towards a corporate strategy for serious games application

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Back to the future Towards a corporate strategy for serious games application

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Page 1: Towards a corporate strategy for serious games application

Back to the futureTowards a corporate strategy for serious games application

Page 2: Towards a corporate strategy for serious games application

Overview theme Serious Games

Since 1990s rise of modern version of serious games

General definition:

“entertaining games with non-entertainment goals”

Various field of application: Army/police, healthcare, education/schools

Corporate industry…?

Page 3: Towards a corporate strategy for serious games application

Serious games in corporate industry

Little known about the application of serious games in corporate sector

What is known: current traditional trainingstools are delivering limited success Demand for business innovations

Need for tools to apply serious games Corporate strategy seems inadequate: too

fuzzy, too hard to implement Introduction of supportive tools

Page 4: Towards a corporate strategy for serious games application

Highlights researchMain research question:What are the most important aspects of a

corporate strategy for the application of serious games in order to achieve a mature process?

Definition:“Entertaining digital games which are

based on an educational scenario used to educate and train its users”

Page 5: Towards a corporate strategy for serious games application

Corporate strategy and maturity models

Introduction in the 80s as an answer to failing implementation of IT processes

Growth = The measure in which an implementation process is explicitly defined, managed and continously measured

Corporate strategy + Maturity model= Process support & Growth

Page 6: Towards a corporate strategy for serious games application

Framework Maturity models

Levels: 0-5 Tags: Non-existent to Optimal Goals: Singular project to Well-

defined process Descriptions per level Key activities Key stakeholders

Page 7: Towards a corporate strategy for serious games application

Levels/tags/goals

Page 8: Towards a corporate strategy for serious games application

Levels/DescriptionsLevel Descriptions

0 Unaware of serious games as a tool for corporate use

1 Some awareness of serious games; first assessment of use of serious games as a tool. Involving relevant stakeholders to the serious game project. Sporadic improvement activities may be underway in a few areas.

2 General awareness, informal approach deployed in a few areas with varying degrees of effectiveness

3 A systemic approach/methodology deployed in varying stages across most areas, facilitated with metrics, good sustainment

4 Ongoing refinement and continuous improvement across the enterprise, improvement gains are sustained. Use of quantitative methods as research for effectiveness of serious games.

5 Exceptional, well-defined, innovative approach is fully deployed across the extended enterprise (across internal and external value streams), recognized as best practices

Page 9: Towards a corporate strategy for serious games application

Key activities Level 1 Spark: idea “to do something” with games Assessment of key elements

• Design of the learning goals of the game• Specific needs/demands to the game

Go/No-go: is a game really the proper solution? Acquire support of key stakeholders:

HR, IT, Management team Start a core document: Goals, technical specs,

BUDGET, etc. Search for external developer Work in short, iterative cycles Result: at least a working demo/proof of concept

Page 10: Towards a corporate strategy for serious games application

Key activities Level 2 Assign proces responsibility to HR Adapt current serious game(s)

• Analyze user experiences of the (demo) serious game: stats of usage etc

• Collect qualitative data of the application of serious game(s)• Improve and adapt serious game(s)

Document the implementation process• Maintain user data to estimate effectiveness• Connect serious games to corporate targets/goals/values

Design a “train the trainer”- program Extend learning goals Guide the introduction process of serious games

in IT business process

Page 11: Towards a corporate strategy for serious games application

Key activities Level 3 Consider and implement quantitative research

methods of serious games application effectiveness of serious games

Start a Serious games training program(f.i. serious games catalogue)

Apply and accept serious games as supported training tool

Integrate pre-analyses of participants Offer promotional support within the company Offer IT support for catalogue of serious games

Page 12: Towards a corporate strategy for serious games application

Key activities Level 4 Insert process of the application of serious games

as best practice Standardize serious games as preferred tool

• Connect serious games to business goals Facilitate training program for trainers/mentors Full support for participants Appoint a serious games function as primary

contact (serious games manager etc.)

Page 13: Towards a corporate strategy for serious games application

Key activities Level 5 Extend the functionality of serious games:

external application inform, recruitment/assessment, etc.

Offer mature trainingsprogram as service to other companies

Start selling Serious games catalogue “commercially”

Page 14: Towards a corporate strategy for serious games application