GaLA Game and Learning Alliance The European Network of Excellence on Serious Games WP7 Integration in Corporate Training Johann Riedel UNOTT Nottingham University Business School Luxembourg 2-3 December 2014 Final Review Meeting European Commission DG CONNECT 1 WP7 Tasks • T7.1 Corporate user & training stakeholder requirements (CEDEP) • T7.2 Metrics for SG in corporate training (Cyntelix) • T7.3 Integration methodologies for corporate training (UNOTT) • T7.4 Community of corporate users (NURC) • + Roadmap Luxembourg 2-3 December 2014 Final Review Meeting European Commission DG CONNECT 2 WP7 Status • Last year’s deliverable D7.3 was accepted • Deliverable D7.4 – Needs • Survey of MBA Alumni working in companies – Integration • Final Integration Framework • Overview of Guidance Handbook – Metrics • Guidance for Measuring Commercial Outcomes • Evaluation of Afghanistan SG • Sepsis SG • Community Building • Reviewers’ Recommendations – Focus on Handbook of Guidance Luxembourg 2-3 December 2014 Final Review Meeting European Commission DG CONNECT 3 Company Needs - SG Survey • Decided to re-launch SG survey – In collaboration with WP4 • MBA Alumni – Graduates – Working in industry – Diverse Industry sectors • Shortened Survey – only 5 questions • Online Survey • Three business schools: Unott, Cedep, ESADE – Very low response rate (not allowed to email the individuals) • ECLF Refused to participate • AAU Telephone questionnaire – July-August 2014, Very successful Luxembourg 2-3 December 2014 Final Review Meeting European Commission DG CONNECT 4 MBA Survey • • • 106 Danish MBA Alumni (graduates) Does your org. use Games/ Gamification – 99% Average years in job: 9.6 years Industry Sector Manufacturing Energy & Utilities Services IT/ Telecoms Education Defence/Military Other________ Transport/Logistics Public Administration/Government Healthcare Media Financial Services Retail Aerospace Luxembourg 2-3 December 2014 Final Review Meeting Culture/Heritage European Commission DG CONNECT 0% 10% 20% 30% 40% 5 50% Functional Area Logistics/SCM Production Engineering Procurement Marketing R&D Design Sales Administration HR/Training Warehouse Transport Finance/ accounting, Quality controlling, Other ITC 0% Luxembourg 2-3 December 2014 5% 10% Final Review Meeting 15% 20% 25% European Commission DG CONNECT 30% 35% 40% 6 Business Challenges (all that apply) New strategy development 50%+ 6 challenges: • new strategy development • new market development • profitability/ cost saving • expansion/ growth • reorganisation/ relocation • innovation/ creativity New market development Profitability/ cost saving Expansion/growth, Reorganisation/ relocation Innovation, creativity Changing culture, cross cultural management Managing change, resistance to change, Decision-making/ problem solving Communication/ conflict resolution < 50% 3 challenges: Employee development • changing culture/ cross cultural management • managing change/ resistance to change • decision-making/ problem solving Customer service Team-working Virtual team-working Quality Issues Environment impact/ sustainability Downsizing Improvement programme(s)/ intervention, Employee turnover, employee competence 0% 40% 2 challenges: • communication/ conflict resolution •employee development Luxembourg 2-3 December 2014 10% 20% 30% 40% 50% 60% <20% 6 challenges: virtual team working, quality, environment/ sustainability, downsizing, improvement programmes and employee turnover Final Review Meeting European Commission DG CONNECT 7 Barriers – ‘Top 3’ Unconvinced of the business case >40%+ 3 barriers: Lack of information about Game-based solutions’ practical … • unconvinced of the business case • lack of information on practical application • not easy/ practical to develop or use SGs It is not easy, or practical, in our business to develop/use Game -… We use external consultants that help us to solve challenges Lack of awareness of the benefits of Game-based solutions Difficult to estimate the Return On Investment Cost of using/ developing a Game-based solution Lack of knowledge (self, company) about Game-based solutions Unwilling to invest in developing Game-based solution Lack of good quality information about Game-based solutions Not enough time to use Game-based solutions in our company 30 - 40% 3 barriers: Staff and employee perception that playing games is easy but … • lack of awareness of SGs • difficult to estimate the ROI • cost using/developing SGs Lack of staff who are willing or experienced in using Game -… Low Familiarity with using technology for Gamification Worries about the integration of Game-based solution in to … Not sure of the reliability of the technology Low Familiarity with using technology for 3D Environments Low Familiarity with using technology for Virtual Worlds Other_____________ Lack of IT/ technical facilities and support for using Game-based … 0 10 20 30 40 50 Conclusion: Information about the business benefits and practical application of SGs are the biggest barriers Luxembourg 2-3 December 2014 Final Review Meeting European Commission DG CONNECT 8 What Use SGs for To improve employees competences As a means to foster innovation and creativity 50%+ Top Uses • improve employee competence • foster innovation/ creativity • resolve resistance to change • improve employee engagement • improve team work As a means to resolve resistance to change To improve employee motivation/ engagement To improve team work To enter new market sectors To increase our revenues As a Marketing tool to gain more influence and loyalty from our clients To reduce costs related to training Recruit new, more competent, employees 0% 10% 20% 30% 40% 50% 60% Low use: Reduce training costs Recruit new employees Luxembourg 2-3 December 2014 Final Review Meeting European Commission DG CONNECT 9 70 Advantages Become a more flexible organisation Make our employees more adaptable Become more efficient Improve our staff competence (team work, self-management, decision-making, problem solving) Increase support for creativity and innovation Become more profitable Improve our products/ services Enter new markets Increase our sales Reduce our training costs 0% 10% 20% 30% 40% 50% 60% 70% 80% Conclusion: SGs have good advantages, particularly for improving flexibility and adaptability Luxembourg 2-3 December 2014 Final Review Meeting European Commission DG CONNECT 10 SG Survey Conclusion SGs have attractive advantages & can address business challenges: • new strategy development, new market development, innovation/ creativity, changing culture/ cross cultural management, managing change/ resistance to change • decision-making/ problem solving • Information about the business benefits and practical application of SGs are the biggest barriers Luxembourg 2-3 December 2014 Final Review Meeting European Commission DG CONNECT 11 SG Integration in Companies SG Integratio n Training Intervention Viral Diffusion Gamific ation People Development Change, Strategy, Culture Use game dynamics to diffuse of operations, Interaction with Customer Change Management Cultural Adaptation Executive Education Direct SG Training Luxembourg 2-3 December 2014 Strategy Development Final Review Meeting European Commission DG CONNECT Employee Engagement Customer Engagement 12 Guidance Handbook • Printed A5 book • SGS members receive free copy • Also available online for download, for 10 euro Phase Stage SG Examples Preparation Prepare materials and facilities SIBILLA Logistics SG Playing Evaluation Briefing - Explain what to do Cosiga Practice the SG Cosiga Play the SG/ Facilitation Seconds Formative Evaluation Sepsis Six Learning/ Surgical checklist game Summative Evaluation Lego Serious Play Beer Game Seconds Consolidation Debriefing Cosiga Evaluation SG worthwhile/ effective Maersk Quest for Oil Vistra Commercial outcomes Afghanistan Stop the Pressure Luxembourg 2-3 December 2014 Final Review Meeting European Commission DG CONNECT 13 Metrics for SGs in Companies - Overview Work completed • Guidance for measuring commercial outcomes for companies • Evaluation of Afghanistan SG Ongoing Work • Evaluation of Commercial Outcomes • Sepsis game Luxembourg 2-3 December 2014 Final Review Meeting European Commission DG CONNECT Evaluation of Commercial Outcomes – Sepsis • SG for Sepsis training for nurses and carers • Sepsis is a potentially fatal condition – 37,000 deaths/UK/Yr • Treating Sepsis costs the UK health service more than £2.5+ billion every year • The time and money spent treating Sepsis means other patients may not always get the care they need • Longitudinal study on: 1. Effectiveness of SG as learning means 2. Uptake of game in hospitals/ care homes 3. Improvement to practice 4. Reduction in Sepsis incidence Luxembourg 2-3 December 2014 Final Review Meeting European Commission DG CONNECT 15 WP7 Community Building Online Synergistic use of LinkedIn: • LinkedIn SG group grown: • from 1,400 to 4,813 • 3,600 increase since beginning of GALA • New LinkedIn Gamification Group • 4,968 members • 1,036 increase since last year • GALA members leading contributors • Corporate Group on SGS Luxembourg 2-3 December 2014 Final Review Meeting European Commission DG CONNECT 16 WP7 Events • Playgen events in London, including Digital Shoreditch. • Living Lab Events: Bremen (Logistics), Coventry (Health) • CMRE (NURC): organized the thematic workshop on Security Safety and Crisis management in the framework of the 13th International Conference on Modelling and Applied Simulation (MAS2014) in Bordeaux on 10-12 September 2014. • BIBA, POLIMI, UNOTT: IEEE ICE Conference, 24 June 2013: Serious Games in Manufacturing Workshop, 25 attendees. • Polimi, NTNU, Unott, and LACE, Manuskills & Gala Industry Event on Manufacturing Education at World Manufacturing Forum, 3 July 2014, 55 attendees. Luxembourg 2-3 December 2014 Final Review Meeting European Commission DG CONNECT 17 WP7 Roadmap SGs in Companies Corporate SG Applications Research and Development Evidence of SG Outcomes Demonstration Game analytics and data/ privacy Regulatory & Standards Game mechanics and learning Market introduction SG development from ‘art’ to science remote/mobile SG learning Luxembourg 2-3 December 2014 Figure 1Meeting : SGs in Companies Overview Timeline European Commission Final Review DG CONNECT 18 WP7 Metrics Targets Metric: Year 1 Conference Publications 2 Achieved Year 2 Year 3 3 3 Year 4 Total Year 1 3 11 2 7 2 3 14 0 1 1 2 4 +# 8 +# Book Chapters Journal Publications 1 Nr of 1st tier publications Nr of other journal publications Nr of other conference publications 1 3 1 1 1 2 1 6 Integration Case Studies 5 1 Joint Research Activities 1 2 Industry Events 2 Articles in industry press 1 Luxembourg 2-3 December 2014 2 Year 2 Year 3 Year 4 Total Final Review Meeting 1 2 3 11 6 5 2 5 1 2 1 4 2 2 6 11 4 1 17 2 10 13 2 2 1 European Commission DG CONNECT 6 19 WP7 KPIs • Number of external members of SGS Marketplace Corporate Community – Increased by 100% since the end of Gala project • The number of downloads of the “Handbook for using SGs in Companies” from the Corporate Community on the SGS Marketplace – 150 Luxembourg 2-3 December 2014 Final Review Meeting European Commission DG CONNECT 20 WP7 Publications – Yr 4 Journal Articles Riedel, JCKH; & Azadegan, A. (2014) A Framework for Integrating Serious Games in Companies, International Journal of Serious Games. (Article completed ready for submission) Book Chapters Riedel, JCKH; Feng, Y; Azadegan, A; Romero, M; Usart, M. & Baalsrud Hauge, J. (2014) Measuring the Commercial Outcomes of Serious Games in Companies – A Review, In: Ma, M; Oliveira, MF; & Baalsrud Hauge, J. (Eds) 5th International Conference on Serious Games Development and Application, SGDA 2014, Berlin, Germany, October 9-10, 2014, Proceedings. Lecture Notes in Computer Science, LNCS 8778. Springer, Switzerland, pp176-191. Feng, Y. & Riedel, JCKH. (2014) The Knowledge Creation Process in New Product Development Teams in Simulation Games – A Literature Review, In: Kriz, WC. (Ed) The Shift from Teaching to Learning: Individual, Collective and Organizational Learning through Gaming Simulation, (Proceedings of the 45th ISAGA International Simulation and Gaming Association Conference, 7-11 July 2014, Dornbirn, Austria). Bertelsmann Verlag, Bielefeld. pp123- 132. ISBN 978-3-7639-5420-9. Azadegan, A; Baalsrud Hauge, J; Harteveld, C; Bellotti, F; Berta, R; Riedel, JCKH; Bidarra, R. & Stanescu, IA. (2014) The move beyond edutainment: Have we learned our lessons from the entertainment industry?, Proceedings of the GaLA: Gaming and Learning Alliance Conference, Paris, 23-25 October 2013. Lecture Notes in Computer Science, LNCS 8605, pp1-13. Springer, Switzerland. ISBN 978-3-319-12156-7. Conference Papers Riedel, JCKH. & Azadegan, A. (2014) A Framework for Serious Games Use in Companies, ECGBL 2014 - European Conference on Games Based Learning, 9-10 October 2014, Berlin, Germany. Riedel, JCKH; Feng Y; Azadegan, A; Romero, M; Usart, M. & Baalsrud Hauge, J. (2014) Measuring the Commercial Outcomes of SGs in Companies – A Review, SGDA - Serious Games Development and Applications, 9-10 October, Berlin, Germany. Feng, Y. & Riedel, JCKH. (2014) TheReview Knowledge Creation Process in NewEuropean Product Development CommissionTeams in Simulation Games – A Luxembourg Final Meeting Literature Review, Conference, 7-11 July 2014, Dornbirn,21 DG CONNECT 2-3 December 2014 45th ISAGA International Simulation and Gaming Association Austria. WP7 Conclusion • Consolidation of the work • Finalisation of Integration framework • Survey of user needs confirmed the need for high quality information on SGs in companies • Handbook • Community building will continue • LinkedIn & SGS • Metrics • Continue evaluation of commercial outcomes • Sepsis SG Luxembourg 2-3 December 2014 Final Review Meeting European Commission DG CONNECT 22