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Bridging your ideas to success
olivier.zephir@technoport.lu
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 1
Here is Luxembourg
A diversified service dominant economy
investigating digital and creative industries
5/31/2013 2Petit Déj’ FLUPA Rennes - Serious Games
National policy example in digital and CI
5/31/2013 3Petit Déj’ FLUPA Rennes - Serious Games
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
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 4
Chris Preen
woodleywonderworks
David Ian Roberts
Games an interface to practices
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 5
Games an interface to practices
Some figures
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 6
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
5/31/2013 7Petit Déj’ FLUPA Rennes - Serious Games
Games mechanics
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 8
Games mechanics
Employee-centric applications
Where games work best
Skills
behaviours
matrix
In role
behaviours
Organisational
citizenship
behaviours
Core
work
skills
Unique
work
skills
Expanding
work
skills
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 9
"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“
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 10
Gamification, serious & real games
Employee-centric applications
11
Gamification, serious & real games
Serious game application in education
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games
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
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
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 13
Gamification, serious & real games
Enterprise applications
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 14
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
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 15
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
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 16
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
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
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 17
Gamification, serious & real games
My investigation area
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 18
Serious gaming in coworking events
From augmented to pervasive paradigm
Mobile application development
challenge Nov – 2013
Start-up development challenge May &
Nov 2013
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
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 20
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
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 21
Raph Koster, 2005
5/31/2013 22
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
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)
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 23
Serious game UXD
Future investigations towards pervasive gaming
Bridging your ideas to success
olivier.zephir@technoport.lu
5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 24

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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 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 1
  • 2. Here is Luxembourg A diversified service dominant economy investigating digital and creative industries 5/31/2013 2Petit Déj’ FLUPA Rennes - Serious Games
  • 3. National policy example in digital and CI 5/31/2013 3Petit Déj’ FLUPA Rennes - Serious Games
  • 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 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 4
  • 5. Chris Preen woodleywonderworks David Ian Roberts Games an interface to practices 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 5
  • 6. Games an interface to practices Some figures 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 6 500 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
  • 7. 5/31/2013 7Petit Déj’ FLUPA Rennes - Serious Games Games mechanics
  • 8. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 8 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 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 9
  • 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“ 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 10 Gamification, serious & real games Employee-centric applications
  • 11. 11 Gamification, serious & real games Serious game application in education
  • 12. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 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 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 13 Gamification, serious & real games Enterprise applications
  • 14. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 14 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
  • 15. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 15 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
  • 16. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 16 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 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 17 Gamification, serious & real games My investigation area
  • 18. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 18 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
  • 20. 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 20
  • 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 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 21 Raph Koster, 2005
  • 22. 5/31/2013 22 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) 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 23 Serious game UXD Future investigations towards pervasive gaming
  • 24. Bridging your ideas to success olivier.zephir@technoport.lu 5/31/2013 Petit Déj’ FLUPA Rennes - Serious Games 24