GALA WP 8 Support and services

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Luxembourg January 28, 2013 European Commission Information Society and Media GaLA Game and Learning Alliance The European Network of Excellence on Serious Games GALA WP 8 Support and services F. Bellotti, R. Berta, A. De Gloria, E. Lavagnino (Elios Lab, UNIGE), Kam Star, James Allsopp(PlayGen), Yulia Bachvarova, Stefano Bocconi,(Cyntelix), Jannicke Baalsrud Hauge, (BIBA) 1

description

GALA WP 8 Support and services. F. Bellotti, R. Berta, A. De Gloria, E. Lavagnino ( Elios Lab, UNIGE), Kam Star, James Allsopp( PlayGen ), Yulia Bachvarova, Stefano Bocconi,( Cyntelix ), Jannicke Baalsrud Hauge, (BIBA) . From SG Description Form to the KES. - PowerPoint PPT Presentation

Transcript of GALA WP 8 Support and services

Page 1: GALA  WP 8  Support  and  services

LuxembourgJanuary 28, 2013

European Commission Information Society and Media

GaLAGame and Learning Alliance

The European Network of Excellence on Serious Games

GALA WP 8 Support and services

F. Bellotti, R. Berta, A. De Gloria, E. Lavagnino(Elios Lab, UNIGE), Kam Star, James Allsopp(PlayGen), Yulia Bachvarova, Stefano

Bocconi,(Cyntelix),Jannicke Baalsrud Hauge, (BIBA)

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Page 2: GALA  WP 8  Support  and  services

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From SG Description Form to the KES

• A “ paper version” for starting SG analysis• Dimensions derived from GALA experts

• A structured database

“Future plan: add a Knowledge Engineering System (KES)”“A structured, searchable and machine-readable knowledge environment”

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The search page

Latest entries

Search tool

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The BE interface

List of SG descriptions Tools: add SGs analysis, edit, add contributors, navigationamong SGs descriptions

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A SG description

General information

Attachments, like pictures,demos, etc

Dimesions

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Results and future works

• A preview of the KES is deployed on:– http://www.galanoe.eu/kes – 35 SGs described on the «paper version»

• only 4 on the DB– starting to move from paper description to KES

• target for next year: 80– A multidisciplinary work

• no one can fill information from all point of view

• Future work: – improve the searching interface with more algorithm, also

automatic (data mining)– Increase the usage of the tool among the network

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Living Lab Progress- Deployment

• Two of four local living labs are fully deployed and in operation: – Both open for all, but mainly industry, academia, researchers

and students– For the academic year 2012/13:7 events (Cov), 6(Bremen)– Coventry has had an avarage of participants 42 in this period. – BIBA started in June with 15, average now 25, but increasing.

Has tested games, and made 3 new prototypes, work done with students from 4 institutions, and 2 different companies, 1 publisher as expert- using the virtual SGLL

– complete structure for organising the events incl. Portal, marketing material, expertise sourcing etc. Is used for disseminating findings from existing projects which involved partners from academia, industry, and end users and to look for synergies.

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Deployment 2

• Virtual LL is working, but need to be fed by large communities in order to get enough people being engaged– Trust is a key issue, data and idea protection a issue esp. With

companies– Software (tried with Elgg, Twiddla, eclipse, visual studio express,

set up as a wiki, had to add adobe connect or skype), will be accessed through the Gala web site)

– Assigned Gala people to support the activities– Testing environment available, selection of tester based on the

requirements for those who wants to have their game tested.– (that is why we need a broad variety of stakeholders)

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Plans 2013

• The two (3) missing ones will start in March/begin of April (main focus schools and health)

• Future plans: Genoa –Palazzo Ducale hosts a didactic lab where students from various schools perform creative activities. Will test with tablets. Tests planned March - May,

• Coventry will set up a junior SW for school students (live seminars, a discussion session for students to ask questions to our researchers and developers, and also a lab session)

• Bremen has contacted secondary schools and teachers for testing games in the virtual LL

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• Goals– The goals of the metrics described in the deliverable according

to the DoW and how they can be used concretely• Data Analyzed

– Description of the data sources that have been analyzed in the deliverable

• Results– For each examined data source we present an overview of the

conclusions contained in the deliverable. Conclusions are in the form of suggestions for possible community nurturing actions

• Future Work– An outlook on the future actions we plan to take

Community metrics report-Outline

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Data Analyzed

• The Management structure (Work Package, Special Interest Group and Technical Committee)

• The GaLA portal Users (Consortium partners and Associate Partners), and their interests

• The dissemination output as reported by the partners• All mails sent to all the mailing lists in GaLA• Web presence measured by performing Google queries

with the name of GaLA participants• Twitter (followers and following of GaLA twitter user,

@gameandlearning

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Management structure

Network:WP/SIG linked by having common members

Conclusions:– High level of interaction between

partners– Attention to missing and weak

links; community might be “vulnerable” to disconnection if few persons leave.

– Consider central members as possible experts, and as a possible contact point to spread information in the GaLA network.

Groups with no links among them

Central nodes (Weighted Degree)

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Twitter

Network:GaLA twitter user following and

followers up to distance 2Conclusions

– The more connected people can be the target of particular actions such as dissemination of news.

– Insights and indications how GaLA outreaches.

Top nodes (Weighted Degree centrality)

Detail of nodes having at least as many followers as GaLA)

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Future work

• Examine results together with WP 4, 6 and 7, to discuss, develop and plan indicated solutions.

• Use the results to make community participants aware of their status in a network and to identify the institutions or people with similar interests.

• Combine quantitative (SNA) with qualitative (interviews in cooperation with VU Amsterdam) analysis to:– understand better the collaborative and knowledge transfer processes within

the community– suggests concrete measures to improve these processes and GaLA’s

outreach

• Provide a periodic snapshot of the GaLA community using the metrics

• Analyze user-generated content to establish similarities between members (e.g. blog posts, comments, ratings, tagging)

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The Gala Game will help bring members of theGALA network together and allow for thenetwork to operate in a more efficient way. Thegame will allow for network leaders to engagemembers with GALA challenge.

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Key features- Quests

Quests brings in a whole new way to rally GALA members, quests are specific tasks which members can take part in. These quests require certain behaviours to be exerted in order to progress. The main goal of quests is to motivate members to create content for the site and be active in the GALA Network.

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Social Points

• The game system does not reward players points. In order to score points a player needs social recognition from their peers in order to increase their score. This means writing an exciting blog post, starting a great debate or just generally being an active community member.

• Social behaviours - Each behaviour has an assigned score, the more effort and time exerted by the behaviour the more score the player will receive.

• Example of social behaviours– View a player’s blog post.– Comment on a player’s blog post.– Player receives X comments on the blog post.– View player’s network thread.– Comment on a player’s network thread.– Player receives X comments on their network thread.– Others interact on the player’s poll.

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Finite Gameplay

In order to become a useful tool for GALAManagement the game will reset all player

scores at the end of a “Reporting Month”. Thegame will last “3months” per a turn.

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Game Flow

The game has been designed to have a positive feedback loop for all player types. This means that a player will be rewarded with minimal engagement and will be motivated to continue playing to discover different game-play elements.

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KPIs 2. and 3. year

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Target Result Target Result TargetContent page baseline 240 700 710 1200uploaded file baseline 149 200 221 350page edits baseline 2750 4500 4724 7000average edit per page/monthly baseline 11,4 7 6,65 7users baseline 159 220 218 250active users baseline 132 160 155 180Number of games na tool not available 20 35 (4 on the tool) 80Games edit na tool not available 60 55 100Number of content (articles) baseline 142 290 420 700Number of users the same as wiki swiki the same as wiki wikiNo. of followers at @gameandlearning baseline 85 180 223 350Number of tweet of @gameandlearning baseline 180 550 800 1500Number of tweets on #galanoe measured from 19.04.2012 100 450 700top user #galanoe measured from 19.04.2012 more active users (like 20) 13 30visits baseline 13520 25000 22388 27377unique visitors baseline 5104 10000 9966 12734avarage vistit time baseline 04:11 04:00 03:51 03:43number of mailing lists baseline 15 33 33 33Number of messages 5% increaseNumber of members in local LL/per local N.A N.A 15Avarage 35 30Number of games available for trying out and expericing in the living lab N.A N.A 4 3 5Number of new games coll. Dev. N.A N.A 4 3 8Variety of stakeholders N.A N.A at least 6 5 8Number of games evaluated N.A N.A 10 6 20Numbers of members in virtual LL N.A N.A 80 95 150Number of journals on WP 8 content N.A N.A 0 1

conference on WP 8 content N.A N.A 2 3 2

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Key actions Y3

• Complete KES tool • Extend task 8.3 for SNA support in WP 4, 6,7 and virtual

LL• Increase the number of tested and evaluated game

through the LL and the VRE• Support stronger connection between the identified

communities• Tighter cooperation with University of Amsterdam• Evaluate the likelyhood of long term succes for virtual LL

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Questions?

Thanks for your attention

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