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Games with Purpose Why we play and how to design Role Bill West Senior Vice President LEO North America

Leo Gaming with a Purpose DevLearn2015

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Games with Purpose Why we play and how to design

•  Role  Bill West Senior Vice President LEO North America

Awards GOLD

BUSINESS DIVISION - MOBILE LEARNING

International E-Learning Association (IELA)

2015 GOLD

MUSEUMS & VISITOR CENTRES

Serious Play 2015

2014

BRONZE

BEST USE OF BLENDED LEARNING

Brandon Hall Group Excellence Award

2014

GOLD

EXCELLENCE IN THE PRODUCTION OF LEARNING CONTENT – THIRD SECTOR

E-Learning Age Award

2015

SILVER

EXCELLENCE IN THE PRODUCTION OF LEARNING CONTENT – PRIVATE SECTOR

E-Learning Age Award

2014 SILVER

BEST E-LEARNING PROJECT – UK PRIVATE SECTOR

E-Learning Age Award

2014

SILVER

BEST ADVANCE IN CONTENT AUTHORING TECHNOLOGY

Brandon Hall Group Excellence Award

2014

SILVER

BEST ADVANCE IN CONTENT AUTHORING TECHNOLOGY

Brandon Hall Group Excellence Award

2014

SILVER

EXCELLENCE IN PRODUCTION OF E-LEARNING CONTENT – PRIVATE SECTOR E-learning Age Award

2013

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Introduction to LEO

Strategy Technology

Custom Design

eLearning

Mobile

Blended

Games

Social

Virtual

Performance Support

Platforms

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Our clients

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Why Games?

•  Games are scientifically proven to affect growth in specific areas of the brain relating to spatial orientation, memory formation and strategic planning

•  Ok, we won’t overwhelm you with what you already know… games work, they’re cool, and we all want to know how to do them…

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Gamers in the world?

1.2b

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Female gamers?

48%

Female gamers?

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Average age of gamer?

31

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Gamers over 36?

39% over 36 32% 18-35 29% under 18

39%

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Gamers over 50?

32%

Increase between 2012 to 2013

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  46% of top-level learning organizations use highly interactive

methods, such as games and simulations, in learning solution

  39% of corporate learners in the top learning organizations use

immersive learning environments, such as serious games and

simulations

  24% of organizations overall use methods, such as games and

simulations, in learning solutions

  23% of corporate learners overall use immersive learning

environments, such as serious games and simulations

Results

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What’s a Game?

•  Voluntary activity; with an element of choice

•  A sense of engagement, entertainment, amusement, and fun

•  Some kind of goal or challenge

•  A set of rules

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Distinguishing Feature of a Good Game

•  They are played again and again.

•  Replaying happens when:

•  the player fails in some way and

•  the game is sufficiently compelling to make them want to keep trying until the succeed.

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Why do they replay?

•  The player fails to compete the game on the first attempt

•  To explore parts of the game they didn’t encounter the first time around

•  To beat a personal best

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Well-Designed Games

•  Goals are clear

•  May not be easy to achieve, but you know for sure that there’s a way to win.

•  You know what you need to do to do well

•  And how close you are to achieving it

•  You’re fully in control

•  Some form of celebration when you do

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What are “Games with Purpose”?

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An AIDS protein problem that puzzled scientists for 15 years was solved by gamers in 15 days.

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Surgeons who play video games were 27% faster at advanced surgical procedures and made 37% fewer errors.

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Children who played video games scored 23% higher in creative tasks than non-players.

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Game players perform at least 10% better than non-players at perceptual and cognitive tasks.

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Elderly patients can improve their gait, balance and stride by over 50% using physiotherapy games.

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Border control staff scored between 50%-90% higher in tests after playing virtual simulation games.

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Looks great! But where can I start?

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Define gamification

  The use of game mechanics to make learning and instruction more fun.

  The idea of engagement, story, autonomy, and meaning.

  A safe environment to explore, think, try new things.

  Provides motivation and reduces the sting of failure.

Karl M. Kapp

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The game spectrum

Education Entertainment

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Marketing Pricing

Education Entertainment

Slot Machine

The secret assessment of executives

Enables the reinforcement of assessment

Disguised as the fun of a game

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Sales/Marketing

Education Entertainment

Spinning wheel

Game-based assessment

A clever way to brighten the content

Makes a difference, more interesting

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Challenge

Education Entertainment

Cool right?

Even the simplest games were custom built

Required artistic and programming skills

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Challenge

Education Entertainment

Modern Templates – Finally

Accessible to novice developers

eLearning Brothers - templates

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Privacy Compliances (deadly dull)

Education Entertainment

Multi-Branching

Immersive

Safe/Rehearsal

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Market Branding (optional)

Motivational Essential

Successful

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Star Wars

Education Entertainment

Engaging conversation

Multi branching

Goal based

Decision and consequences

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Negotiations (mystery)

Education Entertainment

Shared style (template ready)

Business application

Social Gaming Millennials are putting games at the center of their entertainment preferences, but… …it is a new kind of gaming that is more social, interactive and engaging! The most frequent gamers who play with others spends an average of:

6.5 hours per week with others online 5 hours per week with others in-person

Augmented Reality Game

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Online and off-line activities

Include a social element

Excellent for business skills development and induction

Engage in employees into the culture, work environment

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ARG – New Employees

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New Employee Orientation

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New Employee Orientation

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New Employee Orientation

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New Employee Orientation

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New Employee Orientation

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New Employee Orientation

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New Employee Orientation

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New Employee Orientation

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New Employee Orientation

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New Employee Orientation

The  Portal  

B SJ

E

B SJ

Four weeks later…

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Tips - The game designers responsibility

•  Your responsibility is to know what the game is about and ensure that it teaches that thing.

•  That one thing might require many systems, but no system should be in the game that does not contribute toward that lesson.

•  It has a point, a moral of the story, but that is both the glory and the problem… Once you learn something, it’s over.

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Tips - Knowing your audience

•  Achievable goals and instant feedback = people who operate in uncertain environments where outcomes aren't immediately clear

•  Fast pace and on-going interaction = people who don’t experience this at work/life

•  More measured approach to interaction = people who live in fast paced environments

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Tips - Tactical

•  Spend time on design; use physical layouts •  Never lose sight of your objectives •  Know your audience, connect with them •  Don’t be too cute or you will fall short •  Focus on design and context, over eye candy •  “Flashy” isn’t the same as “effective”

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Tips - Tactical

•  Include multiple levels of complexity and redundancy

•  Control your permutations, stay focused •  Limited gating, find other ways to count success •  Provide full control of experience

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Conclusion

•  Why games? –  Because they work –  Engagement is everything –  ID is essential; reach beyond cute to effective –  Simple Q&A to decision making –  Challenge of design and build w/o skills

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[email protected]

Thank you

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I Am LEO

Bill West [email protected] T: @williamvwest