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Corporate Learning Games
Serious game development in adult learning & development
– going from potentially big to really big.
Kevin Corti
CEO, PIXELearning

Saturday 3rd October 2009
Who am I to talk?




 CEO, co-founder, PIXELearning

 Background includes Mech Eng, Disaster Management &
 eLearning

 Co-founded PIXELearning in 2002, custom development
 studio (transitioning to content/product company)

 Primary area - corporate L&D
 Secondary areas – business education / marketing

 Developed some tech (LearningBeans)

 Based at Coventry University Serious Games Institute

 SGI / AWM / DTG / Serious About Games / IDM etc
“Serious” Games? What the @%$#?




“The use of games or gaming dynamics not
simply to entertain the player, but rather to
inspire a particular action, effect some type of
attitudinal/behavioral change, or instill a
particular lesson in the service of an
organizational goal”.
“It’s Time To Take Games Seriously”
Forrester report (TJ Keitt and Paul Jackson), August 19, 2008
Business education
Supply & demand
Inventory management
Pricing strategy
Risk v reward
Profit & loss
Seasonal factors on demand
Management
Understanding data
Analytical thinking
Strategic planning
Tactics
Performance improvement
Team-building
Entrepreneurship
New product development
Financing a business
Developing markets
Hiring key staff
Financial management
Achieving sustainability
Civic planning
Zoning
Emergency planning
Managing utilities
Crime prevention
Fiscal management
Environmental management
You Play World of Warcraft? You're Hired!
                       http://www.wired.com/wired/archive/14.04/learn.html




Leadership
Recruitment
Coaching / mentoring
Division of labour
Working as (remote) teams
Effective communication
Dispute resolution
Serious Games Taxonomy (Sawyer & Smith)
http://www.dmill.com/presentations/serious-games-taxonomy-2008.pdf
Reasons why companies are getting excited....


To make adult learning &
development…..

                                    Cheaper

                 Faster
Better
What is driving interest?




Class-based (F2F) training is expensive

Logistically challenging to deliver F2F

F2F delivers variable (unpredictable) quality/results

eLearning very cheap but ‘shallow learning’

How truly engage? >> drive participation?

How deliver effective learning opportunities to large, geographically dispersed, audiences
x-demographics?

How cut costs AND improve results (inc sales, reduced errors, be compliant etc)
Games allow people to practice



                                                     Learning games allow
PRACTICE                                             people to experience
                                                     a scenario or
                                                     situation in a safe,
             “Game the skill”                        realistic manner.

                                                     Putting theory into
                                                     practice.

    Theory                      Reflection
                                                     Builds on theory and
                                                     post-reflection
                                                     (blend)
Games are complex



                                               Learning games focus
Higher-order thinking skills
                                               on higher-order
                                               thinking skills.
                                  Complex
                                  Cognitive    “Do it right whilst under
                                   activity
                                               pressure” - lots of
                                               different information,
                                               competing demands.

                                Information
                                               Focus on strategy and
                               dissemination   decision-making, for
                                               example, not just
                                               memorizing facts!
Virtual experience is cheaper



                                         Learning games allow
                                         users to acquire ‘virtual
                                         experience’.
“VIRTUAL EXPERIENCE”

                                         “Screw up in-game…not
                                         on the job”.
                        Real world
   Virtual experience
                        application
                                         They can then apply this
                                         to the real world –
                                         transferable learning!
Adults like to solve problems

                                      Learning by doing!

                                      Adults like problem-
                                      based learning,
ADULT LEARNING                        challenges and clear
                                      relevance to work or
                                      personal needs.
                 Problem-based
                 Learning (goals,     Learning games are
                      tasks)          based on their job role
                                      and/or work
                                      environment.
Games are engaging



                   Learning games positively
      ENGAGEMENT
                   encourage user
                   participation.
  Passive
 reception         Moving from “fill the vessel”
                   with facts to….

                   …empower the user to make
                   decisions and experience
                   meaningful consequences.
   Active
engagement
                   Learner-centric experiences!
Competition & collaboration



                                      Multiplayer allows
MULTIPLAYER                           learners to collaborate
                    Added realism     and compete.

                                      Makes experience very
    Collaboration
                                      life-like, challenging
                                      and engaging.

                                      Peer support + learn
Peer review                           from others.


                    Group support
Sounds a bit dull



                                       Erm,
                                      so…no
                                   aliens then?




   NO FUN
   - By order of the corporation
Our Worlds of Makrini – a.k.a. The Diversity & Inclusion Game
PIXELearning & Global Lead LLC
Reasons to get excited



 New (less volatile) markets

 Much lower cost of entry

 Reuse existing technology & IP

 Different business models

 Annual recurring revenue streams

 Strong margin potential

 Strong growth potential
What is the opportunity?



                                                                                CAUTION
Global ‘education’ market = US$2 trillion
                                                                                Handle with care!

US training market = US$130bn (employs 500,000 people)

UK training market = US$30bn

Indian training market = US$1.6bn (25% annual growth)

Global eLearning market = US$50bn

Serious Games market = US$1bn to US$9bn
Eliane Alhadeff (Future Making Serious Games blog)
http://elianealhadeff.blogspot.com/2008/04/reconciling-serious-games-market-size.html
Business models




Work for hire – custom development

Content product provider (direct or indirect)

Subscription-based models (PAYG, site license etc)

Technology provider, direct or indirect (e.g. authoring tools, game engines)

‘Pure’ consultancy (pre-sales, concept development, project management)

Free content, charged-for services (training, support, consultancy etc)
Who is doing what?




People from the games industry
– E.g. Virtual Heros, Blitz & Noah Falstein

People from the web/multimedia industry
– E.g. DESQ

People from the learning & development industry

Virtual worlds – Forterra, 2nd Life etc

Traditional modelling/simulation – G2G3, BTS (Visual Purple)

Marketing agencies
What are they doing?




Induction                       Understanding marketing
Change management               Understanding finance
Sales training                  Pitching to investors
Project management              International trade
Customer service                Entrepreneurship
Channel support                 Energy wise IT
Leadership development          Call centre training
Dealing with difficult people   IT security for SMEs
Appraisals                      Business studies
B2C promotions                  Citizenship
Diversity & inclusion           Financial compliance
Audit intern training           Protecting IP
IT systems familiarization      Corporate Social Responsibility
Where are they doing it?




                                           SGI
                                          (Cov)
                               #2 UK
       #1 N. America                   #3 W. Europe

                        GfLI
SGDI                   (NYC)
                                                              #4 SE Asia
(CA)
Who are they doing it for?

                                      Hilton

                                      Best Buy
3M
                   HP                 Coca Cola
Shell              Cisco
BP                 IBM                Orange
                                      Vodaphone
BNP Paribas        Raytheon           British Telecom
Fifth Third Bank   Northrup Grunman   Belgacom
VISA                                  Comcast
                   KPMG               Nokia
L’Oreal            PWC                Volvo
What are the business/project goals?




One word (or short) answers only - what is the most
important benefit/feature/'thing' your clients want right
now from a serious game project or product?
Flexibility, low cost, & improved training

..the answer is clear: employee engagement.
 Basically learning-by-doing with highly engaging experiences.
Real measurable business benefits!!!!!
                              Definable Return On Investment -
Demonstrable business benefits at a keen cost....
 Predictable delivery and acceptable cost of custom solutions.
Clear understanding of and support through process
                            Must clearly target a business need
Already exists (off the shelf product)?
                                        In one word: Outcomes.
Proof that the investment is justified
                    Accelerated and lasting change in attitudes

  Easily modifiable and interoperable -learning environments.
What kind of technical approaches?




Game industry technology & game craft (HL2, CryEngine, Neverwinter Nights etc)

Specialised technologies with instructional purposes (e.g. Caspian, DISTIL)

Casual/web games (e.g. Wild Tangent, Virtools & Flash)

Virtual World tech (e.g. 2nd Life & |Forterra Olive)

Standard Windows custom creation (C#, Java etc)

eLearning tech (browser-based; AJAX, Flash)                   A NICHE
                                                              For everyone
Multimedia (e.g. Director)

Games consoles (mods through to 100% custom)

Mobile phones / PDAs / iPhones
VISA – Financial Soccer

Financial Soccer is a fast-paced, multiple-choice
question game, testing players’ knowledge of
financial management skills as they advance
down field, and try to score goals. Educators are
encouraged to review and download the
curriculum for students, before actual game play.
CISCO – Binary Game
“Come play the game enjoyed by
hundreds of thousands of people all over
the world. This game is posted on dozens
of game sites and played in more than 125
countries”.

“The game is not only fun, but it is
considered by many to be the best way to
learn how to use the binary number
system.”

                                            http://forums.cisco.com/CertCom/game/
                                            binary_game.swf
CISCO Mind Share



“Learn all about
networking whilst you
play!”
BNP Paribas
A space/sci-fi themed sim to teach basic banking services awareness & promote the bank’s
brand for recruitment purposes.

Built by KTM Advance (FR) - http://starbankthegame.bnpparibas.com
audit training




Delivering productivity gains:
(“gaming the skill”)
   Technical audit training
   US audience (approx 1,000/yr)
   1:3 the simulation:instructor blend
   Desire to ‘do’ rather than ‘learn about’
   Assessed to Kirkpatrick L4 / Phillips ROI


The KPMG simulation enables learners to:
1. Practice both technical & soft (client-facing) skills
2. Experience accurately recreated audit processes
3. Understand real world cause & effect

        Measured productivity improvement > $13m
diversity training




Delivering effective learning to all staff:
(where eLearning could not)


   Almost compliance (major cost of failure)
   F2F costs impossible
   Very sensitive subject (diversity)
   Staff apathy / reluctance


Makrini (the diversity game) is:
1. Easily accessed (web-based )
2. Engaging & rewarding (people will use it)
3. Very practical (recognisable tasks)
Drivers / ROI / Metrics




Helping to manage change:
(show WHY not just HOW)


   Major SAP rollout
   Major process streamline/change
   Global workforce to communicate with
   Staff resistance/inertia


PET (the Process Education Tool):
1. Easily accessed (through LMS)
2. Accurately mapped internal processes
3. Demonstrated business cause & effect
IT security games




Deliver mix of business
and technology courses
Traditionally F2F in
EMEA and AsiaPac
Through training
partners
HP MEAI limited by time
& resources
Audiences limited by
time, travel etc
Caspian Learning & Thinking Worlds
3D Serious Game engine & authoring tools (aimed at learning designers)
Daesign (FR)

     Simple, branching tree scenarios – cartoon style, pre-canned animations depicting
     business situations for role playing
Foreterra (US)

     Virtual World technology (from There.com) used to allow real time, multiplayer
     role play in 3D environments
Gamelearn - Merchants

     2D/Cartoon style, easy to use game set in historical setting (Venice, 15th century) to
     train users in sales/negotiation skills
IBM – Innov8/Innov8 2.0
 3D and browser-based 2D – raise awareness of and provide skills training around Operations
 Management / Business Process Management.
Playgen (UK)
 Browser-based 2D/3D mix (Flash) – Anti-money laundering training game
RajSim (Holland)
 Project management training – fictional scenario about construction/management of
 world’s largest shark aquarium in China)
TPLD (Scotland)

                                            Infiniteams – team building / dynamics
                                            using 2D isometric style (browser based
                                            / Java)




    The Winning Game – arcade style game,
        based around proven research into
                           sports science
Visual Purple/BTS (US)




                     ‘Winning in Wireless’ – 3D, role play +
                     business sim – business skills
Xposim




         Oil exploration sim – mix of pre-canned
         3D animations, 2D sim interfaces – huge
         detail in underlying models
Leadership development




Multiplayer (teams of 4), Flash-based using Adobe Flash Media Server. Challenges with firewall,
LMS etc.
Leadership development




       Leadership development game. Focuses on problem-solving, communication
       and coaching.
Leadership development




   Multiplayer (teams of 4), Flash-based using Adobe Flash Media Server.
   Challenges with firewall, LMS etc.
What are the challenges?



“So, why aren’t we all
rich yet then?”

       • Training market is conservative & usually slow
       to adopt

       • Lack of available case studies, examples and
       proven results

       • Predominance of ‘work for hire’ model

       • Confusing number of orgs, tech, products, etc
       – no clear offering

       • Global economy – risk averse, low training
       investment
Corporate/training ‘nuances’




Specific ‘characteristics’ of the training world.....

• LMS’s (control) + SCORM/AICC standards

• DDA/Section 508

• Commoditisation of eLearning

• Training works with ‘content’ creation

• Linear instructional approaches

• “Specify then build” approach to enterprise software

• IT security & infrastructure
Costs/pricing

“What’s the
going price of
a serious
game?”

  Work for hire...

  • $50k - $250k normal range
  • $500k - $1m possible

  OTS product/solutions approach...

  • $10 - $100 per seat
  • $10k - $100k site licenses
  • annual licenses

  * What is ‘a game’?
Timescales




“Can you build it by
the end of the         • Driven by budget quarters / year
month?”                ends

                       • OTS products would be much
                       more attractive (but clients want
                       customisation)

                       • 20:80 rule – makes clients
                       uncomfortable.
Timescales




• Normal range 2 to 6 months
• Usually to fit in client budget quarters (3 or 6 months)
             1 month


             2 months


             3 months


             4 months


             5 months
                                             * Based on analysis of PXL
                                             projects 2007-09
             6 months


             7+ months
                                                                          Page 16
So...where do you go from here?


Web communities

- http://seriousgames.ning.com

Serious Games People LinkedIn group
- http://theevilnumber27.wordpress.com/linkedin-group/

Books & papers
- Clark Aldrich (3 books)

Virtual Worlds, Real Leaders - IBM Global Innovation Outlook 2.0 Report
www.ibm.com/ibm/gio/media/pdf/ibm_gio_gaming_report.pdf

Seriosity report – leadership in games and at work
www.seriosity.com/downloads/Leadership_In_Games_Seriosity_and_IBM.pdf

Serious Games Summit – 23rd March in San Francisco (alongside GDC)
Publications   The E-Learning Guild 360 Research report, March
               2008, “Immersive Learning Simulations”.


                    http://www.elearningguild.com/
+44 (0) 24 7623 6971

                                                PIXELearning Ltd
                                                The Serious Games Institute,
Kevin Corti, CEO                                Coventry Innovation Village,
                                                Cheetah Road, Coventry
kevin.corti@pixelearning.com                    CV1 2TL




LinkedIn: www.linkedin.com/in/kevincorti
Company web: www.pixelearning.com
Twitter: @pixelearning

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SIEGE Conference - corporate learning games

  • 1. Corporate Learning Games Serious game development in adult learning & development – going from potentially big to really big. Kevin Corti CEO, PIXELearning Saturday 3rd October 2009
  • 2. Who am I to talk? CEO, co-founder, PIXELearning Background includes Mech Eng, Disaster Management & eLearning Co-founded PIXELearning in 2002, custom development studio (transitioning to content/product company) Primary area - corporate L&D Secondary areas – business education / marketing Developed some tech (LearningBeans) Based at Coventry University Serious Games Institute SGI / AWM / DTG / Serious About Games / IDM etc
  • 3. “Serious” Games? What the @%$#? “The use of games or gaming dynamics not simply to entertain the player, but rather to inspire a particular action, effect some type of attitudinal/behavioral change, or instill a particular lesson in the service of an organizational goal”. “It’s Time To Take Games Seriously” Forrester report (TJ Keitt and Paul Jackson), August 19, 2008
  • 4. Business education Supply & demand Inventory management Pricing strategy Risk v reward Profit & loss Seasonal factors on demand
  • 5. Management Understanding data Analytical thinking Strategic planning Tactics Performance improvement Team-building
  • 6. Entrepreneurship New product development Financing a business Developing markets Hiring key staff Financial management Achieving sustainability
  • 7. Civic planning Zoning Emergency planning Managing utilities Crime prevention Fiscal management Environmental management
  • 8. You Play World of Warcraft? You're Hired! http://www.wired.com/wired/archive/14.04/learn.html Leadership Recruitment Coaching / mentoring Division of labour Working as (remote) teams Effective communication Dispute resolution
  • 9. Serious Games Taxonomy (Sawyer & Smith) http://www.dmill.com/presentations/serious-games-taxonomy-2008.pdf
  • 10. Reasons why companies are getting excited.... To make adult learning & development….. Cheaper Faster Better
  • 11. What is driving interest? Class-based (F2F) training is expensive Logistically challenging to deliver F2F F2F delivers variable (unpredictable) quality/results eLearning very cheap but ‘shallow learning’ How truly engage? >> drive participation? How deliver effective learning opportunities to large, geographically dispersed, audiences x-demographics? How cut costs AND improve results (inc sales, reduced errors, be compliant etc)
  • 12. Games allow people to practice Learning games allow PRACTICE people to experience a scenario or situation in a safe, “Game the skill” realistic manner. Putting theory into practice. Theory Reflection Builds on theory and post-reflection (blend)
  • 13. Games are complex Learning games focus Higher-order thinking skills on higher-order thinking skills. Complex Cognitive “Do it right whilst under activity pressure” - lots of different information, competing demands. Information Focus on strategy and dissemination decision-making, for example, not just memorizing facts!
  • 14. Virtual experience is cheaper Learning games allow users to acquire ‘virtual experience’. “VIRTUAL EXPERIENCE” “Screw up in-game…not on the job”. Real world Virtual experience application They can then apply this to the real world – transferable learning!
  • 15. Adults like to solve problems Learning by doing! Adults like problem- based learning, ADULT LEARNING challenges and clear relevance to work or personal needs. Problem-based Learning (goals, Learning games are tasks) based on their job role and/or work environment.
  • 16. Games are engaging Learning games positively ENGAGEMENT encourage user participation. Passive reception Moving from “fill the vessel” with facts to…. …empower the user to make decisions and experience meaningful consequences. Active engagement Learner-centric experiences!
  • 17. Competition & collaboration Multiplayer allows MULTIPLAYER learners to collaborate Added realism and compete. Makes experience very Collaboration life-like, challenging and engaging. Peer support + learn Peer review from others. Group support
  • 18. Sounds a bit dull Erm, so…no aliens then? NO FUN - By order of the corporation
  • 19. Our Worlds of Makrini – a.k.a. The Diversity & Inclusion Game PIXELearning & Global Lead LLC
  • 20. Reasons to get excited New (less volatile) markets Much lower cost of entry Reuse existing technology & IP Different business models Annual recurring revenue streams Strong margin potential Strong growth potential
  • 21. What is the opportunity? CAUTION Global ‘education’ market = US$2 trillion Handle with care! US training market = US$130bn (employs 500,000 people) UK training market = US$30bn Indian training market = US$1.6bn (25% annual growth) Global eLearning market = US$50bn Serious Games market = US$1bn to US$9bn Eliane Alhadeff (Future Making Serious Games blog) http://elianealhadeff.blogspot.com/2008/04/reconciling-serious-games-market-size.html
  • 22. Business models Work for hire – custom development Content product provider (direct or indirect) Subscription-based models (PAYG, site license etc) Technology provider, direct or indirect (e.g. authoring tools, game engines) ‘Pure’ consultancy (pre-sales, concept development, project management) Free content, charged-for services (training, support, consultancy etc)
  • 23. Who is doing what? People from the games industry – E.g. Virtual Heros, Blitz & Noah Falstein People from the web/multimedia industry – E.g. DESQ People from the learning & development industry Virtual worlds – Forterra, 2nd Life etc Traditional modelling/simulation – G2G3, BTS (Visual Purple) Marketing agencies
  • 24. What are they doing? Induction Understanding marketing Change management Understanding finance Sales training Pitching to investors Project management International trade Customer service Entrepreneurship Channel support Energy wise IT Leadership development Call centre training Dealing with difficult people IT security for SMEs Appraisals Business studies B2C promotions Citizenship Diversity & inclusion Financial compliance Audit intern training Protecting IP IT systems familiarization Corporate Social Responsibility
  • 25. Where are they doing it? SGI (Cov) #2 UK #1 N. America #3 W. Europe GfLI SGDI (NYC) #4 SE Asia (CA)
  • 26. Who are they doing it for? Hilton Best Buy 3M HP Coca Cola Shell Cisco BP IBM Orange Vodaphone BNP Paribas Raytheon British Telecom Fifth Third Bank Northrup Grunman Belgacom VISA Comcast KPMG Nokia L’Oreal PWC Volvo
  • 27. What are the business/project goals? One word (or short) answers only - what is the most important benefit/feature/'thing' your clients want right now from a serious game project or product?
  • 28. Flexibility, low cost, & improved training ..the answer is clear: employee engagement. Basically learning-by-doing with highly engaging experiences. Real measurable business benefits!!!!! Definable Return On Investment - Demonstrable business benefits at a keen cost.... Predictable delivery and acceptable cost of custom solutions. Clear understanding of and support through process Must clearly target a business need Already exists (off the shelf product)? In one word: Outcomes. Proof that the investment is justified Accelerated and lasting change in attitudes Easily modifiable and interoperable -learning environments.
  • 29. What kind of technical approaches? Game industry technology & game craft (HL2, CryEngine, Neverwinter Nights etc) Specialised technologies with instructional purposes (e.g. Caspian, DISTIL) Casual/web games (e.g. Wild Tangent, Virtools & Flash) Virtual World tech (e.g. 2nd Life & |Forterra Olive) Standard Windows custom creation (C#, Java etc) eLearning tech (browser-based; AJAX, Flash) A NICHE For everyone Multimedia (e.g. Director) Games consoles (mods through to 100% custom) Mobile phones / PDAs / iPhones
  • 30. VISA – Financial Soccer Financial Soccer is a fast-paced, multiple-choice question game, testing players’ knowledge of financial management skills as they advance down field, and try to score goals. Educators are encouraged to review and download the curriculum for students, before actual game play.
  • 31. CISCO – Binary Game “Come play the game enjoyed by hundreds of thousands of people all over the world. This game is posted on dozens of game sites and played in more than 125 countries”. “The game is not only fun, but it is considered by many to be the best way to learn how to use the binary number system.” http://forums.cisco.com/CertCom/game/ binary_game.swf
  • 32. CISCO Mind Share “Learn all about networking whilst you play!”
  • 33. BNP Paribas A space/sci-fi themed sim to teach basic banking services awareness & promote the bank’s brand for recruitment purposes. Built by KTM Advance (FR) - http://starbankthegame.bnpparibas.com
  • 34. audit training Delivering productivity gains: (“gaming the skill”) Technical audit training US audience (approx 1,000/yr) 1:3 the simulation:instructor blend Desire to ‘do’ rather than ‘learn about’ Assessed to Kirkpatrick L4 / Phillips ROI The KPMG simulation enables learners to: 1. Practice both technical & soft (client-facing) skills 2. Experience accurately recreated audit processes 3. Understand real world cause & effect Measured productivity improvement > $13m
  • 35. diversity training Delivering effective learning to all staff: (where eLearning could not) Almost compliance (major cost of failure) F2F costs impossible Very sensitive subject (diversity) Staff apathy / reluctance Makrini (the diversity game) is: 1. Easily accessed (web-based ) 2. Engaging & rewarding (people will use it) 3. Very practical (recognisable tasks)
  • 36. Drivers / ROI / Metrics Helping to manage change: (show WHY not just HOW) Major SAP rollout Major process streamline/change Global workforce to communicate with Staff resistance/inertia PET (the Process Education Tool): 1. Easily accessed (through LMS) 2. Accurately mapped internal processes 3. Demonstrated business cause & effect
  • 37. IT security games Deliver mix of business and technology courses Traditionally F2F in EMEA and AsiaPac Through training partners HP MEAI limited by time & resources Audiences limited by time, travel etc
  • 38. Caspian Learning & Thinking Worlds 3D Serious Game engine & authoring tools (aimed at learning designers)
  • 39. Daesign (FR) Simple, branching tree scenarios – cartoon style, pre-canned animations depicting business situations for role playing
  • 40. Foreterra (US) Virtual World technology (from There.com) used to allow real time, multiplayer role play in 3D environments
  • 41. Gamelearn - Merchants 2D/Cartoon style, easy to use game set in historical setting (Venice, 15th century) to train users in sales/negotiation skills
  • 42. IBM – Innov8/Innov8 2.0 3D and browser-based 2D – raise awareness of and provide skills training around Operations Management / Business Process Management.
  • 43. Playgen (UK) Browser-based 2D/3D mix (Flash) – Anti-money laundering training game
  • 44. RajSim (Holland) Project management training – fictional scenario about construction/management of world’s largest shark aquarium in China)
  • 45. TPLD (Scotland) Infiniteams – team building / dynamics using 2D isometric style (browser based / Java) The Winning Game – arcade style game, based around proven research into sports science
  • 46. Visual Purple/BTS (US) ‘Winning in Wireless’ – 3D, role play + business sim – business skills
  • 47. Xposim Oil exploration sim – mix of pre-canned 3D animations, 2D sim interfaces – huge detail in underlying models
  • 48. Leadership development Multiplayer (teams of 4), Flash-based using Adobe Flash Media Server. Challenges with firewall, LMS etc.
  • 49. Leadership development Leadership development game. Focuses on problem-solving, communication and coaching.
  • 50. Leadership development Multiplayer (teams of 4), Flash-based using Adobe Flash Media Server. Challenges with firewall, LMS etc.
  • 51. What are the challenges? “So, why aren’t we all rich yet then?” • Training market is conservative & usually slow to adopt • Lack of available case studies, examples and proven results • Predominance of ‘work for hire’ model • Confusing number of orgs, tech, products, etc – no clear offering • Global economy – risk averse, low training investment
  • 52. Corporate/training ‘nuances’ Specific ‘characteristics’ of the training world..... • LMS’s (control) + SCORM/AICC standards • DDA/Section 508 • Commoditisation of eLearning • Training works with ‘content’ creation • Linear instructional approaches • “Specify then build” approach to enterprise software • IT security & infrastructure
  • 53. Costs/pricing “What’s the going price of a serious game?” Work for hire... • $50k - $250k normal range • $500k - $1m possible OTS product/solutions approach... • $10 - $100 per seat • $10k - $100k site licenses • annual licenses * What is ‘a game’?
  • 54. Timescales “Can you build it by the end of the • Driven by budget quarters / year month?” ends • OTS products would be much more attractive (but clients want customisation) • 20:80 rule – makes clients uncomfortable.
  • 55. Timescales • Normal range 2 to 6 months • Usually to fit in client budget quarters (3 or 6 months) 1 month 2 months 3 months 4 months 5 months * Based on analysis of PXL projects 2007-09 6 months 7+ months Page 16
  • 56. So...where do you go from here? Web communities - http://seriousgames.ning.com Serious Games People LinkedIn group - http://theevilnumber27.wordpress.com/linkedin-group/ Books & papers - Clark Aldrich (3 books) Virtual Worlds, Real Leaders - IBM Global Innovation Outlook 2.0 Report www.ibm.com/ibm/gio/media/pdf/ibm_gio_gaming_report.pdf Seriosity report – leadership in games and at work www.seriosity.com/downloads/Leadership_In_Games_Seriosity_and_IBM.pdf Serious Games Summit – 23rd March in San Francisco (alongside GDC)
  • 57. Publications The E-Learning Guild 360 Research report, March 2008, “Immersive Learning Simulations”. http://www.elearningguild.com/
  • 58. +44 (0) 24 7623 6971 PIXELearning Ltd The Serious Games Institute, Kevin Corti, CEO Coventry Innovation Village, Cheetah Road, Coventry kevin.corti@pixelearning.com CV1 2TL LinkedIn: www.linkedin.com/in/kevincorti Company web: www.pixelearning.com Twitter: @pixelearning