Cette intervention sera consacrée à une exploration des différents modes d’usages des serious games comme un véhicule d’expérience des activités du réel. L’application croissante des interfaces pervasives au design de jeux immersifs sera abordée. L’assistance sera également invitée à partager les futurs usages des serious games.
FLUPA "Serious Games" - Olivier Zéphir - Les serious games, une interface pervasive pour des expériences virtuelles dans le réel
1. Bridging your ideas to success
olivier.zephir@technoport.lu
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2. Here is Luxembourg
A diversified service dominant economy
investigating digital and creative industries
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4. Evolving in a digital and gaming era
A pervasive phenomenon
Brief agenda:
- Games an interface for (entertaiment, learning, “X” practices)
- Games mechanics : engagement/ loyalty/ motivation and more
- Gamification, serious & real games
- Enterprise applications
- My investigation field - Challenges and contests
- Serious/real games UXD, from augmented to pervasive
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6. Games an interface to practices
Some figures
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500 Million players on social web world widely
Growing global market
2010 2011 2012 2013 2014
$3,7 bn
$4,9 bn
$6,2 bn
$7,5 bn
$8,6 bn
French average players are
women of 43yrs
63 %
women
31 %
Men
53% of social web
players do not play
console games
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Games mechanics
Employee-centric applications
9. Where games work best
Skills
behaviours
matrix
In role
behaviours
Organisational
citizenship
behaviours
Core
work
skills
Unique
work
skills
Expanding
work
skills
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10. "Gamification describes the broad trend of employing game
mechanics to non-game environments such as innovation,
marketing, training, employee performance, health and social
change"
Gamification trends:
50% of companies that manage innovation processes will gamify those processes –
2015 – Gartner 2013
Ex of game mechanics use:
View content, post questions, post answers, rate content, subscribe, feed ideas, blogs
points, leader boards , "buzz index“
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Gamification, serious & real games
Employee-centric applications
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1st Day 2nd Day
00:00 a.m
09:00 a.m
00:00 a.m
Welcome
Ideation & 1st
concepts
Concept &
prototyping
Build concept
story board
Presentation
Exploration
09:00 a.m
18:00 p.m
Finalise
prototype and
conduct mini
survey
Business model
Presentation
3rd Day
17:00 p.m
12
Gamification, serious & real games
Designing engaging gameplay
13. Accenture community of practice - gaming & social networking mechanics
Gamification uses game design and game mechanics in non-entertainment contexts to
engage employees, encourage collaborative behaviors, drive the adoption of tools and
capabilities, and enhance retention and a sense of responsibility among employees.
Accenture is leveraging gamification to shape behaviors and drive a culture of collaboration
and sharing that will help solve problems and bring people together around a single
goal or idea
Games efficiency: Fairness, transparency, feedback, trust, communication, engagement
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Gamification, serious & real games
Enterprise applications
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La gamification au
service de la gestion des
ressources humaines
Feedback de l’atelier matinale de l’innovation RH sur la
gamification, serious games, le travail sous formes de jeu et
les nouvelles perspectives pour la fonction RH.
Application au
Luxembourg
24 experts RH ont
formés 8 équipes
Jeu de rôle sur la projection des futurs services RH gamifiés
8 concepts formalisés à partir:
- Attentes des collaborateurs
- Services RH gamifiables
Gamification, serious & real games
Enterprise applications
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Gamification, serious & real games
Enterprise applications
Idéation sur l’applicabilité du jeu en entreprise
Compétition positive
Stimuler coopétition
Se mesurer aux autres
Challenge individuel/équipe
Compétition amicale
Dépasser ses limites
Dépassement de soi
Oser
Jeu pour valoriser les compétences
Facilite l’acquisition de
comportements
Support a l’apport de connaissance
Mutualisation d’idées
Lieu d’échange
Moment de
rencontre
Susciter la créativité
Innovation
Stimuler la motivation
Superficiel
Infantilisant
Besoin de règles
Encadrement nécessaire
Teambuilding
Fédérer les collaborateurs
Renforce la collaboration
S’adapter à la génération Y
Travailler en s’amusant
Réduire la lassitude
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Gamification, serious & real games
Enterprise applications
Attentes des collaborateurs exprimées
1. Mise en évidence du leadership
2. Tâches administratives, enlever la routine
3. Aide à l’intégration des nouveaux entrants
4. Formation et acquisition de nouvelles compétences
5. Aspects formation dans l’entreprise
6. Connaissance de l’entreprise
7. Implication dans le processus de créativité
8. Apprentissage du métier et développement des
compétences
Tendance exprimées
Apprentissage & Formation
Créativité
Contre routine
Leadership
17. Admin / IT contest System engine
Physical
evidence/
Interfaces
User
journey/
actions
Front
office/1st
level
interaction
Back
office
Support
processes
Participant actions
The gameplay
Contest Sponsor/Admin
Phase coordination & monitoring
Evaluator
Assessment & Rewards
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Gamification, serious & real games
My investigation area
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Serious gaming in coworking events
From augmented to pervasive paradigm
Mobile application development
challenge Nov – 2013
Start-up development challenge May &
Nov 2013
19. 19
Brainstorm and select
an idea
Design the different
components of the app
Assemble the mobile
UX solution
Team activities
Interactive activities
Contest check points
H12: Concept
pitch delivery
H22: Design
review
H34: Solution pitch
delivery
Collect feedbacks
Validate solution
Build visibility
Serious gaming in coworking events
Designing pervasive experience
21. Serious game UXD
An interface to play the real
The human activity matrix
Competitive Solo
Constructive
Experiential
Deconstructive
CollaborativeUser goal
Community
Performance
Teaching/Learning
Job Hobby
Sport Audience/Actor
AnalysisCriticism / Feedbacks
One
participant
Many participants
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Raph Koster, 2005
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Digital native learner characteristics (Prensky, Tapscott 2010)
- Craving for speed and inability to tolerate slow-paced environment
- Desire or perceived need to multitask
- Preference for pictures rather than text
- Tendency to process information in nonlinear ways
- Preference for collaboration and constant connectivity
- Preference for learning through activity rather than reading or listening (
Mixing of work and play
- Use of leisure time for effortful pursuits
- Expectation for immediate feedback and “payoff” for their efforts as found in games -
Preference for fantasy contexts as found in games and realistic TV and movies
- Expectation that technology is part of the landscape; difficulty with environments that
lack technology
Petit Déj’ FLUPA Rennes - Serious Games
Serious game UXD
Evolving user caracteristics
23. Critical elements to craft optimal gameplay experience
Pre production phase = Game design document (Game spec: look, feel, gameplay)
Player experience: Motivations, processes, expectations/satisfactions
Experience requirements:
Functional experiences are physical touchpoints
Non-functional experiences in goals and satisfaction
Need of frameworks for expressing UX requirements
1) Emotional requirements (the heart)
2) Gameplay requirements (the intellect)
a) Cognitive (the head)
b) Mechanical (the hands)
3) Sensory (the senses)
a) Visual (the eyes)
b) Auditory (the ears)
c) Haptic (if available) (touch)
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Serious game UXD
Future investigations towards pervasive gaming
24. Bridging your ideas to success
olivier.zephir@technoport.lu
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