SIEGE Conference - corporate learning games
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Transcript of SIEGE Conference - corporate learning games
Corporate Learning GamesCorporate Learning Games
Serious game development in adult learning & development
– going from potentially big to really big.
Kevin Corti
CEO, PIXELearning
Saturday 3rd October 2009
Who am I to talk?
CEO, co-founder, PIXELearning
Background includes Mech Eng, Disaster Management &
eLearning
Co-founded PIXELearning in 2002, custom development Co-founded PIXELearning in 2002, custom development
studio (transitioning to content/product company)
Primary area - corporate L&D
Secondary areas – business education / marketing
Developed some tech (LearningBeans)
Based at Coventry University Serious Games Institute
SGI / AWM / DTG / Serious About Games / IDM etc
“The use of games or gaming dynamics not
simply to entertain the player, but rather to
inspire a particular action, effect some type of
“Serious” Games? What the @%$#?
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
Supply & demand
Inventory management
Pricing strategy
Risk v reward
Profit & loss
Seasonal factors on demand
Business education
Understanding data
Analytical thinking
Strategic planning
Tactics
Performance improvement
Team-building
Management
New product development
Financing a business
Developing markets
Hiring key staff
Financial management
Achieving sustainability
Entrepreneurship
Zoning
Emergency planning
Managing utilities
Crime prevention
Fiscal management
Environmental management
Civic planning
You Play World of Warcraft? You're Hired!
http://www.wired.com/wired/archive/14.04/learn.html
Recruitment
Coaching / mentoring
Division of labour
Working as (remote) teams
Effective communication
Dispute resolution
Leadership
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…..
Cheaper
Better
Faster
What is driving interest?
Class-based (F2F) training is expensive
Logistically challenging to deliver F2F
F2F delivers variable (unpredictable) quality/results
eLearning 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)
“Game the skill”
PRACTICE
Learning games allow
people to experience
a scenario or
situation in a safe,
realistic manner.
Games allow people to practice
Theory Reflection
Putting theory into
practice.
Builds on theory and
post-reflection
(blend)
Games are complex
Complex
Cognitive
activity
Higher-order thinking skills
Learning games focus
on higher-order
thinking skills.
“Do it right whilst under
pressure” - lots of
Information
dissemination
pressure” - lots of
different information,
competing demands.
Focus on strategy and
decision-making, for
example, not just
memorizing facts!
Virtual experience is cheaper
“VIRTUAL EXPERIENCE”
Learning games allow
users to acquire ‘virtual
experience’.
“Screw up in-game…not
on the job”.
Virtual experienceReal world
application
on the job”.
They can then apply this
to the real world –
transferable learning!
Adults like to solve problems
ADULT LEARNING
Learning by doing!
Adults like problem-
based learning,
challenges and clear
relevance to work or
personal needs.
Problem-based
Learning (goals,
tasks)
personal needs.
Learning games are
based on their job role
and/or work
environment.
Games are engaging
Passive
reception
ENGAGEMENTLearning games positively
encourage user
participation.
Moving from “fill the vessel”
with facts to….
Active
engagement
with facts to….
…empower the user to make
decisions and experience
meaningful consequences.
Learner-centric experiences!
Competition & collaboration
Collaboration
Added realism
MULTIPLAYER
Multiplayer allows
learners to collaborate
and compete.
Makes experience very
life-like, challenging
Peer review
Collaboration
Group support
life-like, challenging
and engaging.
Peer support + learn
from others.
Erm, so…no
aliens then?
Sounds a bit dull
NO FUN- By order of the corporation
Our Worlds of Makrini – a.k.a. The Diversity & Inclusion Game
PIXELearning & Global Lead LLC
New (less volatile) markets
Much lower cost of entry
Reuse existing technology & IP
Reasons to get excited
Different business models
Annual recurring revenue streams
Strong margin potential
Strong growth potential
Global ‘education’ market = US$2 trillion
US training market = US$130bn (employs 500,000 people)
UK training market = US$30bn
What is the opportunity?
CAUTIONHandle with care!
UK training market = US$30bn
Indian training market = US$1.6bn (25% annual growth)
Global eLearning market = US$50bn
Serious 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 models
Work for hire – custom development
Content 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 Falstein
People from the web/multimedia industry
– E.g. DESQ
People from the learning & development industry
Virtual worlds – Forterra, 2nd Life etc
Traditional modelling/simulation – G2G3, BTS (Visual Purple)
Marketing agencies
Induction
Change management
Sales training
Project management
Customer service
What are they doing?
Understanding marketing
Understanding finance
Pitching to investors
International trade
EntrepreneurshipCustomer service
Channel support
Leadership development
Dealing with difficult people
Appraisals
B2C promotions
Diversity & inclusion
Audit intern training
IT systems familiarization
Entrepreneurship
Energy wise IT
Call centre training
IT security for SMEs
Business studies
Citizenship
Financial compliance
Protecting IP
Corporate Social Responsibility
Where are they doing it?
#2 UK
SGI
(Cov)
#2 UK
#3 W. Europe
#4 SE Asia
#1 N. America
SGDI
(CA)
GfLI
(NYC)
Who are they doing it for?
3M
Shell
BP
Hilton
Best Buy
Coca Cola
Orange
HP
Cisco
IBMBP
BNP Paribas
Fifth Third Bank
VISA
L’Oreal
Orange
Vodaphone
British Telecom
Belgacom
Comcast
Nokia
Volvo
IBM
Raytheon
Northrup Grunman
KPMG
PWC
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?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....
Basically learning-by-doing with highly engaging experiences.
Definable Return On Investment -
Predictable delivery and acceptable cost of custom solutions.
Clear understanding of and support through process
Already exists (off the shelf product)?
Proof that the investment is justified
Predictable delivery and acceptable cost of custom solutions.
Must clearly target a business need
In 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 / iPhones
A NICHEFor everyone
VISA – Financial Soccer
Financial 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.
“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.”
CISCO – Binary Game
http://forums.cisco.com/CertCom/game/
binary_game.swf
“Learn all about
networking whilst you
play!”
CISCO Mind Share
BNP Paribas
A 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 training
Delivering productivity gains: (“gaming the skill”)
� Technical audit training
� US audience (approx 1,000/yr)
� 1:3 the simulation:instructor blend� 1:3 the simulation:instructor blend
� Desire to ‘do’ rather than ‘learn about’
� Assessed to Kirkpatrick L4 / Phillips ROI
The KPMG simulation enables learners to:
1. Practice both technical & soft (client-facing) skills
2. Experience accurately recreated audit processes
3. Understand real world cause & effect
Measured productivity improvement > $13m
Delivering effective learning to all staff: (where eLearning could not)
� Almost compliance (major cost of failure)
diversity training
� Almost compliance (major cost of failure)
� F2F costs impossible
� Very sensitive subject (diversity)
� Staff apathy / reluctance
Makrini (the diversity game) is:
1. Easily accessed (web-based )
2. Engaging & rewarding (people will use it)
3. Very practical (recognisable tasks)
Drivers / ROI / Metrics
Helping to manage change: (show WHY not just HOW)
� Major SAP rollout� Major SAP rollout
� Major process streamline/change
� Global workforce to communicate with
� Staff resistance/inertia
PET (the Process Education Tool):
1. Easily accessed (through LMS)
2. Accurately mapped internal processes
3. Demonstrated business cause & effect
IT security games
� Deliver mix of business
and technology courses
� Traditionally F2F in
EMEA and AsiaPac
� Through training � Through training
partners
� HP MEAI limited by time
& resources
� Audiences limited by
time, travel etc
Caspian Learning & Thinking Worlds
3D 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 - Merchants
2D/Cartoon style, easy to use game set in historical setting (Venice, 15th century) to
train users in sales/negotiation skills
IBM – Innov8/Innov8 2.0
3D 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
Visual Purple/BTS (US)
‘Winning in Wireless’ – 3D, role play +
business sim – business skills
Xposim
Oil exploration sim – mix of pre-canned
3D animations, 2D sim interfaces – huge
detail in underlying models
Leadership development
Multiplayer (teams of 4), Flash-based using Adobe Flash Media Server. Challenges with firewall,
LMS etc.
Leadership development
Leadership development game. Focuses on problem-solving, communication
and coaching.
Leadership development
Multiplayer (teams of 4), Flash-based using Adobe Flash Media Server.
Challenges with firewall, LMS etc.
What are the challenges?
“So, why aren’t we all
rich yet then?”
• Training market is conservative & usually slow
to adopt
• Lack of available case studies, examples and
proven results
• Predominance of ‘work for hire’ model
• Confusing number of orgs, tech, products, etc
– no clear offering
• Global economy – risk averse, low training
investment
Corporate/training ‘nuances’
Specific ‘characteristics’ of the training world.....
• LMS’s (control) + SCORM/AICC standards
• DDA/Section 508
• Commoditisation of eLearning
• Training works with ‘content’ creation
• Linear instructional approaches
• “Specify then build” approach to enterprise software
• IT security & infrastructure
Costs/pricing
“What’s the
going price of
a serious
game?”
Work for hire...
• $50k - $250k normal range
• $500k - $1m possible
OTS product/solutions approach...
• $10 - $100 per seat
• $10k - $100k site licenses
• annual licenses
* What is ‘a game’?
• Driven by budget quarters / year
ends
• OTS products would be much
Timescales
“Can you build it by
the end of the
month?”
• OTS products would be much
more attractive (but clients want
customisation)
• 20:80 rule – makes clients
uncomfortable.
Timescales
• Normal range 2 to 6 months
• Usually to fit in client budget quarters (3 or 6 months)
1 month
2 months2 months
4 months
5 months
6 months
7+ months
3 months
* Based on analysis of PXL
projects 2007-09
Page 16
So...where do you go from here?
Web communities
- http://seriousgames.ning.com
Serious Games People LinkedIn group
- http://theevilnumber27.wordpress.com/linkedin-group/
Books & papers
- Clark Aldrich (3 books)- Clark Aldrich (3 books)
Virtual Worlds, Real Leaders - IBM Global Innovation Outlook 2.0 Report
www.ibm.com/ibm/gio/media/pdf/ibm_gio_gaming_report.pdf
Seriosity report – leadership in games and at work
www.seriosity.com/downloads/Leadership_In_Games_Seriosity_and_IBM.pdf
Serious Games Summit – 23rd March in San Francisco (alongside GDC)
The E-Learning Guild 360 Research report, March
2008, “Immersive Learning Simulations”.
http://www.elearningguild.com/
Publications
Kevin Corti, [email protected]
+44 (0) 24 7623 6971
PIXELearning Ltd
The Serious Games Institute,
Coventry Innovation Village,
Cheetah Road, Coventry
CV1 2TL
LinkedIn: www.linkedin.com/in/kevincorti
Company web: www.pixelearning.com
Twitter: @pixelearning