The Use of Serious Games in the Corporate Sector

Total Page:16

File Type:pdf, Size:1020Kb

The Use of Serious Games in the Corporate Sector The Use of Serious Games in the Corporate Sector A State of the Art Report Author: Lynda Donovan, Pedagogical Lead December 2012 In Confidence. For Internal Use Only. Copyright © Copyright Learnovate Centre 2012. All rights reserved. No part of this document protected by this copyright may be reproduced or utilised in any form, or by any means electronic or mechanical, (including photocopying, recording, or by any information storage and retrieval system) without prior written permission. Page | 1 Table of Contents Table of Figures ...................................................................................................................................... 4 1 Executive Summary .................................................................................................................... 5 2 Introduction .................................................................................................................................. 7 3 The Pedagogy of Games-based Learning .................................................................................. 8 3.1 Motivation and Engagement ................................................................................................... 8 3.2 Constructivism ......................................................................................................................... 9 3.3 Cognitive Apprenticeship ...................................................................................................... 10 3.4 Experiential Learning ............................................................................................................ 10 3.5 Social Learning Theory ......................................................................................................... 10 3.6 Self Determination Theory .................................................................................................... 10 3.7 Summary ............................................................................................................................... 11 4 The Research Evidence to Support Games-based Learning ................................................... 12 4.1 Overall Effectiveness of Games ............................................................................................ 12 4.1.1 Impact of games-based learning on learning outcomes ............................................... 12 4.1.2 Impact of games-based learning on attitudes or motivation ......................................... 12 4.1.3 Impact of games-based learning on retention or transfer of knowledge ....................... 13 4.1.4 Other meta-analysis findings ......................................................................................... 13 4.2 Research Evidence for Effectiveness of Game Mechanisms ............................................... 13 4.2.1 Rewards ........................................................................................................................ 13 4.2.2 Avatars .......................................................................................................................... 14 4.3 Summary ............................................................................................................................... 14 5 Application of Games-based Learning to Corporate Training ................................................... 15 5.1 Cognitive Domain .................................................................................................................. 15 5.1.1 Factual (declarative) knowledge ................................................................................... 15 5.1.2 Conceptual knowledge .................................................................................................. 15 5.1.3 Compliance training (rules-based knowledge) .............................................................. 15 5.1.4 Skills training ................................................................................................................. 16 5.1.5 Soft-skills training .......................................................................................................... 16 5.1.6 Problem-based learning and decision making .............................................................. 16 5.2 Affective Domain ................................................................................................................... 16 5.3 Psychomotor Domain ............................................................................................................ 17 5.4 Summary ............................................................................................................................... 17 6 The Uptake of Serious Games in the Corporate Sector ........................................................... 18 6.1 Use of Serious Games for Training ....................................................................................... 19 Page | 2 6.1.1 Finance training ............................................................................................................. 19 6.1.2 Business training ........................................................................................................... 21 6.1.3 Hospitality training ......................................................................................................... 23 6.1.4 Skills training ................................................................................................................. 23 6.1.5 New hire orientation ...................................................................................................... 24 6.2 Use of Serious Games for Recruitment ................................................................................ 24 6.3 Use of Serious Games for Marketing and Sales ................................................................... 25 6.4 Summary ............................................................................................................................... 26 7 Implications of Serious Games for eLearning Providers ........................................................... 27 7.1 Questions posed to the Learnovate Centre’s Industry Partners ........................................... 27 7.2 Further Implications for eLearning Providers ........................................................................ 29 7.3 Summary ............................................................................................................................... 29 8 Designing Serious Games – Key Considerations ..................................................................... 31 8.1 Designing for Challenge, Curiosity, Control and Fantasy ..................................................... 31 8.1.1 Challenge ...................................................................................................................... 31 8.1.2 Curiosity ........................................................................................................................ 32 8.1.3 Control ........................................................................................................................... 32 8.1.4 Fantasy .......................................................................................................................... 32 8.2 Evaluating the Effectiveness of the Game ............................................................................ 33 8.3 Integrating Games into a Blended Training Strategy ............................................................ 33 8.4 Involving Instructional Designers in Game Design ............................................................... 33 8.5 Summary ............................................................................................................................... 33 9 Conclusion ................................................................................................................................. 34 10 Bibliography............................................................................................................................... 35 About the Learnovate Centre ................................................................................................................ 38 Page | 3 Table of Figures Figure 1: Flow Theory ............................................................................................................................. 9 Figure 2: From M2 Research Report – Gamification in 2012 ............................................................... 18 Figure 3: Ambient Insight 2012 Report on Worldwide Game-based Learning Market ......................... 18 Figure 4: €conomia ............................................................................................................................... 20 Figure 5: BankersLab’s CollectionLab .................................................................................................. 20 Figure 6: True Office ............................................................................................................................. 21 Figure 7: Deloitte’s Business Simulation Game .................................................................................... 21 Figure 8: Front Square’s CoCo Sim ...................................................................................................... 22 Figure 9: Deloitte’s ‘gamified’ Leadership Academy ............................................................................. 22 Figure 10: Hilton Garden Inn’s Ultimate Team Play ............................................................................
Recommended publications
  • Roadmap on Serious Games in Companies On
    Roadmap on Serious Games in Companies Version -1.0_10/09/2014 Page 1 of 33 Table of Contents 1 INTRODUCTION ............................................................................................................................................3 1.1 Corporate SGs SoA overview................................................................................................................4 1.2 Basic classification of corporate SGs ....................................................................................................6 1.3 Game type/technology:........................................................................................................................7 2 SGs in companies – Roadmap Topics ...........................................................................................................8 2.1 Topic 1: Corporate SG Applications......................................................................................................9 2.1.1 State of the Art ...........................................................................................................................9 2.1.2 Vision and Gap ......................................................................................................................... 11 2.1.3 Research Challenges ................................................................................................................ 12 2.2 Topic 2: Evidence of SG Outcomes in Companies ............................................................................. 14 2.2.1 State of the Art
    [Show full text]
  • Review Article an Overview of Serious Games
    Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2014, Article ID 358152, 15 pages http://dx.doi.org/10.1155/2014/358152 Review Article An Overview of Serious Games Fedwa Laamarti,1 Mohamad Eid,2 and Abdulmotaleb El Saddik1,2 1 Multimedia Communications Research Laboratory, School of Electrical Engineering and Computer Science, University of Ottawa, 800 King Edward Avenue, Ottawa, ON, Canada K1N 6N5 2 Division of Engineering, New York University Abu Dhabi, Abu Dhabi, P.O. Box 129188, Abu Dhabi, UAE Correspondence should be addressed to Abdulmotaleb El Saddik; [email protected] Received 12 May 2014; Revised 10 September 2014; Accepted 16 September 2014; Published 15 October 2014 Academic Editor: Daniel Thalmann Copyright © 2014 Fedwa Laamarti et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in thefield of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultural heritage, interpersonal communication, and health care. We also propose a taxonomy for digital serious games, and we suggest a classification of reviewed serious games applications from the literature against the defined taxonomy.
    [Show full text]
  • Review Article an Overview of Serious Games
    Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2014, Article ID 358152, 15 pages http://dx.doi.org/10.1155/2014/358152 Review Article An Overview of Serious Games Fedwa Laamarti,1 Mohamad Eid,2 and Abdulmotaleb El Saddik1,2 1 Multimedia Communications Research Laboratory, School of Electrical Engineering and Computer Science, University of Ottawa, 800 King Edward Avenue, Ottawa, ON, Canada K1N 6N5 2 Division of Engineering, New York University Abu Dhabi, Abu Dhabi, P.O. Box 129188, Abu Dhabi, UAE Correspondence should be addressed to Abdulmotaleb El Saddik; [email protected] Received 12 May 2014; Revised 10 September 2014; Accepted 16 September 2014; Published 15 October 2014 Academic Editor: Daniel Thalmann Copyright © 2014 Fedwa Laamarti et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in thefield of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultural heritage, interpersonal communication, and health care. We also propose a taxonomy for digital serious games, and we suggest a classification of reviewed serious games applications from the literature against the defined taxonomy.
    [Show full text]
  • Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education
    International Journal of Geo-Information Article Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education Vít Pászto 1,2,* , Jiˇrí Pánek 3 , René Glas 4 and Jasper van Vught 4 1 Department of Geoinformatics, Palacký University Olomouc, 17. listopadu 50, 77146 Olomouc, Czech Republic 2 Department of Informatics and Applied Mathematics, Moravian Business College Olomouc, tˇr.Kosmonaut ˚u1, 77900 Olomouc, Czech Republic 3 Department of Development and Environmental Studies, Palacký University Olomouc, 77146 Olomouc, Czech Republic; [email protected] 4 Department of Media and Culture Studies, Utrecht University, Muntstraat 2-2A, 3512 EV Utrecht, The Netherlands; [email protected] (R.G.); [email protected] (J.v.V.) * Correspondence: [email protected] Abstract: Simulation games, as a method of playful learning, have been used for more than 70 years in various disciplines with the economy as a leading application field. Their development has been tied with advances in computer science, and nowadays, hundreds of simulation games exist. However, simulation games are not just useful for encouraging disciplinary knowledge production; they also promise to be effective tools for interdisciplinary collaboration. To further explore these promises, we report on the design and playing of a simulation game on the boundary of geoinformatics and business and economics; an interdisciplinary field we have termed Spationomy. Within this game, students from different disciplinary (and cultural) backgrounds applied their knowledge and skills to tackle interdisciplinary problems. In this paper, we also analyze students’ feedback on the game Citation: Pászto, V.; Pánek, J.; Glas, to complement this aspect. The main goal is to discuss the design process that went into creating R.; van Vught, J.
    [Show full text]
  • Game Dev Tycoon Large Games Guide
    Game Dev Tycoon Large Games Guide Impudent Sebastiano electrolyse her bearableness so grimly that Homer maculate very altogether. Collative Byron unhumanized snootily. Burton remains ecstatic after Ignacio water genuinely or anneal any biomes. Start your next game game dev tycoon games guide, the persistent data is Dotlan EVE Maps Sov Map. Yes you did praise an updated guide. More mods Explore all mods. Agf runs the game dev blog. Arbordale Zoo is tall large AZA accredited zoological park located close community the Great Smokey Mountains in North Carolina. She decided to second at the Ark Encounter because it wanted money first gospel to be meaningful and to thread a difference. Something jarred about my whole incident. The prostitutes had only brought in lettuce entertain, not necessarily anything more, suppose the possibility and the assumption of more extensive services were there. Powered by Blogger Theme images by Michael Elkan. The gamer has unique fight with a move of survivors and myself a wall number of Zombies undead. Several other options allow right to learn abilities, specialisations or unlock special features. Game Dev Tycoon Combos Cheat List: time And Great Genre. There simply to be a homeland, something that would reach her accident law. Sneaky Sasquatch, PUBG Mobile, Brawl Stars. Seriously, Warzone Dudes, that is mad nice because, even the boots look somewhat practical. Just what he reached the sight the first lag of pain over him. Game Dev Tycoon Beginner Success Guide: Tips, Tricks And Strategy For salary Great Games. Then this game is could you. Robux for Roblox can produce you to increase your practice experience and apply more fun with playing roblox games.
    [Show full text]
  • VIDEO GAMES and HISTORY LEARNING by Kattika Prapajit A
    VIDEO GAMES AND HISTORY LEARNING by Kattika Prapajit A Thesis Submitted in Partial Fulfilment of the Requirements for the Degree of Master of Science in Mass Communication Middle Tennessee State University 2014 Thesis Committee: Dr. Jason B. Reineke, Chair Dr. Ken Blake Dr. Clare Bratten i ABSTRACT Research in areas such as Bandura’s social learning theory and cognitive learning, suggest that humans learn and gain knowledge in many aspects of life. This principle may be extended to the learning of historical information from playing video games. Therefore, people could tend to learn about history from playing games with historical content. To collect the useful data for future research on using video games to teach history, this research aimed to explore which genre, ESRB rating, and the type of video game platform has the most historical content. A content analysis was done to analyze the data collected from the top 10 video games of all time from each genre listed in three video game websites, namely: www.ign.com,www.gamefaqs.com, and www.gametrailers.com in October 2013. The result of the study showed that the sports video game genre had the most historical content. The ESRB rating that had the most historical content was E for Everyone. Finally, games on the computer platform had the most historical content. With this information, researchers and instructors who study history, learning, or video games may be better able to find video games that suit their needs. ii TABLE OF CONTENTS Introduction……………………………………………………………………………………………………………………..1
    [Show full text]
  • Toward Visualization for Games: Theory, Design Space, and Patterns Brian Bowman, Niklas Elmqvist, Member, IEEE, and T.J
    IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. XX, NO. Y, MONTH 2012 1 Toward Visualization for Games: Theory, Design Space, and Patterns Brian Bowman, Niklas Elmqvist, Member, IEEE, and T.J. Jankun-Kelly, Member, IEEE Abstract—Electronic games are starting to incorporate in-game telemetry that collects data about player, team, and community performance on a massive scale, and as data begins to accumulate, so does the demand for effectively analyzing this data. In this paper, we use examples from both old and new games of different genres to explore the theory and design space of visualization for games. Drawing on these examples, we define a design space for this novel research topic and use it to formulate design patterns for how to best apply visualization technology to games. We then discuss the implications that this new framework will potentially have on the design and development of game and visualization technology in the future. Index Terms—Computer games, video games, interactive entertainment, entertainment, visualization, game analytics. F 1 INTRODUCTION and use it to mark special achievements and unlock new content. For example, the multiplayer version IDEO and computer games have a long history of the recent Call of Duty: Black Ops [57] first-person of using visual representations of data to convey V shooter collects vast amounts of statistics about player information to the player; for example, colored bars performance, and not only uses this to award special are routinely used to present vitals—health, energy, titles, emblems, and equipment to players as they play and magical power—of the player character and are the game, but also to aggregate all statistics (such as accordingly often called “healthbars” (Figure 1(a)), the number of shots fired worldwide, the number of and many games use overhead maps to show the cumulative feet fallen by all players, or the number locations of entities in the game world.
    [Show full text]
  • Challenges of Business Simulation Games — a New Approach of Teaching Business
    Chapter 10 Challenges of Business Simulation Games — A New Approach of Teaching Business Andrej Jerman Blažič and Franc Novak Additional information is available at the end of the chapter http://dx.doi.org/10.5772/61242 Abstract Serious games are part of the new emerging world of education environment that is based on sophisticated technology with elements of entertainment. They have been seen as good supplements for supporting the learning processes due to their capability to in‐ crease visualisations and challenge the student creativity. They have the potential to sig‐ nificantly improve training and education activities and initiatives. As a part of serious computer games, business simulation games support training and learning focused on the management of economic processes. They have been proven to be useful in empower‐ ing and mediating learning business content. This chapter addresses the simulation busi‐ ness games used in the educational process by analysing selected popular games regarding their properties that are considered as important in the learning process. The first part presents a short introduction in the field of business games and the approach used in selection of the studied games. The next part provides a review of related articles and brief overview of the state of the art that has guided the selection of business simula‐ tion games to be analysed and assessed. The game parameters used in the assessment have been defined and described. The analysis and the assessment report are followed with brief concluding remarks. Keywords: Serious Games, Business Simulation Games, E-Learning, Problem-Based Learning, Education 1. Introduction Digital games have the potential to change the landscape of education as we know it.
    [Show full text]
  • An Update to the Systematic Literature Review of Empirical Evidence of the Impacts and Outcomes of Computer Games and Serious Games
    Heriot-Watt University Research Gateway An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games Citation for published version: Boyle, E, Hainey, T, Connolly, TM, Gray, G, Earp, J, Ott, M, Lim, T, Ninaus, M, Pereira, J & Riberio, C 2016, 'An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games', Computers and Education, vol. 94, pp. 178-192. https://doi.org/10.1016/j.compedu.2015.11.003 Digital Object Identifier (DOI): 10.1016/j.compedu.2015.11.003 Link: Link to publication record in Heriot-Watt Research Portal Document Version: Peer reviewed version Published In: Computers and Education General rights Copyright for the publications made accessible via Heriot-Watt Research Portal is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy Heriot-Watt University has made every reasonable effort to ensure that the content in Heriot-Watt Research Portal complies with UK legislation. If you believe that the public display of this file breaches copyright please contact [email protected] providing details, and we will remove access to the work immediately and investigate your claim. Download date: 26. Sep. 2021 Accepted Manuscript An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games Elizabeth A. Boyle, Thomas Hainey, Thomas M.
    [Show full text]
  • Serious Games: the Confluence of Virtual Reality, Simulation & Modeling, and Immersive Education
    SABBATICAL PROJECT REPORT – PART II Serious Games: The Confluence of Virtual Reality, Simulation & Modeling, and Immersive Education Dr. Robert H. Seidman, Ph.D. Professor of Computer Information Technology August 31, 2009 APPENDICES I. Game journals & magazines ..……………………………….……………………………………………. A-2 Scholarly journals - print ……………………………..…………………………………………………… A-2 Scholarly journals – online only ………………………..……………………………………………... A-5 Trade or non-scholarly publications – print ……………………………..…………………….…. A-7 Trade or non-scholarly publications/websites – online …………………………….………. A-11 II. Game conferences & proceedings ..…………………………………………………..…….……..….. A-12 Serious games ……………………………………………………………………………..……………….. A-12 Simulation ………………………………………………………………………………………………………. A-14 Immersive education ……………………………………………………………..………………………. A-16 Proceedings ……………………………………………………………………………………………………. A-18 III. Virtual worlds …………………………………………………………………….………………………..….. A-25 Social virtual worlds …………………………………………………………………………………..…... A-25 Closed social virtual worlds …………………………………………….…………………………… A-37 Educational virtual worlds …………………………………………….…………………………….….. A-38 MMOGs (Massively Multiplayer Online Games) …………………………………………….… A-39 Closed MMOGs ……………………………………………………………………………………….…. A-46 Virtual world building platforms ………………………………………………………………….…. A-47 IV. Game engines ………………………………………………………..………………………………………..… A-51 V. Bibliography ………………………………………….…………………………………………………….…… A-66 Miscellaneous organizations and projects ………………………………………………….…… A-164 Dr. Seidman – August
    [Show full text]
  • Tycoon City New York Hack Offline
    1 / 2 Tycoon City New York Hack Offline city tycoon 2 roblox, We would like to show you a description here but the site won't allow us. ... Roblox hacks anime games hacks how to hack how to script how to make a gui ro piece new hack ... Tycoon City: New York is a 2006 city-building game that was developed by DR Studios. ... New pc games download offline free.. So if you're gearing to be a business tycoon or if you're just a bit too scared ... points which then raises up your level and allows you to unlock more items. ... global players and manage property and buildings in New York City, .... Earn experience, gold, and items offline while building a team of powerful heroes! ... Free hack cheats tools, codes list (andoind/ ios), gift pass, New York City USA ... Idle wood tycoon Apk Free Unlimited Golds/Coins on Android Game Jan 27, .... The most popular game in the franchise, New Vegas takes this game play ... Left 4 Dead 2 provides players with the opportunity to hack, smash and shoot their way ... The Division takes place in post apocalyptic New York City, after a smallpox .... Top Stories. Fortnite Returns to iOS, Dragon Age Director's New Studio ... Data Hacker: Corruption · Data Hacker: ... Tycoon City: New York · Typing Of The Dead ... 2 Hack mod apk (Unlimited Money) For android mobiles, Samsung HTC ... Checkout the latest Bloxburg hack cheats tool that works online. ... Build your own business, earn money, and become the best supermarket tycoon in the world! ... use this information everywhere, no matter if you are in New York, London or Miami, ...
    [Show full text]
  • Game Architecture for Business Simulation Games in XNA: the Vteam Case
    VIII Brazilian Symposium on Games and Digital Entertainment Rio de Janeiro, RJ – Brazil, October, 8th-10th 2009 Game Architecture for Business Simulation Games in XNA: The VTeam case Bruno Jamir e Silva Raphael L. B. de Barros Diogo C. Lemos Danielle R. D. da Silva Patricia R. Tedesco Geber L. Ramalho Universidade Federal de Pernambuco Abstract resolve conflicts between the team members, give some feedback to development team, etc. To provide a Business simulation is a kind of video game aimed at believable simulation, the game characters were reproducing a real business environment where the implemented as synthetic actors [Silva 2009]. player plays the role of a manager, making decisions in order to make the business prosper. However, in This paper is organized as follows. Section 2 several related researches about game development and explains the main business simulation games features. architecture definition, business simulation games are Section 3 shows the proposed architecture for business rarely mentioned. Thus, this paper presents a core simulation games. Section 4 details the application of architecture for business simulation games, based on the proposed architecture in the development of a real their common requirements and interface features. The game. Finally, section 5 our conclusions and proposed architecture was applied in a real game suggestions for further work. development project in order to validate it. 2. Business Simulation Games Keywords : Business, Simulation, Game, XNA, Architecture Business simulation games focus on economic process management using a simplification of the business Authors’ contact : environment. These games can be described as [email protected],{rlbb, dcl, drds, construction simulations, when they focus on building pcart, glr}@cin.ufpe.br elements to achieve a goal, or management simulation, when the game elements are already set and the actions 1.
    [Show full text]