Archive for the ‘Serious Games’ Category

Learning Games Just in Time

Monday, August 9th, 2010

Meet the new Let’s Meet™ Serious Games Engine

You can now create online learning games in minutes with our new Let’s Meet™ Serious Games Engine. The easy-to-use wizard allows you to develop learning games that engage learners and effectively reinforce your content. Let’s Meet™ Serious Games Engine provides you with just-in-time training at your fingertips.

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The Let’s Meet™ Serious Games Engine features include:

  • One-click integration into a SCORM-compliant LMS.
  • Use as stand-alone teaching tool or with existing eLearning.
  • Add website links in the feedback section throughout your games for additional information and resources.
  • Animated 3D avatars engage users by responding to their answers.

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Let’s Meet™ YOUR way

One-On-One and Conference Room versions of the Let’s Meet™ Serious Games Engine let you choose the learning game environment appropriate for your content.

Click on the following links to check out a quick preview of the Developer Wizard as well as demos of games created in:

Let’s Meet™ One-On-One

Let’s Meet™ Conference Room.

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What do you think? Please share your comments.

3D VLE Animations – Fast, Effective and Fabulous

Monday, July 26th, 2010

Your place or ours? With our growing library of 3D avatars and other virtual learning environment (VLE) objects, you can get the courses and games your learners love (and learn best from!), in the environments you need with the avatars your learners can relate to … faster and more cost-effectively than ever. Best of all, you have the flexibility to build these courses in-house with our licensed technology and library, or choose to have the Sealund teams create it for you.

Real and Relatable Avatars…

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Our diverse family of avatars is growing all the time. We have more than 30 already and can develop any new personalities you need … quickly and efficiently.

The 3D Avatar library includes all types of:

  • Individuals
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  • Families
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  • Work teams
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  • …and anything else you can imagine. From our library, we can create anybody you need – from astronauts to business professionals to to nurses to zoo-keepers.
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Anywhere You Want Them

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You can have your avatars in any gaming or virtual learning environment (VLE) you can imagine. With the Sealund Avatar Animation Technology (SAAT), you get instructional integrity, graphics design, 3D animations and virtual learning environments with leading-edge technology for deployment of eLearning using your existing computer equipment. A library of 3D environments, along with hundreds of 2D and 3D assets and props, are available with the SAAT for even more efficient development. “Anywhere” means more than just “in any environment you can imagine.” It means you can deliver the VLE experiences to your learners, wherever they are too. SAAT is an open architecture that lets you keep current with technology, including delivering eLearning applications converted to mlearning via mobile devices.

For more on the 3D VLE animations, the SAAT and the 30 new avatars, contact one of Sealund’s Sales Consultants today at consultants@sealund.com.

What do you think? Please share your comments.

Serious Games Engines Updates

Monday, July 19th, 2010

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Our clients form a very creative user community, and they love our Just PlayIt!™ game, so they’ve provided wonderful ideas to expand and improve it.

Just PlayIt!™ is a Jeopardy-like, Single Player, 3D Serious Games Engine that offers you a software tool to create 20 Questions, Answers and Feedback. In addition, you can customize your Serious Games by creating a custom name for each game, creating goals and learning objectives and creating up to 20 questions, answers, and feedback.

Just PlayIt!™ is instructionally designed with a test bank of questions that are randomly generated for assessment purposes. Just PlayIt!™ sends a completion notification to any SCORM-conformant LMS for tracking, recordkeeping and reporting.

The end result will be deploying multiple Serious Games for numerous topics all under your control. The Enterprise Wide License provides you with unlimited software licenses to use within your organization.

Just PlayIt!™’s new features include:

  • The game screen now works best at a 1024×768 resolution.
  • It can load questions from a tab-delimited file.
  • It can add links to the feedback … very helpful for players to understand the details of what’s correct and what’s not.
  • Questions now accept two responses as well as the four-response format.
  • Correct answers now display extra “happy” animations – great for reinforcement.
  • The game now requires Adobe’s Flash Player 9, so you can enjoy its new built in features.
  • Players now see the questions displayed on the same screen where the avatars buzz in – a more intuitive placement.
  • AI (artificial intelligence) avatars now wait only a couple of seconds to buzz in after a player answers a question incorrectly, a more real-life delay.
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  • Two load-speed versions of the game — quick load (super-fast with streaming graphics) and regular load (also faster than before). The quick load version, true to its name, loads very fast because it’s 100% streaming video. If your players just can’t wait to begin and don’t mind seeing some slight flickers in the graphics and some of the sounds being a bit off-synch as they play, this is the version for you. If your players are a bit more patient at the beginning, the regular load version still preloads all of the graphics and sounds, but it now loads faster than it did before.

As always, we’re grateful to our users for their wonderful suggestions and requests. These enhancements will make the game even more exciting and engaging for your players, and we’re pleased to respond to the needs of our valued clients.

What do you think? Please share your comments.

30 Avatars and Growing

Friday, July 16th, 2010

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As more and more clients request avatars to appeal to their learners, our avatar library is growing rapidly. I look at it as the most diverse family under the rainbow.

What do you have more of?

Everything! Each avatar is configured with its own unique personality, and they’re all 3D. Our Sealund Avatar Animation Technology (SAAT) enables us to customize your avatars quickly and efficiently. Wow!

What’s behind the WOW factor? The SAAT!

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The SAAT works like this:

  • It provides instructional integrity, graphics design, 3D animations and virtual learning environments with leading-edge technology for deployment of eLearning using your existing computer equipment.
  • We offer a license for the technology solution that includes avatars, animatable avatars, environments and assets/props.
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  • The avatars come with standardized setup and control options, prebuilt rigging and Mel Scripting so that animations can be transferred from one avatar to another. That reduces manual production time through more efficient animations.
  • It allows you to change the scene or environment an avatar experiences depending on the user/learner’s response.
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  • It integrates 508 conformant and compliant needs for accessibility of content and gives all users/learners comparably engaging learning experiences.
  • We can embed our avatars as Movie clips for Progressive streaming. Our avatars can also be integrated into DirectX and OpenGL environments by simple conversions.
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  • A library of 3D environments, along with several 2D and 3D assets/props, are available with the SAAT for even more efficient development.
  • You get great flexibility because the SAAT is an open architecture that lets you keep current with technology, including delivering eLearning applications that can easily be converted to mLearning via mobile devices.
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  • You can make it your own! Our clients may license the SAAT and complete all the avatar animations and 3D environments in-house or use Sealund’s professional development services to customize and complete the project.

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For more on the 30 new avatars and 3D VLE animations and the SAAT, contact one of our sales consultants today at sales@sealund.com.

What do you think? Please share your comments.

Alaris Financial Literacy™ Channel Partner

Friday, July 9th, 2010

Our channel partners who offer Alaris Financial Literacy™ eLearning to their employees, customers and other business network members do well while doing good. They receive up to 50% of the revenue for each course taken, and the learners gain better control over their financial health.

VeteransPlus, Our Newest Channel Partner

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VeteransPlus (VP) has become an Alaris Financial Literacy™ channel partner as part of the financial security element of their mission, “Serving Those Who Have Served Us,” by improving the quality of life for its military and veteran members, their families and communities. U.S. Dept. of Veterans Affairs employees are also VP members. For VP we customized the avatars Janet and JT, so VP members can relate more easily to them. You can click on Janet and JT here to see how their appearance and conversation have been customized to reflect military experience.

VP has its own customized website portal of Alaris Financial Literacy™ eLearning products, so that members, clients and employees of VP or any of its subsidiaries or affiliates can benefit from these resources.

We’re delighted that VP has joined its partner organization, the National Foundation for Debt Management (NFDM) in our family of channel partners. The NFDM, a 501(c)(3) educational organization providing in-person and telephone counseling on credit and debt management and housing (including home ownership, foreclosure prevention, and reverse mortgages), added eLearning to its services with the Alaris Financial Literacy™ curricula.

What does “offering” the eLearning mean?

That’s easy! You can host curriculum on your system, or Sealund can host it on ours. As part of your employee assistance program, for example, Alaris Financial Literacy™ eLearning can provide valuable skills to employees, and when employees feel more secure about their finances, they become more productive at work. A recent Harvard Business Review article, “Teach Workers About the Perils of Debt,” urged companies to offer exactly such resources.

If you’re interested, call our consultants at 800-434-8000 or email us at consultants@sealund.com for more information about this opportunity to help employees and customers increase their financial wisdom while your organization shares in the revenue stream.

What do you think? Please share your comments.

“Human in the Loop” Sims & Games – What You Get for the Money

Friday, June 11th, 2010

The world of Serious Games and Simulations professionals has been investigating the real cost of “human in the loop” simulations, and it’s been an interesting discussion. The benefits of immersive sims have also been measured for several years now, and I think you’ll find that the statistics entirely validate our early sense that the more realistic the learning, the greater the performance improvement.

Clark Aldrich found that such sims for corporate purposes cost in the neighborhood of $100,000/finished hour to build. This makes rapid development methodology more important than ever if we want to reduce that cost! We’re hoping that our new mLearning rapid development methodology will make learning solution deployment to mobile devices very affordable.

But to consider the cost/benefits equation for immersive simulations in general…

The Value Propositions

Credit card ads to the contrary, nothing in the corporate world is really “priceless.” The right value proposition for realistic simulations and games balances the cost of development (usually high) with the cost of deployment (usually very efficient) and the value of the learning outcome (very effective). Here are some of the elements of the “benefits” side of that equation, based on broad industry experience and some of Aldrich’s findings:

  • Reduced learner time to mastery - Sims cover twice as much “content per hour” as traditional eLearning, so a one-hour sim can accomplish what a conventional two-hour program covered. As an element of estimating the cost of a project, this represents a considerable ROI savings in terms of employees’ time-on-job versus time-in-training. The Training Oasis cites Gartner Group’s report that studies have shown that simulation can make a student proficient at a skill four to six months faster than those who took a training class but had no application of the knowledge. This accelerated learning is a key benefit of simulations delivered to any type of audience-executive, manager, instructor or agent.
  • Dramatic increase in effectiveness - Sims actually transform real-world behavior and conviction, as measured six months after programs have been deployed, whereas some traditional programs often merely allow an organization to check off a box.
  • Infinite scalability over space and time - No human coaches are present to limit use or to force students into awkward and hard to schedule synchronous virtual classes. Sims can typically be deployed world-wide because their interactivity and visual nature make the content natively global. Developers also create a look and feel that will not be dated in a year or two, and can be readily updated, which has always been a problem with video.
  • Modularity - Sims can be built one hour at a time, and then linked together. This creates a manageable first sim, with room to grow into more ambitious curricula. Modules can be developed and deployed for just-in-time skill development as a new process is rolled out; the simulation training can mature with the business process.
  • Customization - Sims can be highly customized to an organization’s unique requirements, from customized content within an engine to full customization of environment and tone.
  • Innate measurement and tracking - Sims requires learners to demonstrate a working, dynamic ability to apply new concepts skills, a feature of great value for both legal and business operations considerations the require certification of capabilities.
  • High user acceptance - Employees (across all generations, not only digital natives) rate sims highly for being engaging and for empowering their self-direction in the learning experience.

Hard ROI Data

The eLearning Guild’s March 2008 Immersive Learning Simulations surveyed more than 1000 Guild members from 320 organizations and reported these hard ROI data:

  • ROI studies concluded that training costs dramatically dropped from $763 per employee to a mere $300, while average test results increased from 62% to 92%.
  • Immersive simulations had these results: Phase 1 training time was reduced by 50%; Simulation-Based Training reduced onsite training time by 50%; Learning performance increased by 30%; and Overall reduction of training costs by a minimum of 50%.
  • One company’s experience in switching from instructor-led training to immersive simulation for one course saw the measured training cost per employee drop from $763 for this course alone to $300 per head, a $463 cost saving per employee. A more detailed analysis of the time and costs benefits showed that the combined direct and indirect savings totaled nearly $10 million over 10 years.

Presenting Your ROI Proposal Effectively

It’s not just what you say but how you say it, especially to C-level executives who make the budget decisions, so consider these helpful hints for that pitch meeting.

Brandon-Hall Research suggests these tactics for presenting training solution proposals to C-level executives in Learning C-Speak.”

  • Decrease operating expenses: We’ve been delivering XYZ training using instructor-led classes to teach about 230 people per year. By moving the classes to simulations in e-learning delivery, we should be able to reach more than 1,200 employees without increasing delivery costs while decreasing travel-related expenses. We’ll get more training for each training development dollar spent.
  • Increase revenue: Using modest projections and looking at case studies for other sales situations, we feel that e-learning simulations will result in closing $______ in additional sales next quarter.
  • Improve employee performance: Our employees’ knowledge is what keeps us ahead of our competition. In this fast-paced business, e-learning simulations will help us ensure that our employees have the right knowledge at the right time, and have experience in applying it effectively through very realistic practice with feedback in the simulations.
  • Less time off-task spend in training: With the proposed initiative, we can train our employees anywhere from 50-60% faster.

Bottom Line

“In games, learning is the drug.” (Raph Koster, A Theory of Fun for Game Design.) In business, where change is constant, employers need employees who are addicted to learning.

What do you think? How do these stats compare with your experience? How do you plan to use the data and presentation suggestions to pitch your next learning solutions projects? Please share your comments.

mLearning: Why Mobile Learning Works Better

Friday, June 4th, 2010

Mobile Learning technology has matured beyond the “wow” factor to the point where it can be fully integrated with your LMS and deliver content in truly engaging formats, with interactivity including simulations and games, and assess comprehension.

Still, you may ask whether the cost of formatting and delivering courseware through mobile devices is worth it. If we can push entire courses and updates to employees’ desktops, laptops, and Web books, don’t those get the job done well enough? The answer, of course, is that for many types of content, yes, they do. You have to consider the cost of the media of any knowledge transfer experience in relation to the purpose and value of the learning outcome.

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For your highest-value learning outcomes, when the type of information and skills you need employees to mobile media is a great solution… Another example is field employees such as sales and service teams, where customer-interaction simulations can deliver:

  • New and updated product and pricing information
  • Customer service alerts
  • Just in time solutions to the field

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With content templates and learning engines in the hands of content experts and instructional designers, you can deliver soundly constructed learning experiences for the latest information and skills to your employees more quickly and more effectively than ever. The power of mLearning works amazingly well with the way our brains are wired for learning, particularly for things we need to apply right away and want to develop into habits.

Immediacy, Just-in-Time

Even traditional classroom learning has scheduled course delivery based on the just-in-time principle. eLearning has been able to push delivery closer to the critical application time. But mLearning tools put the “media” in immediacy for just-in-time, at-your-fingertips learning experiences. A simulation with a video demo of a new product or of a product defect being fixed, along with an avatar-driven simulation to model your employee’s related customer interaction, engages employees in learning not only the facts but the interpersonal skills for using those facts most effectively. It’s all about engagement in the learning experience when you most need success in the learning outcome.

Iterative Reinforcement

Sure, immediately applying something you just learned about is a rush, but what about those good habits you really want to develop … but keep forgetting to act on? Send in the reinforcements - mLearning to the rescue!

mLearning can push timely reinforcements in interactive formats to your employees-for example, games or simulations or videos rather than calendar reminders-and for behaviors that show your employees you care about them as well as about your customers. You can send a work-specific skill refreshing simulation or game related to instructor-led or eLearning experiences they had the day, the week, or the month before. You can also show employees you care about their well-being with a video of stretches to do at your desk or in an airplane seat, or a simulation for selecting healthy lunch options on-the-go, or eye-refocusing graphics to prevent optical strain, or a brain-teaser game to kick-start creativity.

…And They Like It

The iPass March, 2010 Mobile Workforce Report on “Employee Device Preference” showed that 63% of respondents required WiFi to keep on top of business activities, and in-flight, where 96.1% preferred a Wi-Fi-enabled laptop, 32% would most often use their smartphone, “showing a trend to dual device needs.” It’s no surprise that a growing number of business travelers turn to their smartphones for work-related tasks because it’s so much more efficient than finding a WiFi hotspot and booting up their laptop computers. They can engage with smartphone-based learning, among other business activities, whether they’re in a lobby waiting to see a customer, or standing in line for lunch, or on a commuter train work- or homeward-bound.

You know the leadership truism - It’s easier to lead in the direction they want to go anyway. And smartphones and other mobile devices are certainly that direction. Turns out, those smartphones can help make their users smart, too!

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Because our clients and their employees are so smart, Sealund’s mTeam is developing custom mLearning applications and introducing m-Learning versions of our existing courseware, based on our new mLearning Methodology to ensure learners of the instructional soundness for which Sealund & Associates has earned recognition since introducing our eLearning methodology in 1985. Our M-Learning Methodology supports rapid prototyping for a variety of mobile platforms.

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Our new mLearning apps for your iPhone, Android, and Blackberry include:

  • Alaris™ Financial Literacy Curricula’s “Reducing and Eliminating Debt” curriculum that’s so in-demand for its original platform. The mLearning version includes rich graphics on every screen as the mentor walks learners through the effective strategies and habits, and another avatar engages learners in a relatable story to practice those habits and strategies. It also provides an interactive calculator for instant and repeated application and reinforcement of new skills.
  • The Smart Shopper’s tool that helps you calculate the real cost of big-ticket items by factoring in the interest you’ll pay at the rate and number of months you enter.

What do you think? Please share your comments.

3D Stereoscopic Games and Sims – Why “Wow!” Works

Monday, May 31st, 2010

I’m always looking for instructionally sound uses for the latest technologies because learners enjoy using them, and we all know that the fun-factor increases retention. So I was quite excited to find an instructional rationale for 3D stereoscopic technology!

Perception is Reality

Depth perception can play an important role in learning in virtual reality environments. Increasingly lifelike simulations and even game environments can enhance the initial learning of students in many life-saving professions, like the police, medical and military fields. Depth perception can be critically important in skills ranging from estimating the distance to a target to finely detailed perspective in microsurgery, requiring all levels of refinement in hand-eye coordination, from large scale to, well … micro.

Think about the benefits for Stereo 3D learning in these fields:

  • Medicine - effective demonstration and practice for surgery and micro-surgery as well as diagnostics. Take a look at UCSF’s radiology department demo here, where UCSF’s medical education faculty believes that “Students are often more engaged in an interactive computer based learning environment. Role-playing game-like teaching tools or simulations can be created incorporating 3D displays, which could incorporate haptic [tactile] sensory feedback techniques. These tools can be used for postgraduate trainee and practicing physician education, as well.”1 Other medical applications include the display of X-ray data for molecular modeling, anatomy and physiology.2
  • Manufacturing - effective simulation of operating very large, very small, or very dangerous equipment. One study found several important applications of keeping it real: Stereo 3D learning environments can “enhance communication and interaction via the computer enabling affective expressive interpersonal communication and enriching interaction by haptic feedback. With a recent tendency on working closer to [the] user’s domain when performing 3D tasks, it has been suggested that instrumenting the real device/props would allow the user to work as in a real environment. Researchers claimed that providing feedback by manipulating physical input devices which closely correspond to virtual objects is an important step towards bridging the gap between knowing what we want to do and knowing how to do it.”3
  • Oil and gas industry - for engineers’ training to effectively use powerful stereo 3D systems (like the one illustrated here) for visualizing subterranean features of geological interest, using data from seismic sensors.
  • Mechanical design - for training designers to use their 3D modeling tools that enable peer- and customer-review to make sure the product meets the specifications.

What about the industries you serve? How can stereo 3D training help those learners practice critical skills before the critical situations arise? What do you think? Please share your comments.

Footnotes:

  1. UCSF. Medical Education: Potential Contributions of Stereoscopic 3D. http://www.radiology.ucsf.edu/app/medstudents/3D/educationMain.htm
  2. Perry, Janie, David Kuehn and Rick Langlois. “Teaching Anatomy and Physiology Using Computer-Based, Stereoscopic Images,” Journal of College Science Teaching, January/February 2007, v 36, n 4, pp. 18-23. http://www3.nsta.org/main/news/stories/college_science.php?news_story_ID=53077
  3. Aziz, Faieza Abdul and Maryam Mousavi. “A Review of Haptic Feedback in Virtual Reality for Manufacturing Industry.” http://www.banglajol.info/index.php/JME/article/viewFile/3476/2914

Sealund’s on the Go with Custom mLearning

Friday, May 14th, 2010

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Our clients‘ employees, like modern learners everywhere, are expressing a preference for learning available at their fingertips wherever they may be, so Sealund’s mTeam is developing custom mLearning applications and introducing mLearning versions of our existing courseware, based on our new mLearning Methodology to ensure learners of the instructional soundness for which Sealund & Associates has earned recognition since introducing our eLearning methodology in 1985.

Our mLearning Methodology supports rapid prototyping for a variety of mobile platforms and the best use of new small-screen formats, new technologies, and learning models adapted to those media.

Our new mLearning apps for your iPhone, Droid and Blackberry include:

  • Alaris™ Financial Literacy Curricula’s “Reducing and Eliminating Debt” curriculum that’s so in-demand for its original platform.
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  • The mLearning version includes rich graphics on every screen as the mentor walks learners through the effective strategies and habits, and another avatar engages learners in a relatable story to practice those habits and strategies. It also provides an interactive calculator for instant and repeated application and reinforcement of new skills.
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  • The Smart Shopper’s tool that helps you calculate the real cost of big-ticket items by factoring in the interest you’ll pay at the rate and number of months you enter.

We’re Spreading the Word

Our mTeam has learned enough and produced enough high-quality mLearning that we’re taking our “learning to-go” on the road to several conventions. I’ll be presenting our new mLearning Methodology at:

What do you think? Please share your comments.

Productivity Games — They’re Not Just for Training Any More

Friday, May 7th, 2010

Learning Games in Learning Organizations

Remember the “learning organization”? Such organizations facilitate the learning of its members and continuously transform themselves, so they’re resilient companies that can adapt to rapidly changing markets. You may say, oh, that concept is so ’90’s, but in today’s economy learning organizations are the only survivors and newcomers must also be resilient to survive. Employee productivity is a big part of the learning organization’s competitive edge; that’s a given. Then we have “learning games”, a concept and technology that has had to climb a hill to prove itself, partially because the technology necessary to support the most effective games-those in virtual learning environments-often meets with resistance from the company IT department. To compound the problem of their acceptance, serious games have been seen as just one more emerging tool within the training department - not as a corporate productivity asset.

This year, the London Business School’s Management Lab, Microsoft, and a founder of the Serious Games Initiative all give evidence that gaming as an intrinsic element of corporate culture and procedures can improve employee productivity and product/service quality, and do it more efficiently than the cadres of experts we used to hire to run long, expensive studies that resulted in reports the C-level officers never had time to read.

Games work, and games embedded in work processes make employees work better, faster, smarter … while having more fun and feeling greater job satisfaction and loyalty.

GenY, “Crowdsourcing” and Productivity Games

Can games engage the energy of employees to target problems that a company would ordinarily rely solely on expensive experts to study and resolve? Can the attraction and creativity of game-based challenges motivate employees to think-and work-outside the box of the standard procedures that are, themselves, part of the problem? Einstein said that a problem cannot be solved by the mind that created it, but maybe if you can stimulate those in-the-box minds (and a lot of other minds) in a creative game model … they can! Welcome to the concept of “crowdsourcing.”

Ross Smith, Director of Test, Windows Security for Microsoft, recently shared on MSDN Blogs how he applied game theory to defect prevention. Quite a leap … but let’s let Ross guide us one step at a time. First, a definition from Wikipedia:

Crowdsourcing is “the act of taking a task traditionally performed by an employee or contractor, and outsourcing it to an undefined, generally large group of people or community in the form of an open call. For example, the public may be invited to develop a new technology, carry out a design task (also known as community-based design….”

So if Microsoft wants to detect defects more efficiently, with higher productivity from each team member, it has to balance its portfolio of defect discovery techniques. How can they involve the “crowd” to balance their resource portfolio? Ross thinks he has the answer: Productivity Games.

In productivity games, players perform “real work,” tasks at which people outperform computers. By framing the work tasks in the form of a game, of course, Smith’s team could achieve two important start-up advantages: clearly communicate the objective and achieve a high level of engagement from the employee community. (This was at Microsoft, remember - a gamer-intense population!)

Smith’s team took as a model the ESP Game developed by Luis von Ahn at Carnegie-Mellon University, in which players label images in teams of two, to earn points. The image labels (artifacts of game-play) are searchable although the images themselves are not - the graphics database gains labeled photos, the players win points, and everybody’s happy. But Smith needed convincing, so he looked into the usefulness and appeal of games. He discovered what a lot of educators already know, but it’s worth our time to do a quick scan of which things made a non-educator sit up and take notice.

Games? So what? - They pump up your brain’s learning chemistry!

Brock Dubbels, a researcher at University of Minnesota, found that games “provide the opportunity to do something grand … exaggerate and elevate action beyond normal experience to make them motivating and exciting. … Games raise our level of expectation to the fantastic and our biochemical reward system pays out when we build expectation towards a reward. … A game can also create bonds that hold people together through creating opportunities for relationships that one might not experience every day.”

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In the book Primal Management, Paul Herr reports on the importance of game-stimulated emotion in learning: “The neurobiologic revolution has, in turn, sparked a revolution in economics. Economists, working in close cooperation with neurobiologists, have designed brain-imaging experiments based upon game theory to explore the brain’s decision-making apparatus. These experiments indicate that all forms of reward, monetary or otherwise, depend upon feelings. When players in an economic game plan their monetary strategy, the dopamine reward system in the basal striatum [the blue areas in the diagram from Wikipedia]-the same brain area that processes food, sexual, and drug-related rewards-lights up on the brain scans. These experiments indicate that there is only one reward metric for human beings-sensations of pleasure and pain emanating from the basal striatum. Neuroeconomic research is putting feelings and emotions where they belong-at the core of economic decision making.”

Neuroeconomics!? Economists are figuring out ways to manipulate our decision-making; but maybe we can design our own games to take control of our own economic decision-making. In fact, games do teach us successful social behavior, according to advice columnist Ask Evelyn, who has observed that playing games teaches us perseverance to the end, cooperation, honesty, fair play, and both strategic and critical thinking. Those are good skills for teamwork and independent thinking at work and at home. But let’s get back to the scientific studies.

At NYU’s Games for Learning Institute, researchers are studying what makes games effective as well as fun through methods like observation, interviews and experiments that reveal the most effective educational game designs. Institute Director Ken Perlin says, “The key question is how to reliably design fun and measurably effective learning games.” Institute co-Director Jan Plass continues the thought that “in addition to conducting empirical research on design patterns for effective educational games, the mission of G4LI is to create a thriving research community on educational games. For example, we are building a game design architecture, based on XNA, that will be fully instrumented, and will therefore allow other researchers to collect play data for their own studies on games and learning.”

One thing that every analyst agrees about is the importance of quickly learning the consequences of our decisions, taking responsibility for them, and (depending on the feedback stucture) performing course-corrections at each step or replaying the game for a better outcome because we’re motivated to get it right. Another thing everyone agrees about is that games teach us these life-skills or workplace-skills by the very nature of game-play itself.

How does all that affect productivity games?

After all his research into the what and how of serious games, Smith applied it to the why he cared about - productivity to improve quality. The Office Labs Skill Tracker adds elements of game play into Office to motivate users to explore more of the applications, learn new features, and boost their productivity. Office Labs Program Manager Jennifer Michelstein, who is coordinating the Skill Tracker project, told Smith that “adding elements of game play to Office can motivate people to learn more features and boost their productivity, while having fun, competing, and feeling good about learning. A key variable is integrating the right level of fun in Office, so that game elements boost instead of reduce overall productivity.”

In his own back yard, Smith implemented three productivity games, using the crowdsourcing approach within the Security Test team. In the Code Review game, players solve the problem of motivating individuals to give code reviews the necessary effort despite the existence of easier techniques; the test team organized games (bug bash, bug smash, self-hosting) and the Code Review Game effort resulted in game-team’s development of eight “win the game” strategies that turned into solid defect-detection techniques that could become part of the standard process. The PageHunt Game targeted improving search relevance, and resulted in the discovery of many search term equivalences that could work behind the scenes to map queries to relevant Web pages more efficiently. There are no hard data yet on the benefits of the PageHunt Game, but Smith hopes it will help Microsoft to develop more metadata for text-poor pages for identification in keyword searches. The third game, Language Quality, got native language-speaking players to find better ways to capture local and cultural language nuances to improve the quality of localized system releases. After the games month-long run, 170 bugs had been identified by players across all 36 languages, according to a report on TechFlash.com.

Microsoft has found that creative and collaborative play is essential, and Smith says that because “Crowd-sourcing, social networks, and instant and real-time communication are all altering the way we work,” one challenge is to motivate effort from the crowd and retain their attention. I’m betting on Smith and Microsoft to rise to that challenge because, Smith also asserts, “Productivity Games help individuals work together effectively and help focus our collective energy.”

In an unrelated but entirely confirming statement in the London Business School’s Management Lab publication, “Theory Y meets Generation Y,” Ben Sawyer, co-founder of the Serious Games Initiative, has said, “While everyone in the enterprise is chasing games for training, the real promise for games is in changing how enterprises work, think and administrate, which will have much more dramatic changes on productivity through games than the odd training efficiency.

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