfortable with discussion, group action and group conflict. Competition The most obvious social motivation is competition. It’s friendly and meant as an opportunity to optimize individual contribution by pitting one’s talent against others. Experimentation The speed of games encourages “Trial and Error” as a reasonable and the best way to learn. It redefines risk, an important ingredient for innovation in business. Achievement Gamers like to see themselves at the top of leader boards, and generally prefer games that have lots of opportunities to advance. Immersion Players motivated by immersion like trying out new characters with different personalities. They like good metaphors in the game and emotionally appealing stories. How games support complex Leadership Development programs Results Any player who performs well has a chance to advance. Leadership is bestowed on those who are doing well now, and it’s not predetermined by a résumé of past accomplishments. Games enable to use the Power of Entertainment in the development process. -
  18. 18. 1. Less desktop and more mobile...but not that fast. 2. Fewer full-sized courses that require large chunks of time to complete in a single sitting. More learning snacks. 3. Less focus on the LMS. More focus on Tin Can API. 4. Less Click NEXT or Tell. More games and gamification of learning. 5. Fewer PPT-focused lectures. More use of interactive tools within lectures. 6. Less focus on training employees. More focus on encouraging employees to develop informal learning strategies and personal knowledge networks. 7. Less trainers and more community managers and content curators. “Less Tell: More Games and Gamification” 18 Source: Sharon Boller – Bottom-Line Performance,: Learning Trends, Technologies, Opportunities, 2012 EMERGING TRENDS AND TECHNOLOGIES Play is not the opposite of work. Play is an extremely serious concept that is critical for learning. -
  19. 19. FLIGBY® – Meeting the Challenges -
  20. 20. Based on what? (1.) The Serious Gaming Background 3.1. What is Digital Gaming 3.2. Who is Playing 3.3. The Role of Play 3.4. What we Can Learn from Computer Games Researches related to FLIGBY’s Development 20 3.
  21. 21. What is Digital Gaming? 21 Digital Gaming Purposeful, goal-oriented, rule-based activity that the players perceive as fun. They are distinguished by two key elements: 1. An interactive virtual playing environment, and 2. The struggle of the player against some kind of opposition. (Klopfer, 2008). ‘Collectively, the planet is now spending more than 3 billion hours a week gaming. The people who continue to write off games will beat major disadvantage in the coming years.’ (Jane McGonigal, 2011) -
  22. 22. Who is playing? (1.) -
  23. 23. The Role of Play 23 Freedom to Fail Freedom to Experiment Freedom to Fashion Identities Freedom of Effort Freedom of Interpretation It is free to do things at play that would look like failure in other contexts. The player learns as much about the nature of things from failure as from success. Within the play space the player has room to maneuver and invent new approaches to whatever task is at hand. At play, the player isn’t simply examining the nature of the social worlds, but is also exploring his/her identity in those worlds (trying out several roles). Alternating between intense and relaxed play. There is no “one” game: the individual, social, and cultural motivations of any player affect what is experienced through play and no two players ever experience the “same” game. Moving Learning Games Forward - The Education Arcade, Massachusetts Institute of Technology, 2009 -
  24. 24. • You are the key to success – Computer games have to be the most Empowering activities around. • Mistakes are necessary on the path to success – Trial and error. • Things are connected – Games are complex and intertwined systems. • How to learn • Computer literacy – People who spend time playing with computers become very comfortable with computers. What we can learn from Computer Games 24 Clark Aldrich -
  25. 25. ‘Reality is Broken’ 25 “The path to becoming happier, improving your business, and saving the world might be one and the same: understanding how the world’s best games work. Think learning about Halo can’t help your life or your company? Think again…” Jane McGonigal -
  26. 26. Ready to decide? • What is Leadership all about? Decisions. • During the development of me-Learning we tried to go beyond the “I have read all the materials and answered the test-questions correctly”-type of approach. Leadership skills cannot be improved just by reading some texts in electronic format. • During the development of me-Learning Simulations we took as a starting-point the fact that personal involvement and becoming affected on a personal level significantly accelerates learning. • Thus, relevant literature was integrated not as compulsory reading. It was rather refined to a freely searchable auxiliary learning material. • It’s our experience that during solving complex problems, users feel strongly compelled to study thoroughly the reference contents and adapt them as an input for decision making. • Theory is secondary – decisions are in the first place. 26 Collecting information DecisionFeedback Challenge -
  27. 27. Based on what? (2.) FLIGBY®’s Theoretical Background 4.1. “Good Business”: Researches behind FLIGBY 4.2. The “Happy Professor” 4.3. Flow and Business Researches related to FLIGBY’s Development 27 4.
  28. 28. “Good Business” – Researches behind FLIGBY® 28 The FLIGBY concept was developed in close cooperation with Professor Csikszentmihalyi who is one of the greatest psychologists of our age. He earned his fame by defining and providing a detailed description of the Flow state and is known as the father of Positive Psychology. Main messages and key learning points of FLIGBY are based on the Professor’s book titled “Good Business” and related researches. These offer predictable but sound guidance to business leaders: know oneself, set clear goals for employees and consider the consequences of business decisions. By conducting extensive interviews during the researches, the Professor collected the secrets of successful business leaders, including the Body Shop CEO Anita Roddick; McDonald's chairman and CEO Jack Greenberg; and AOL Time Warner's Ted Turner. Under personal supervision of the Professor, the FLIGBY developer team systematized practical methods and solutions to achieve vital managerial/leadership skills (“FLIGBY Leadership Skillset”), which secure the creation and conservation of Flow and the sustainable growth of a company. It is an efficient set of tools which prepares its users for taking new directions in an era of modern organizations. -
  29. 29. The „Happy Professor” Mihaly Csikszentmihalyi, born in 1934, is one of the greatest living psychologists of our age. He earned his fame by defining and providing a detailed description of the Flow state. He has been seeking an answer for the great question of our everyday life: finding happiness. In the recent years, various management development schools have been discovering and rediscovering the theses of Csikszentmihalyi, Professor of Claremont Graduate University, California. The reason for this is the fact that organizations capable of fostering and sustaining long-term Flow for their employees can count on increased performance standards in the long run. -
  30. 30. Positive Psychology Positive Psychology is the scientific study of the strengths and virtues that enable individuals and communities to thrive. This discipline is based on the belief that people want to lead meaningful and fulfilling lives, to cultivate what is best within themselves, and to enhance their experiences of love, work, and play. Using one’s strengths in a challenging task leads to the experience of Flow and an engaged life, a meaningful life. Deploying one’s strengths in the service of something larger than oneself can lead to the meaningful life. Positive psychology has also been implemented in business management practice. Happy workers enjoy multiple advantages over their less happy peers. Individuals high in subjective well-being are more likely to show superior performance and productivity, and to handle managerial jobs better. They are also less likely to show counter-productive workplace behavior and job burnout. Positive Psychology is a recent branch of psychology whose purpose was summed up in 1998 by Martin Seligman and Mihaly Csikszentmihalyi. „A business organization whose employees are happy is more productive and has a higher moral. Any manager who wants his or her organization to prosper should understand what makes people happy, and implement that knowledge as effectively as possible.” Prof. Mihaly Csikszentmihalyi - 30
  31. 31. 31 Flow and Business (1.) ✗Flow is the mental state of operation in which a person in an activity is fully immersed in a feeling of energized focus, full involvement, and success in the process of the activity. Flow is characterized by intense concentration, loss of self-awareness, a feeling of being perfectly challenged and a sense that "time is flying”. Flow is an intrinsically rewarding experience and it can also help one achieve a goal or improve skills. Anyone can experience Flow in many different regards, such as play, creativity and work. To experience Flow, one needs to have the relevant level of challenges for their particular skillset. -
  32. 32. Flow and Business (2.) Flow is one of the most crucial conditions of good leadership and sustainable business. The „Flow is Good Business™” simulation teaches managers how to become leaders who effectively create an environment in which Flow can flourish. Flow-based organization promotes employee engagement and positive attitudes in the workplace. Done well, it helps to reduce costs, employee complaints and makes the company a place that people enjoy being a part of. Good Business Good Leadership Flow state of the company’s stakeholders (employees, managers, costumers…) generates more profit. -
  33. 33. What’s for? FLIGBY®’s Learning Objectives 5.1. Learning Objectives of FLIGBY 5.2. Mapping FLIGBY to Real Work 5.3. Leadership Skills Tested by FLIGBY Objectives and results of the FLIGBY program 33 5.
  34. 34. - The Aim of the Game 1. Winning the ‘Spirit of the Wine Award’ – FLIGBY is a leadership development game. Accordingly the aim is to achieve the best possible result as the leader of the Californian Turul Winery. If the player does his/her job well and makes decisions strengthening the operation of the organization, at the end of the game the Winery will stand a chance of winning the ‘Spirit of the Wine Award’, a sign of international recognition. 2. Bringing Colleagues into Flow – The challenge is not simple. The former manager’s leadership style has destroyed the team that used to be cohesive. The player’s task is to mark out the thriving way for the organization, and to build a well functioning community out of the low- motivated mid-level managerial group. The aim is to be able to bring as many colleagues as possible – even if just for a short time – into Flow state again. With this the global performance of the organization can be improved significantly. 3. Making the right Managerial Decisions – What is leadership all about? Decisions. Accordingly, in the center of FLIGBY there are the decisions as well. The player have to decide in questions of greater and less consequence, while every decision affects the Flow state of the individuals, the Corporate Atmosphere and, of course, the profitability of the organization. The player has got three main missions during the game.
  35. 35. Role-play simulation games are one of the most powerful experiential learning strategies. The simulation will help you discover Flow in simple steps: first by understanding the role of Flow, the joy and positive business outcomes it provides; then by learning ways to facilitate it. The framework simulation story takes place in a winery in California. The user is to bring careful and mature decisions of operation as the manager of a winery. 35 Learning Objectives of FLIGBY (1.) -
  36. 36. - FLIGBY® teaches managers to evolve into leaders who effectively create an environment in which Flow can flourish and promote employee engagement and positive attitudes in the workplace. 1. Understanding the added value and the principles of Flow in a business and corporate environment; 2. Creating a blueprint for Flow in a business through the application of an inspiring vision, mission statement and attractive goals which enhances both profits and improves the working environment; 3. Understanding and learning visionary leadership characteristics; 4. Active participation in Flow-based change management processes; 5. Developing a successful management style using leadership techniques to enhance Flow. • Strategic thinking • Goal-orientation • Gaining Commitment for the Vision • Coaching • Effective Communication • Motivating Others • Leading Change • Leveraging Diversity • Empowerment - Delegating Responsibility • Enhancing Self- esteem • Emotional Intelligence • Entrepreneurship • Supporting Others • Managing Conflicts • Leading Teams Learning Objectives of FLIGBY (2.)
  37. 37. • To become a more effective leader – FLIGBY helps to learn how to build, participate in and lead teams more effectively. • To create motivating working environment – FLIGBY helps managers create a workplace environment in which Flow can flourish – a workplace that promotes employee engagement and positive attitudes. • To use the Power of Flow – FLIGBY helps to discover Flow in simple steps: first by understanding the role of Flow, the joy and positive business outcomes it provides, then by showing you ways to facilitate it. • To meet a powerful catalyst to your personal change – FLIGBY provides a precise measure and displays the resources used, solving time and the reactions of superiors or employees. 37 Learning Objectives of FLIGBY (3.) 1. You will be a more pro-active and at the same time, thoughtful leader; 2. You will gain practical experience of planning and execution of change management processes; 3. You will take part in business decision making more consciously; 4. You will learn how to handle situations less structured and more unclear; 5. Your motivation techniques will improve and you will recognize the drives influencing the behavior/attitude of your colleagues; 6. You will handle the workplace conflicts more effectively; 7. You will be a more successful leader and participant of team work; 8. You will learn to use and apply the power of Flow for the benefit of the organization. From Learning Objectives to Personal Results -
  38. 38. Mapping FLIGBY® to Real Work (1.) 38 O*NET is a large-scale collaborative project sponsored by the U.S. Department of Labor ( It publishes and maintain a list of over eight hundred different occupations to help prospective workers match their skills to defined jobs. Even the most complex senior management jobs can be encompassed by choosing an ensemble of activities from this list. List of O*NET work categories that can be directly linked to challenges integrated in FLIGBY gameplay: 1. Getting information: observing, receiving, and otherwise obtaining information from all relevant sources; 2. Processing information: compiling, coding, categorizing, calculating, tabulating, auditing, or verifying information or data; 3. Evaluating information to determine compliance with standards: using relevant information and individual judgment to determine whether event or process comply with laws, regulations, or standards; 4. Monitoring processes or surroundings; 5. Estimating the quantifiable characteristics of products, events, or information; 6. Judging the qualities of things, services, or people: assessing the value, importance, or quality of things or people; 7. Making decisions and solving problems: analyzing information and evaluating results to choose the best solution and solve problems; 8. Updating and using relevant knowledge: keeping up-to-date technically and applying new knowledge to your job; 1. Based in the Idea: Byron Reeves, J. Leighton Read: Total Engagement, 2009 -
  39. 39. Mapping FLIGBY® to Real Work (2.) 39 List of O*NET work categories that can be directly linked to challenges integrated in FLIGBY gameplay: 9. Developing objectives and strategies: establishing long-range objectives and specifying the strategies and actions to achieve them; 10.Scheduling work and activities: scheduling events, programs, and activities, as well as the work of others; 11.Organizing, planning, and prioritizing work: developing specific goals and plans to prioritize, organize, and accomplish your work; 12.Interpreting the meaning of information for others: translating or explaining what information means and how it can be used; 13.Communicating with supervisors, peers, or subordinates: providing information to supervisors, coworkers, and subordinates by telephone, in written form, e-mail, or in person; 14.Communicating with persons outside the organization: representing the organization to costumers, the public, government, and other external sources; 15.Establishing and maintaining interpersonal relationships: developing constructive and cooperative working relationships with others, and maintaining them over time; 2. FLIGBY tasks based on O*NET’s list of occupations. -
  40. 40. Mapping FLIGBY® to Real Work (3.) 40 List of O*NET work categories that can be directly linked to challenges integrated in FLIGBY gameplay: 16.Assisting and caring for others: providing personal assistance, emotional support, or other personal care to others such as coworkers or customers; 17.Selling or influencing others: convincing others to buy merchandise/goods or to otherwise change their minds or actions; 18.Resolving conflicts and negotiating with others: handling complaints, settling disputes, and resolving grievances and conflicts or otherwise negotiating with others; 19.Coordinating the work and activities of others: getting members of a group to work together to accomplish tasks; 20.Developing and building teams: encouraging and building mutual trust, respect, and cooperation among team members; 21.Training and teaching others: identifying the educational needs of others; 22.Guiding, directing, and motivating subordinates: providing guidance and direction to subordinates, including setting performance standards and monitoring performance; 3. FLIGBY tasks based on O*NET’s list of occupations. -
  41. 41. Mapping FLIGBY® to Real Work (4.) 41 List of O*NET work categories that can be directly linked to challenges integrated in FLIGBY gameplay: 23.Coaching and developing others: identifying the development needs of others and coaching, mentoring, or otherwise helping others to improve their knowledge or skills; 24.Providing consultation and advice to others: providing guidance and expert advice to management or other groups on technical, system- related, or process-related topics; 25.Performing administrative activities: performing day-to-day administrative tasks such as maintaining information files and processing paperwork; 26.Staffing organizational units: recruiting, interviewing, selecting, hiring, and promoting employees in an organization; 27.Monitoring and controlling resources and overseeing the spending of money. 4. FLIGBY tasks based on O*NET’s list of occupations. -
  42. 42. 42 Leadership Skills Tested by FLIGBY® The extensive research which was part of the development of FLIGBY®, partly on the basis of the Professor Csikszentmihalyi’s book titled “Good Business”, identified the leadership skills contributing to create and maintain the Flow-state. These 29 skills were named “FLIGBY Leadership Skillset”. The course and the decision points of the game were built up to test these leadership skills. - 1. Active listening 2. Analytical skills 3. Assertive- ness 4. Balancing skill 5. Engage- ment and trust 6. Business- oriented thinking 7. Commu- nication 8. Conflict- mana- gement 9. Delegating 10. Diplomacy 11. Emotional intelli- gence 12. Empower- ment 13. Enterpre- nuership 14. Execution 15. Feedback 16. Future orientation 17. Information gathering 18. Intuitive thinking 19. Involvement 20. Motivation 21. Organizing 22. Prioritizing 23. Timely decision- making 24. Applying personal strengths 25. Social system thinking 26. Social responsi- bility 27. Strategic thinking 28. Teamwork 29. Time manage- ment
  43. 43. How it works? FLIGBY®’s Game Features 6.1. Basic Components of FLIGBY 6.2. Player’s Feedback System 6.3. Reporting (What the Player Cannot See) 6.4. FLIGBY’s Skills and Company’s Competences 6.5. Narrative Context – The Turul Winery Ingredients of FLIGBY that help to solve business problems and why these features work 43 6.
  44. 44. 44 The Basic Components of FLIGBY® FLIGBY Game Engine (Rules and Feedback System) FLIGBY Interactive User Interface (Story Videos, Decision Points, Media Library) FLIGBY Data Base (Storage of End-user’s Data) FLIGBY Leadership Skills Engine (Evaluation System) FLIGBY Reporting Module User Interface (Report Generation) System elements used during the gameplay by the End-user FLIGBY® Online Simulation FLIGBY® Online Reporting Module System elements used during the evaluation by the Solution Provider The FLIGBY online system has been developed to be suitable for the summarization and evaluation of the users’ results on individual and on group level beside the game itself. Directs the story and operates the evaluation according to user’s decisions FLIGBY is hosted through the Amazon Cloud Services The comparison of the decision alternatives chosen by the user and the leadership skill values belonging to them. -
  45. 45. 45 Player’s Feedback System FLIGBY provides a unique Flow-based self-assessment tool on three different levels to the Player: 1.FLOW-Gauge – The performance of the player (the appropriateness of decisions) is measured from several perspectives. The actual Flow-state of the employees as well as the Profitability of the company both serve as continuous feedback. 2.Mr. Fligby – In the event of mistakes in the decision making process, Mr. Fligby, the virtual coach of the simulation gives us advice holding back no punches. As the player’s personal consultant, he helps the interpretation and resolution of complex conflicts. 3.Spirit of the Wine Award – The real aim of the game is the harmonization of goals connected to business and organizational development. The goal to be reached by the end of the game is to win the prestigious international "Spirit of the Wine Award" using Flow-based management practices. -
  46. 46. Professional Reporting The “FLIGBY®” simulation is more than just an online game even regarding the technical aspects. To be able to show the individual and group learning process in great detail -even for benchmarking- we developed the complex Reporting Module. With this: • Numerical reports can be created (in PDF or Excel) about the users’ individual and group performance during the simulation. • The decision alternatives made at the turning points of the simulation game can be listed in an individual or group viewpoint. The information obtained from the Reporting Module will help the professional preparation of the blended learning programs connected to the simulation. With the help of the Reporting Module the blended partners can continuously monitor and control the learning process in the simulation area. FLIGBY® Reporting Module -
  47. 47. 47 Reporting - What the Player Cannot See This part of FLIGBY®’s feedback system is for professional use: Several Leadership Skills are tested at the same time at the Strategic Decision Points of the game. If the player makes a right decision the system raises the values of the skills belonging to that certain decision point on the player’s assessment sheet. This means that the „relative strength” of the certain skills in the players’ leadership styles can be concluded from the decisions they make. The strategic decision points test several relevant leadership skills at the same time. The game tests each skill on the basis of several decisions. This multiple testing ensures the reliability of the feedback.
  48. 48. Company’s Leadership Compe- tencies 48 FLIGBY’s Skills and Company’s Competences 1. Active listening 2. Analytical skills 3. Assertive- ness 4. Balancing skill 5. Engage- ment and trust 6. Business- oriented thinking 7. Commu- nication 8. Conflict- mana- gement 9. Delegating 10. Diplomacy 11. Emotional intelli- gence 12. Empower- ment 13. Enterpre- nuership 14. Execution 15. Feedback 16. Future orientation 17. Information gathering 18. Intuitive thinking 19. Involvement 20. Motivation 21. Organizing 22. Prioritizing 23. Timely Decision- making 24. Applying personal strengths 25. Social system thinking 26. Social responsi- bility 27. Strategic thinking 28. Teamwork 29. Time manage- ment Tracking, testing and analyzing relevant skills (No. 2, 6, 16, 25, 27) Example: The company wish to improve its change management capability FLIGBY Leadership Skillset Strategi c thinking skills Analytical ability The ability to make sound decisions Commu- nication skills Influence and persuasion Ability to manage diversity Delegation Ability to develop, talent Personal adaptability 1. 2. FLIGBY Leadership Skills Engine 3. -
  49. 49. Narrative Context – The Turul Winery 49 Good Games have Good Backstories The backstory has several important psychological advantages that help keep people engaged: • Business case studies work best as stories – We love to hear and tell stories. You can’t just give facts. You need to place them in the context of events sequenced with a beginning, middle, and end, some tension about how things will resolve, and detail about the people involved – that will engage audiences in something that becomes real because they can imagine themselves in the same narrative space. • Narratives tell players what to do – Game narratives give players hints about what to do, and that helps with execution and tactics applied to larger goals. Game stories are designed as unfinished frameworks where players complete the narrative by living it. • Narrative increases Excitement and Attention – The uncertainty that all good stories have, creates excitement and tension that sustains player involvement, and it focuses players on resolution and release (players attempt to reduce this excitement, especially if its source is a conflict). • Stories are effective – It’s easier to remember information when it’s presented in a narrative format. The player takes on the role of the General Manager of the well-established and well-known Turul Winery, in California and faces the challenging task of having to achieve a state of harmony and co-operation in a team significantly weakened by internal conflicts. Will it be possible to win the international "Spirit of Wine Award" as a direct result of leadership skills and efforts? Check out Turul’s website ( -
  50. 50. FLIGBY® Blended Program Synergistic mix of the Online Simulation and Classroom Trainings 7.1. Definition of the Blended Program 7.2. Blended Program – Examples 7.3. Possible Learning Points of the Blended Program 7.4. Characteristics of the Blended Program 7.
  51. 51. - • High-level cooperation – The FLIGBY Blended Program is carried out in close cooperation of ALEAS and the Solution Provider. • The combination of the Simulation and the Onsite Program – The FLIGBY Solution Provider is not a simple reseller but a highly qualified expert. The Solution Provider combines its existing leadership training/consulting approach and experience with the FLIGBY Online Simulation. Thus it appears with a new and innovative development portfolio on the market. • Common development – ALEAS, if required, can help the Solution Provider with active counseling to make its own Blended Program. What is a FLIGBY® Blended Program? (1.) The FLIGBY Blended Program is closely connected to the Simulation, includes special trainings, workshops and consultancy. Its role is to underline the message of the Simulation in a personal way, to put it into a classical organization/leadership development context and to integrate it into other types of learning processes such as coaching.
  52. 52. What is a FLIGBY® Blended Program? (2.) FLIGBY Blended Learning Solution could integrate seemingly opposite approaches, such as formal and informal learning, face- to-face and online experiences, directed paths and reliance on self-direction, and digital references and collegial connections, in order to achieve individual and organizational goals. FLIGBY Solution Provider could blend together the following learning tools: • Simulation (Online Serious Game); • Leadership Skills and Attitudes developing workshops / trainings; • Individual and Team Coaching; • Management / Leadership Competency Assessment (and re-assessment). -
  53. 53. Blended Program – Examples (1.) ALEAS allows the Solution Provider a free hand to configure the Blended Learning Program, and if required ALEAS provides methodological support for it. The following examples are defined on the basis of existing experience - Basic: This is for presenting the Flow concept and supporting participants to turn it into action Assessment: Built on the Basic Solution, this program format translates the Flow concept into Leadership Competencies and trains participants to develop their ”Flow Leader Attitude”. Development: Based on the above two solutions, this is a full Leadership Development Process that starts with a diagnosis, deals with the Leadership Competencies and company culture issues and creates individual development paths.
  54. 54. - The Simulation requires app. 4-6 hrs individual learning time (net), depending on the individual learning speed. The simulation consists of 24 chapters that can be covered in a week. Blended (classroom) time requirement 1+2 days 2+2 days 2+2+1 days (+time required for diagnosis and the optional individual and/or team coaching) Blended Program – Examples (2.)
  55. 55. Possible Learning Points of a Blended Program • Understanding Flow principles and the added value of Flow in business and corporate environment; • Creating a blueprint for Flow in good business through the application of an inspiring vision, mission statement and attractive goals that are good both materially and spiritually; • Understanding and learning visionary leader characteristics; • Active participation in the Flow-based change management processes; • Using leadership techniques to enhance Flow (successful management styles and techniques). -
  56. 56. Characteristics of the Blended Program • Targets mid- and upper level management; • Provides a unique Flow-based self-assessment opportunity; • Helps to understand and reshape the system of goals and strategies in your organization with respect of Flow; • Guides on a path towards optimizing a „Flow-centric” corporate culture • Allows to test your decision-making skills as a manager of a virtual winery; • Special features include: exclusive interviews and lectures from Prof. Csikszentmihalyi and expert tutorials on related leadership competences which facilitate Flow; • Offers multimedia-based edutainment for user engagement and effective learning. Blended Learning provides a good mix of environments, technologies and interactions resulting in a constructive, effective accelerated learning experience. -
  57. 57. Sales and Account Management 8.1. Traditional B2B 8.2. B2B Sales Model 8.3. FLIGBY’s Workflow Consideration for Selling FLIGBY® 57 8.
  58. 58. FLIGBY from Traditional B2B Point of View 58 What is FLIGBY (in classical B2B aspect)? • Leadership development program (competing services: classical leadership development programs and soft skills trainings); • Blended learning approach with opening and closing sessions. FLIGBY’s unique selling points • It’s Content – Flow-based business • It’s Method – Serious Game (NOT e-learning); • It’s format – High quality interactive movie played in a Californian Winery; • The man behind the whole story – Prof. Csikszentmihalyi is on board. Other selling points • FLOW Metrix – Assessment toolset; • Competency-based learning process (29 leadership skills); • Extended learning process in time and space. -
  59. 59. Ow transfer - Serious Games (Interactive Movies) for B2B market segment ALEAS Simulations, Inc., California SolutionProviderNetwork FLIGBY™ Simulation and Merchandizing License Fee BlendedLearningSolutions (withFloworientation) Local Solution Provider Local Solution Provider Local Solution Provider Local Solution Provider Local Solution Provider FLIGBY® B2B Sales Channel (1.)
  60. 60. - 60 ALEAS Simulations, Inc., California Professor Csikszentmihalyi Pre-sales activity based on Csikszentmihalyi Professor’s Personal Network (Contacting potential clients on executive level) Exclusive cooperation for developing and selling Flow-based interactive online contents FLIGBY® Simulation Hosting and Technical Support Solution Provider FLIGBY® Blended Learning Programs Client Access to FLIGBY® Reporting Module Networking, Service- and Knowledge Transfer inside the B2B Sales Channel FLIGBY® B2B Sales Channel (2.)
  61. 61. Characteristics of ideal Solution Providers: • Renowned and successful leadership development and organizational development companies in their own local market; • Looking for competitive blended learning solutions; • Knowing and using Professor Csikszentmihalyi’s approaches (Flow, Creativity); • Actively using licenses, having adapted them to local conditions; • They are ready to be active members of an efficient international network; they are willing to take part in common clients projects and professional developments related to Flow; • They are willing to share their experience with the members of the international FLIGBY team. - 61 SolutionProviderNetwork Characteristics of Ideal Solution Providers
  62. 62. FLIGBY’s workflow – Traditional B2B Sales 62 1. Presales 2. Sales • Conference leads • Prof’s leads • Limited email campaign • ALEAS’ leads • Trial access 3. Program • Account management • Technical helpdesk 4. Feedback ALEASSimulations,Inc. • Case study SolutionProvider 2. Sales • Offer, contract 3. Program • Opening WS • Tracking (Shutterfly) • Closing WS 4. Feedback • Reporting (Ind. reports) • Certificates • Billing Three weeks
  63. 63. FLIGBY®’s Market 9.1. The Size of the Serious Game Market 9.2. Between Two Large Markets 9.3. Serious Gaming Trends Serious Gaming Trends 63 9.
  64. 64. The Serious Game Phenomenon • Serious Game – Digital Games used for purposes other than mere entertainment (Computer Games that are intended not only entertain users, but have additional purposes such as education and training). A Serious Game is usually a simulation which has the look and feel of a game, but is actually a simulation of real-world events or processes. The aim is leveraging the power of computer games to captivate and engage end-users for a specific purpose, such as develop new knowledge and skills. „The application of gaming technology, process, and design to the solution of problems faced by businesses and other organizations. Serious games promote the transfer and cross fertilization of game development knowledge and techniques in traditionally non-game markets such as training, product design, sales, marketing, etc.” ( Application areas (market segments): military, government, educational, corporate, healthcare. -
  65. 65. 65 Video Gaming Business „Serious Game” Business Leadership Development Simulations „Training and Development” Business Teaching and Training Segment Between two large Markets Other Serious Game Segments: Marketing, Healthcare, Defence, Public safety -
  66. 66. Serious Gaming Trends • „Serious Games go mainstream” • More professional and more expensive solutions – The current Serious Game solutions are content-based with relatively low- cost technical solutions. A possible trend is going from low-cost technologies to more expensive and spectacular tools (videogame technology). It is further reinforced by the fact that video-game providers are entering the Serious Game business (Microsoft, Digital Domain). • Growing complexity – Stronger need for added services (the market of services connected to the online product is growing). • New markets and distribution channels – Moving from the current B2B concentration to B2C. It requires developing new business models. -
  67. 67. Technical Background 10.1. FLIGBY’s Hosting Service 10.2. FLIGBY’s Account Management How FLIGBY® is hosted 67 10.
  68. 68. FLIGBY’s Hosting Service MediaServer MediaServer MediaServer MediaServer MediaServer FLIGBY Web/Database Server The simulation engine refers to the certain MP4 file from the media server that ensures the most optimal download speed. All the media files (video and audio) are stored on several media servers powered by Amazon Web Services (AWS) in order to ensure the fastest download speed. -
  69. 69. Account Management – Step by Step 69 1. Creating a Group (ALEAS) 2. Sending out the Registration mails (ALEAS) 3. Registration (Participant) 4. Tracking the Progress (ALEAS, Solution Provider) 5. Helpdesk, if it’s needed (ALEAS) 6. Reporting (Solution Provider) The Account Management System of FLIGBY is working currently manually. The new “online model” is under development, will be available till the end of 2014. -
  70. 70. User Interface 11.1. Main User’s Interface 11.2. Media Library 11.3. Flow Gauge How to play FLIGBY®? 70 11.
  71. 71. FLIGBY’s Screen Structure (Main User Interface) 71 “Magic FLIGBY Button” “Full Screen” Button Control Panel Next Button Flow Gauge Button FLIGBY Media Library Subtitle Field Virtual Time in the Story Link to Turul Winery’s external website Flow Trophies -
  72. 72. FLIGBY’s Screen Structure (Media Library) 72 Built-in Search Engine Direct link to Flow Leadership Competence related contents Type of the content (Text or Video) Quick Filter Content Category (Flow, Management, Viniculture) Font Size Adjustment Quick Links to Personal Profiles -
  73. 73. FLIGBY’s Screen Structure (Flow Gauge - 1) 73 The PROFITABILITY INDEX shows how a player's decision impacts Turul Winery's revenue gener ating ability. “Flow Status / Personal Profile” Switch FLOW Meter of the Winery Quick Links to Personal Profiles Changes in the Flow State "Flow Meter" is the CORPORATE ATMOSPHERE METER of the Turul Winery which shows the average mood inside the organization. Profitability Index of the Winery -
  74. 74. 74 FLIGBY’s Screen Structure (Flow Gauge - 2) -
  75. 75. - Contacts For more information, please contact our FLIGBY management! Zsadany „ZAD” Vecsey Founder and CEO ALEAS Simulations, Inc., California 12121 Wilshire Blvd, Los Angeles, CA 90025