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Five Forces Driving Game Technology Adoption Roger Smith U.S. Army PEO-STRI [email protected]

Five Forces Driving Game Technology Adoption

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The computer gaming industry has begun to export powerful products and technologies from its initial entertainment roots to a number of “serious” industries. Games are being adopted for defense, medicine, architecture, education, city planning, and government applications. Each of these industries is already served by an established family of companies that typically do not use games or the technologies that support them. The rapid growth in the power of game technologies and the growing social acceptance of these technologies has created an environment in which these are displacing other industry-specific computer hardware and software suites. This paper introduces five specific forces that compel industries to adopt game technologies for their core products and services. These five forces are computer hardware costs, game software power, social acceptance, other industry successes, and native industry experimentation. Together these influence the degree and rapidity at which game technologies are adopted in a number of industries. The military simulation industry is just one of the many industries that are being impacted by these technologies and the five forces are affecting it just as they are many other industries. The paper extends the concepts of simulation industry disruption that were introduced by the author in the Journal of Defense Modeling and Simulation. Earlier papers have applied the innovation and disruption model of Clayton Christenson to the simulation industry and demonstrated that the industry was in the “process innovation” phase of Utterback’s innovation lifecycle model. This paper defines the forces that are driving these changes and indicates why these forces are undeniable and will permanently change the landscape of virtual and constructive military simulation products.

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Page 1: Five Forces Driving Game Technology Adoption

Five Forces Driving Game Technology Adoption

Roger SmithU.S. Army PEO-STRI

[email protected]

Page 2: Five Forces Driving Game Technology Adoption

Game Technology EntryTactical Iraqi

Americas Army

IEWTPT Tactical Questioning

Full Spectrum Warrior

AMBUSH!

Page 3: Five Forces Driving Game Technology Adoption

Market-Years

Pro

du

ct P

erfo

rman

ce

Progre

ss due to

sustaining technologies

Performance demanded at the low end of the market

Performance demanded at the high end of the market

Progre

ss due to

disruptiv

e technologies

Market disruption opportunity

Disruptive Innovation Model(Christensen, 1992 & 1997)

Page 4: Five Forces Driving Game Technology Adoption

Squeezed OutNicheHigh End

Share Low End

Own the Market

High-end Customer DemandD 0

= Virt

ual Tra

iner

SIMNET

CCTT

OneSAFOLIVE

D 1 = P

C Games

America’s Army

Spearhead

Market-Years

Pro

du

ct P

erfo

rman

ceFigure 2

Low-end Customer Demand

Simulation Industry Disruption(Smith, 2005 & 2006)

Page 5: Five Forces Driving Game Technology Adoption

Pro

du

ct P

erfo

rman

ceHigh-end Customer Demand

D 0 = V

irtual T

rainer

SIMNET

CCTT

OneSAFOLIVE

D 1 = P

C Games

America’s Army

Spearhead

D 2 = C

onsole Games

XboxLive

D 3 = W

eb Serv

ices

WBT

FSW

Market-Years

Figure 3

Low-end Customer Demand

D 4 = W

ireless S

ystems

Multiple Waves of Disruption(Smith, 2005 & 2006)

Page 6: Five Forces Driving Game Technology Adoption

Industry Success

•Success of the technology in other industries

•e.g. Military Training, Chemistry Experiments,

Corporate Training, Architecture Design

Hardware Costs•Significant reduction in

computer hardware costs required to support game-

based applications•e.g. 10X Reduction for PCs

•100X for Consoles

Experimentation

•In-industry experimentation with the technology

identifies areas for useful application

Social Acceptance

•Growing social acceptance of game-rooted solutions for

other industries•Driven by Maturing

Gamers, Social Prevalence, Media Image

Adoption Pattern

•Niche Area•Unregulated Spaces•Certified Applications

•Recommended Practice•Mandatory Standard

Software Power

•Significant power of game-based software applications e.g. Intelligent Agents, 3D Worlds, Accessible GUI, Physics Models, Global

Network, Persistent Worlds

Five Forces of Game Technology Adoption

Page 7: Five Forces Driving Game Technology Adoption

Mandatory Standard

Recommended Practice

Certified Applications

Unregulated Spaces

Niche Area

Stages of Adoption

Page 8: Five Forces Driving Game Technology Adoption

8

Conclusion

• The financial and technical advantages of technologies originating in the game industry are undeniable and will continue to grow

• Industrial need for better training tools will drive further adoption of these technologies

– Specific industry acceptance levels may require separation or usurpation of the ideas (e.g. medical)

• The five forces are observed and actual

• The adoption pattern from “Niche Area” to “Mandatory Standard” is speculative

• Never underestimate the immovability of established bureaucracies and “old experts”

Page 9: Five Forces Driving Game Technology Adoption

“a new scientific truth does not triumph by convincing its opponents and making them see the light, but rather because its opponents eventually die, and a new generation grows up that is familiar with it.”

Max PlanckFounder of

Quantum TheoryNobel Prize in

Physics, 1918

Quote from: Kuhn, T. (1970). The Structure of Scientific Revolutions. Chicago: University of Chicago Press.