WP07 - GaLA

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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
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