WP3 : Serious Games in Applications Michela Mortara, Bianca Falcidieno, Chiara Catalano CNR-IMATI Genova Overview Objectives of the WP Organization of the WP Activities and Time Plan for the First year Status of the WP and Deliverable D3.1 Work in Progress and Plan for the Second year Discussion Objective and strategy Providing the basis for gradually increasing the connection among users and stakeholders through integrative mechanisms Analyzing the current practices, gaps and desiderata concerning the adoption of SGs in various application fields Identification of barriers and facilitators Methodological and technological open issues best practices in the adoption and development of SGs market perspectives in new, promising application fields or breakthrough in established ones Support and stimulate knowledge exchanges Further research, project proposals Structure of the WP Business and management Engineering and manufacturing Health and fitness Security, safety & crisis management Humanities & Heritage Personal & social learning & ethics 17 partners 70 MM (T3.1, CEDEP) (T3.2, PoliMi) (T3.3, HWU) (T3.4, NURC) (T3.5, CNR) (T3.6, Inesc-Id) SIGs Harmoniization & integration (T3.7 ,CEDEP) Established six Special Interest Groups, plus an harmonization and integration task. Detail of the Activities Roadmap for the first year Activity responsible 1-SIG Set-up SIG leaders 2-Identify stakeholders and titles SIG leaders 3- Scheme and guidelines for evaluation WP leader 4-Assessment and cataloguing of SGs SIG leaders 5- ad-hoc meetings, questionnaires and critical assessment of the field SIG leaders 6-Assessment for crossfertilization T3.7 leader 7-Monitoring potential new SIGs T3.7 leader 8-Deliverable preparation WP leader PM1 PM2 PM3 PM4 We are here! PM5 PM6 PM7 PM8 PM9 PM10 PM11 PM12 Detail of the Activities 1. 2. 3. 4. 5. 6. 7. 8. SIG Set-up Identification of stakeholders and titles Taxonomy and scheme for classification of SGs Assessment and cataloguing of SGs Ad-hoc meetings, questionnaires and critical assessment of the field Assessment for cross-fertilization Individuation of potential new SIGs Deliverable preparation 7 Deliverable D3.1 WP3 is expected to deliver one single report due at PM12 (end of september) D3.1 will consist of: Introduction and description of the WP: objectives, organization and details of the common activities as presented in the previous slides The Field Reports, one for each SIG, by the SIG leaders The harmonization and cross-fertilization assessment, including recommendations for new SIGs or new focus for the present ones, by the T3.7 leader The plan for the next year of activities. Field Report Structure Organization of the SIG SIG leader, active members, interested Definition of the field Description of the domain and SIG taxonomy classifying the educational objectives and/or the competencies and skills that games in the area teach/train. SIG motivation why the application field is so relevant and promising for SG development and spread; which is the added value provided by SGs in the field Field Report Structure Stakeholders in the field Customers, Developers, Research institutes and also Conferences Journals Projects Other (e.g. blogs, communities) as indicators for the spread of SGs in the domain. Field Report Structure Brief state of the art of the methodology and of the technology relevant to the field Describe the potential solutions to any specific design requirement given by the application: e.g. need for realism, fast interaction, particular interaction devices… Field Report Structure SGs Case Studies This section collects the interesting SGs in the field discovered so far. The collection should be as exhaustive and balanced -with respect to the taxonomy terms- as possible. It is also the starting point for a catalogue of SGs that will be continuously updated and will be hosted on the Virtual Research Environment when ready. Each game entry is tagged with taxonomy terms and described by the metadata already defined on the wiki. Field Report Structure Stakeholder survey (analysis of questionnaires) Identification Current Situation and Practices, focussing on: Technical aspects on the game side: Design, Operationalisation & Testing, Business Model Technical aspects on the learning side: Usability, Effectiveness, Evaluation Facilitators for Adoption of SGs in the field Barriers for Adoption of SGs in the field Best/worst practices Needs and Desiderata of Stakeholders, focussing on needs which have been already addressed issues still overlooked Field Report Structure Insights gained (Synthesis of questionnaires) Identify present trends and promising future developments in the field focussing on: Needs which can be solved by integration/defragmentation actions Open issues still not addressed by research: important for the roadmap, for seed project ideas, joint papers and future project proposals Guidelines for the adoption of SGs Guidelines for the design/development of a good SG Field Report Structure SIG Specific Actions Defragmentation Actions Integration Actions Dissemination Actions Bibliography (relevant papers and any other material) Next: the Field Reports SIGs SIG3.1 Business and Management Angelo Marco Luccini CEDEP Scope of SIG3.1: the taxonomy Use of the taxonomy elaborated by EC project OpenScout (ECP 2008 EDU 428016) In order to address the fragmentation provided by the different categorisations of Business and Management, Provision of a fully comprehensive list of concepts reflecting the areas of interest broken down into sets of relevant competences. It has been revised by INSEAD Business School and CEDEP executive education centre. Slightly adapted by integrating the concepts that have been already introduced in Business education such as Collaboration and Crisis Management NB: In business environments often SG is a term hardly accepted, because of the gaming aspect (often associated to “fun” as a purpose itself). The common term used is Simulation. Overview of SGs in the domain Advergames & Brand-games vs. Educational games Advergames & Brand-games Neuromarketing Many business and management games are addressing the mainstreams of world economy and serve the HE programmes held in Business Schools, corporate universities and academic institutions (e.g. marketing sims, finance sims) Emerging social aspect learning communities However, there is room for new emerging subjects (e.g. Ethics, CSR, Blue Ocean Strategy, Humanitarianism) and for the ones that have just started to be addressed (e.g. Crisis Mgmt at strategic & tactical level rather than operational one) And for fully online deployment Insights gained (ideally from the analysis of questionnaires) Gaps and Desiderata of the stakeholders as emerge from the last section of the questionnaires Questionnaires data are still missing “Actionability” is a must! Put the learning into practice More and more room for fully online deployment (i.e. briefing, game session and debriefing are run online only) Online facilitation + remote & diverse Bandwidth and tech issues (e.g. scalability) Social aspect before, during and, most of all, afterwards However, still F2F is the most common deployment setting and Blended solutions seem to be more acceptable (e.g. web + F2F/web + F2F) Present trends and promising future developments Guidelines for the adoption of SGs (from the identification of Barriers and Facilitators for the adoption of SGs in the field) Still hard to make the SG name digestible, despite at least the concept of Smallworld has started to become familiar to corporate organisations and education Important for addressing organisations learning communities / CoP (social aspect) To make users understand that SGs do not necessarily bring to sense of accomplishment and instant gratification for achieving mission goals. Often failure is the most likely outcome. Insights and lessons learnt from frustration Present trends and promising future developments Open issues still not addressed by research: important for the roadmap, for seed project ideas, joint papers and future project proposals Post Games Learning Community (PGLC): Seed Project that applies not only to Business & Management domain but to all application fields, Ethics, CSR (sustainable development, human capital, civil society, cultural heritage, carbon footprint), Humanitarianism, eDemocracy & eGov & we-Gov (participative govmnt.) BOS (creating new markets), Present trends and promising future developments Guidelines for the design/development of a good SG (from the identification of Best/worst practices) Moving from procedural games where goals are fixed and steps to achieve them are univocally set (the actual traditional Simulations) towards games where there is room for divergent thinking, alternative paths and solutions exploration and even fuzzy and / or ever changing goals where typically optimal solutions may even not exist but just a set of good ones. Boosting creativity + engagement of knowledge workers Game follow up: sustaining the learning community (social aspect) with social / WEB2.0 tools and games Specific activities done in the first year and/or planned in the second year specific actions or achievements in the first year (e.g. joint papers, presentations) Presentations of GaLA aims and perspectives in the network of CEDEP / INSEAD FIAT already expressed interest in being part of the Advisory Board Specific activities done in the first year and/or planned in the second year Specific needs for the second year (e.g. enlarge or narrow down the field scope to particularly promising sub-fields) Exploring emerging subjects in business matters that may be interrelated with other domains (e.g. Ethics, Sustainability, CSR, humanitarian aid) or that promise to be next to come (e.g. eDemocracy, eGov and participative government – we-gov) or that maybe have not been fully addressed yet (e.g. innovation in NPD, creativity) Social aspect (PGLC but not only) Just in case… If there is still time you can finish with a short demo or a quick review of a SGs you find particularly interesting, commenting why. Game to be identified among the ones collected so far 3rd GaLA meeting 19-21 September 2011 BIBA - Bremen SIG3.2 Engineering and Manufacturing Borzoo Pourabdollahian Politecnico di Milano Borzoo.pourabdollahian@mail.polimi.it 3rd GaLA meeting 19-21 September 2011 BIBA - Bremen Contents 1. Activities 2. Stakeholders 3. Taxonomy 4. Increasing the general awarenees of serious game 3rd GaLA meeting 19-21 September 2011 BIBA - Bremen Activities ❶ Studying literature review ❷ Defining taxonomy and stakeholders ❸ Carrying out field research ❹ Increasing the general awareness of serious games 3rd GaLA meeting 19-21 September 2011 BIBA - Bremen Stakeholders Customers Decision makers Users Suppliers Designers Buyers Learners Vendors 3rd GaLA meeting 19-21 September 2011 BIBA - Bremen Taxonomy Engineering and Manufacturing environment can be considered as 3 main concepts. For designing Serious games the relation between them have to be considered carefully. Approach Application Function 3rd GaLA meeting 19-21 September 2011 BIBA - Bremen Approaches Various modern and well-known concepts are defined in this area which can be trained to people by serious games and simulations Product design Sustainable Manufacturing Supply Chain Management New Product Development Lean Manufacturing Just in time manufacturing Service operation Management Mass customization Agile manufacturing 3rd GaLA meeting 19-21 September 2011 BIBA - Bremen Functions According to organization structure, people in different departments need specific and particular skills Operation Unit Purchasing Unit Logistic Unit ICT Unit R&D Unit Applications 3rd GaLA meeting 19-21 September 2011 BIBA - Bremen Manufacturing systems are divided into different sections and industries that understanding how people can improve their competency in each application by serious game is a must. Metal & Mining High Tech Telecommunication Forest Products Pharmaceutical & Medical Products Energy Electronics & Semiconductor Food & Beverage Automative Aerospace 3rd GaLA meeting 19-21 September 2011 BIBA - Bremen Approach Function Sustainable Manufacturing Supply Chain Management Operation Unit Logistic Unit ICT Unit Maintenance Unit …… key learning indicators in each cell have to be identified exactly Lean Manufacturing Mass customization …… 3rd GaLA meeting 19-21 September 2011 BIBA - Bremen Increasing the general awarenees of serious game ❶ Increasing the awareness of SGs between students at engineering schools ❷ Holding workshops for stakeholder ❸ Attracting audiences by presenting real evidences 3rd GaLA meeting 19-21 September 2011 BIBA - Bremen Thank you for your attention SIG3.3 Health and Fitness SIG Leader: Alasdair Thin (HWU) SIG Deputy Leader: Giusy Fiucci (ORT) Scope of the SIG: the taxonomy Overview of SGs in the domain VERY DIVERSE field Wide Range of Different Applications Large Number of SGs in Field Very Limited Evidence Base Only 1 specialised journal Only few specialised conferences Stakeholders Insights gained Many current funders of SGs are in fact game publishers and yet most do not realise it. Individuals on design/technical side are far too caught up in the technology and grossly under-estimate the importance of the human behavioural aspects in influencing outcomes Individuals on health/fitness side are often ignorant about games, sceptical and even hostile. Facilitators Rising Cost of Healthcare Widespread adoption smart-phones Barriers Broad scepticism of video games High demands for the demonstration of efficacy Addressed Sufficient evidence to support POTENTIAL of SGs in field Overlooked Unequivocal evidence of effectiveness Sustainable business models Specific activities done in the first year and/or planned in the second year 1° Year Lab Visit (HWU – Univ Graz) Lab Visit (HWU – Univ Southern California) Started Work on Behavioural Model 2° Year Establish Business Models Determine Value Chains Prioritise Focus Areas Continue Work on Behavioural Model SIG3.4 Michel Leonard NURC Scope of the SIG: the taxonomy Overviewof SGs in the domain SG Insightsgained (ideallyfrom the analysisofquestionnaires) Fields were questions are not welcomed. Interoperability Data exchange (HLA ?) Faster, Better and cheaper Multi-cultural aspects. present trends and promising future developments Success Stories – Direct correlation with the game In average, still very simple Vs the production time Data fusion/Game intelligence is an issues Problems related to psychological More and more technologies and tools are becoming available (Game Industry) TTX HPTT2 (La Spezia, Dec 05-09) Serious Game on Harbor Security (20+ participants in battlefield SG) - 11 simulators with consoles - 6 Autonomous Agents (AI) - 75 Simulated traffic ships - 24 scenarios (3 days) - Real-time data (traffic, radar, data fusion) - Multi-cultural (police, navy, politics, researchers) SIG3.5: Humanities and Heritage Michela Mortara, CNR-IMATI Genova Scope of the SIG: the taxonomy FORMAL EDUCATION HUMAN SCIENCES History Geography Languages Literature Art Social Sciences Performing Arts (dance, music, …) Visual Arts (painting, sculpting, …) Law Philosophy Politics NATURAL SCIENCES Astronomy Physics Chemistry Biology Medicine & Pharmacy Mathematics Computer Science INFORMAL AND MULTIDISCIPLINARY EDUCATION Cultural Awareness Historical Reconstruction Awareness about a culture of the past Reconstruction of a specific historical event Heritage Awareness Cultural Heritage Architectural / Natural Heritage Overview of SGs in the domain Several conferences as well as journals focus on digital heritage, which list among the topics of interest games. Nonetheless, no specific journal or conference is devoted explicitly to serious games for (humanities and) heritage. Some EU projects focus on serious games for a specific sub-topic of humanities and heritage (i.e. TiE, 80days) Many deal with digital heritage (e-vita,V-MUST, 3DCOFORM) Many blogs and communities on the topic, i.e. playthepast and newsgames. Insights gained The learning achieved with SGs is perceived at its initial stage: a methodology to assess the real learning gain is crucial The fun is perceived of secondary importance for teachers and trainers but less fun implies loss of interest The most important point is the game to be adaptive to the learner’s level The essential aspect to determine engagement is the plot The main barrier is FUNDING The trend is towards as natural as possible interactions (e.g. gesture recognition) There is skeptiscism with regards to BCI, and no clear ideas about how to effectively exploit feedback. Needs which can be solved by integration/defragmentation actions: Raise awareness about: The learnign effectiveness of games Efficient management of multimodal and multidensional content and media New interaction paradigms(BCI, gesture recognition, etc.) Show the potential of VR-setups, powerwalls, etc. for heritage exibitions Create new interdisciplinary curricula new professionals with computing, art and psycho-pedagogical expertises are needed. Open issues Deriving a formal methodology for assessing the educational effectiveness of games and other aspects like socialization Streamline the production process to reduce the amount of user intervention Tools for quicker content creation and storyboard management Smarter management of multimedia content within the game For a (seed) project: How to effectively exploit data logging? BCI in action SG as a creative tool e.g. for film editing, small production at home Integrate with Health & Fitness – virtual tourism + fitness workout Guidelines for the design/development of a good SG For cultural exhibitions cope with space and time issue Representation (accuracy, believability), experience (storytelling, empathy), interaction (importance of HCI and HW) Virtual tourism: geo-referencing for compatibility with GIS Procedural modeling and semantic content generation Adaptation of game flows and mechanics to the user profile integrating an e-Learning Engine (as in 80days) Small games for on-line fruition, simple but brilliant ideas Specific activities done in the first year and/or planned in the second year Joint publication accepted at the 12th International Symposium on Virtual Reality, Archaeology and Cultural Heritage VAST2011: M. Mortara, F. Bellotti, R. Berta, C. E. Catalano, G. Fiucci, M. Houry-Panchetti, P. Petridis “Serious Games for Cultural Heritage: the GaLA Activities” (Project Paper) A longer version is planned for submission to a journal. New insights for this SIG: Science and technology (institutional) Graphic design and digital art. SIG3.6 Personal and Social Learning & Ethics GAIPS / INESC-ID Scope of the SIG: the taxonomy Soft Skills: SG which relate to individual's Soft Skills Social Awareness: SG which promote collective recognition of social relevant issues, as a first step towards their resolution E.g. Social Responsibility, Health, Environment… Ethic Games: SG that allow the user to address ethical problems, and acquire knowledge and skills directly related with it Personal (e.g. Strategic Thinking, Creativity Problem Solving) Social (e.g. Empathy, Team Work, Conflict Management) Ethic games provide elements of thought that help the user to address and rationalize over ethical issues. A total of 30 sub-categories were identified and formulated Overview of SGs in the domain Soft Skills - big overlap with other SIGs tells us this is a well established field Social Awareness – extremely established with a lot of examples to prune through Ex: TeamUp Ex: Darfur is Dying, Elude Ethics - still emerging Ex: Cooking Mama: Mama Kills Animals Games Reviewed Ethics Soft Skills Social Awareness 2 4 15 Insights gained Very few examples of SG corresponding to our Ethics categorization Advert games are an extremely emergent application field Applied Ethics But only show one side of the issue Many games target young people Contacts with stakeholders still undergoing with the gathering of more data Trends and promising future developments Social Awareness SGs are well disseminated in media Ethics SG focusing on dilemma solving appear to be still in a build up phase Few games for some groups of stakeholders (e.g. adults and professionals) Despite of the large spread of advert games with biased perspectives over problems with ethical dimensions Some exceptions (e.g.Virtual-U) promise new opportunities Some relevant topics Cross-culture Globalization Global Economics Back to the WP… Next year of Activities The activities of monitoring SGs in the application fields and surveying the stakeholders through questionnaires and ad-hoc meetings will continue throught the whole duration of the project to find the hot topics in terms of market opportunities, open research issues, best practices, guidelines, etc. (integrating the preliminary results of the first year). Next year cooperation with other WPs will became fully operative Networking and dissemination activities will gain more and more importance from the next year on (e.g. presentations, joint papers, liaisons with other projects) Strategy to achieve the goals Each SIG will organize a workshop. Participants will be the SIG members, a few invited experts and representatives from WP4; representatives of TCs are welcome. Suggested duration: two days. Date: as soon as possible and anyway in the first half of the year. The workshop will feature: The presentation and critical review of a number of games for each participant; identification of best practices; decision about which games to submit to each TC (SIG/TC members). Discussion about the open problems in the field and business opportunities (with WP4) Definition of at least one seed project for each SIG. Strategy to achieve the goals The output of the workshop will feed the roadmap and hopefully will start seed projects and new project proposals. Propose a panel session at the VS-Games conference 2012 (in November in Genova, organized by DIBE) to disseminate the SIG results so far and collect the audience feedback. Discussion Agree on the activities for the second year and detail the relations with the other WPs in order to devise a schedule for the activities Find out two reviewers not involved in WP3 from: MAN, ATOS, UCM, COVUNI, TU-Delft,TUT, BIBA,NTNU,AAU,CYNTELIX,ETH,ESADE, TUG,