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WP7 Integration in Corporate Training. Johann Riedel Nottingham University Business School [email protected]. Outline. WP7 Objectives Partners & PM Tasks & Timeline Activities Stakeholders SG Integration in Companies State of the Art SG Awareness & Adoption in companies - PowerPoint PPT Presentation
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BREMEN19-21 September 2011
European Commission Information Society and Media
GaLAGame and Learning Alliance
The European Network of Excellence on Serious Games
WP7 Integration in Corporate Training
Johann RiedelNottingham University Business School
1
BREMEN19-21 September 2011
European Commission Information Society and Media
Outline
• WP7 Objectives• Partners & PM• Tasks & Timeline• Activities• Stakeholders• SG Integration in Companies• State of the Art• SG Awareness & Adoption in companies• Next Steps
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BREMEN19-21 September 2011
European Commission Information Society and Media
WP7 Objectives
• Investigate how to best integrate different kinds of SGs and SVWs into real corporate training processes
• Elicit requirements from end-users and corporate training stakeholders
• Collect, systemize and structure experimental data in order to build metrics
• Elaborate specific methodologies for an non-intrusive integration of SGs and SVWs in existing training contexts,
• Gather and nurture a community of corporate users and stakeholders that are interested in studying, assessing and promoting the adoption of SGs.
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BREMEN19-21 September 2011
European Commission Information Society and Media
WP7 PM
4
Partner Person Months
MAN 8
Serious Games Interactive
3
ATOS 6
PLAYGEN 6
UNOTT 6
BIBA 3
AAU 6
AALTO 5
CYNTELIX 6
POLIMI 3
ETH Zurich 0
ESADE 4
CEDEP 4
NURC 3
Total 65
BREMEN19-21 September 2011
European Commission Information Society and Media
WP7 Tasks & Timeline
• T7.1 Corporate user and training stakeholder requirements (CEDEP)
• T7.2 Metrics for SG in corporate training (Cyntelix)• T7.3 Integration methodologies for corporate training (UNOTT)
• T7.4 Community of corporate users (NURC)
» D7.1 D7.2 D7.3 D7.4
5
Task 7.1
Task 7.2
Task 7.3
Task 7.4
WP7
START M1 2 M2 4 M3 6 END
BREMEN19-21 September 2011
European Commission Information Society and Media
WP7 Activities
6
SoA Survey Interviews
AdoptionResearch
Case StudiesIntegration
Taxonomy Metrics
• Intra-Network Collaboration: SIG1, SIG2, TC2.6
BREMEN19-21 September 2011
European Commission Information Society and Media
Key Stakeholders Issues and Needs
• Proof of effectiveness• Patterns of Gameplay• Observatory -
Technologies and Trends
• Pedagogical Practice• Trained Workforce• Market awareness,
promotion and branding
SG Developer Needs
• Competitive Workforce
• Successful Education• Sustainable Training • Innovative &
Sustainable Industry
• Policy Making• Branding
EU Needs
• Competitive Workforce
• Cost Effective Development
• Proof of effectiveness• Pedagogical Practice• Rapid Competence
Development (reduced time to competence)
• Generation Y
Enterprise Needs
GALA
• World Class Research• Cohere European
Research• Common Research
Strategy• Engagement &
Interchange with Industry
Academia Needs
BREMEN19-21 September 2011
European Commission Information Society and Media
SG Integration in Companies
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Commercial Benefit
SG Corporate Integration
Training
People Development
Intervention
Change Mngt, Decision Mkg,Culture Adapt
Viral Diffusion
Use game dynamics to
diffuse
Gamification
Of operations,Interaction
with Customer
Indirect Direct Indirect Direct
NEW NEW
BREMEN19-21 September 2011
European Commission Information Society and Media
D7.1 Report ToC
9
• 1INTRODUCTION1• 1.1WP7 OBJECTIVES1• 1.2WP7 TIMEPLAN2• 1.3WP7 ACTIVITIES - FIRST 12 MONTHS2• 1.4INTRA-NETWORK COLLABORATION2• 1.4.1TC 2.6 Assessment2• 1.4.2SIG 3.1 Business and Management3• 1.4.3SIG 3.2 Engineering and Manufacturing3• 2SG TAXONOMY FOR BUSINESS AND INDUSTRY4• 3SG STATE OF THE ART FOR BUSINESS AND INDUSTRY4• 4SG INTEGRATION IN COMPANIES4• 5SG NEEDS AND REQUIREMENTS FOR BUSINESS AND INDUSTRY4• 6SG AWARENESS AND ADOPTION SURVEY5• 7SG INTEGRATION METHODOLOGIES IN COMPANIES6• 7.1SG INTEGRATION CASE STUDIES6• 8SG METRICS FOR BUSINESS AND INDUSTRY6• 9DISSEMINATION & COMMUNITY BUILDING FOR BUSINESS AND INDUSTRY6• 9.1STAKEHOLDERS7• 10PLAN FOR NEXT 12 MONTHS7• 11CONCLUSION8• REFERENCES8• Appendix8
BREMEN19-21 September 2011
European Commission Information Society and Media
SoA Classification of Games – Simulation Level
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Simulation Level Example commercial video games
World/ God Civilization, Capitalism, SimCity
National -
Industry Transport Tycoon, Railroad Tycoon
Inter-Organizational Kingpin (gangsters game), Wall Street Trader
Business/ Organization Theme Park, Theme Hospital
Intra Org/ Org processes -
Group/ Team -
Discipline -Individual Flight Sims, Racing games
BREMEN19-21 September 2011
European Commission Information Society and Media11
Simulation Level Serious Game Topic AddressedNational 1. LogLab 1. Logistics Industry SimTelecom
SimHealth1. Telecommunications industry2. Health service
Inter-Organizational ShareEmergency/ disaster sims
Inter-organisational learningEmergency/ disaster planning
Business/ Organization
The Small Business Game1. Apples & Oranges2. The Finance Game3. SIMBU4. MOB
1. Sport shopFinance FinanceManagement of manufacturing companiesMobile operators management
Intra Org/ Org processes
KM QuestCOSIGALogtrainGLOTRAINMINT City carChain gameONEEIS
1. Knowledge management2. Product development process3. Supply chain management4. Product development and production5. Factory planning6. Car 7. Supply chain, trading and negotiation8. Logistics and production9. Info Systems change management
Group/ Team Decision baseTango CayenneLivonThe Business Game – TrelleborgBusiness Networking GameKnowledge Management Simulation GamePRIMEBeware
1. strategic business decisions2. managing intangible assets3. developing a project4. marketing differentiation & segmentation5. market6. insurance: car travel and home7. Knowledge management8. strategic management, negotiation, business9. supply network, risk management
Discipline 1. Seconds 1. Impact of strategic decision makingTechniques 1. The beer game
2. JIT game3. refQuest
1. Management of supply chain2. Just-in-time production3. Support for idea-generation
Individual 1. The Business Game2. The Enterprise Game3. Business banking game Branch4. Business Banking Game Group5. SPIKO6. The Supply Net Game7. Virtual Leader
ManagementEnterprise managementHuman resourcesManagement, financeMediating collaboration skillsDynamics of supply (warehousing and distribution
policies)Leadership skills
Riedel, J; & Baalsrud Hauge, J. (2011) State of the Art of Serious Gaming for Business and Industry, In: Thoben, K-D; Stich, V. & Imtiaz, A. (Eds) Proceedings of the 17th International Conference on Concurrent Enterprising, 20-22 June 2011, Aachen, Germany, Centre for Operations Management (FIR), RWTH Aachen, Aachen. ISBN 978-3-943024-04-3.
BREMEN19-21 September 2011
European Commission Information Society and Media
SG State of the Art - Analysis
12
Simulation Level No. SGs
National 1
Industry 2
Inter-Organizational 5
Business/ Organization 5
Intra Org/ Org processes 9
Group/ Team 9
Discipline 1
Techniques 3Individual
Total7
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BREMEN19-21 September 2011
European Commission Information Society and Media
SG Adoption
• Serious games show much potential for corporate training
• We suspect low adoption of SGs in corporate training• & low (50% at best) awareness of SGs
• Why haven’t they been adopted as widely as one would expect?
• What are the barriers?• How do we, as SG researchers and developers,
overcome the barriers?
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BREMEN19-21 September 2011
European Commission Information Society and Media
TAM – Technology Acceptance Model
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BREMEN19-21 September 2011
European Commission Information Society and Media
Building Critical Mass
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Innovators (Consortium)
Early Adopters
Early Majority Late Majority Laggards
BREMEN19-21 September 2011
European Commission Information Society and Media
Virtuous Circle Strategy
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InnovatorsConsortium
Early Adopters
Opinion Formers
Inter-mediaries
Companies
Individuals
BREMEN19-21 September 2011
European Commission Information Society and Media
Survey on Corporate Training & Serious Games
• Targeted at the corporate training sector • To assess the level of awareness of serious games• To assess the level of adoption/use of serious games• To assess the level of experience with serious games• To assess the usage areas and benefits • To assess the barriers to adoption• -> improve research and development of future serious
games, better targeted at industrial training needs
• Initial pilot in UK (June-July)• Roll out to European countries?• Baalsrud Hauge, J. Riedel, JCKH; & Azadegan, A. (2011) Identifying the Baseline for Serious Games in
Corporate Training, In: Smeds, R. (Ed.) Co-Designing Serious Games: Proceedings of the 15th Workshop of the Special Interest Group on Experimental Interactive Learning in Industrial Management of the IFIP Working Group 5.7 in collaboration with the EU Network of Excellence Gala, 5-7 June 2011, Espoo/Helsinki, Finland. Aalto University Science + Technology series publication 10/2011, Helsinki, pp1-9. ISBN 978 952 60 41537 17
BREMEN19-21 September 2011
European Commission Information Society and Media
Survey Responses
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• sample of 300 companies: – the 100 best companies to work for– the 100 most profitable companies– the 100 fastest growing technology companies
• These lists complied by a leading UK newspaper (The Times).
• Postal questionnaire• 11 companies responded with fully completed survey• Response rate 3%.• This is lower than expected for a postal survey (10%).• Results need careful interpretation.
BREMEN19-21 September 2011
European Commission Information Society and Media
SG Awareness & Adoption
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• 36% Aware of SGs
• < 10% Using SGs
• 60% Slow Adopters of SGs
• 40% Early Adopter & First Follower – Positive Result
BREMEN19-21 September 2011
European Commission Information Society and Media
Adoption S-curve: RFID & SGs
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Time
100
50
16
84
Early Adopters
Early Majority
Late Majority
Laggards
25
75
Nov. 2005
17 %
0
Diff
usio
n (%
)
SGs 40
SGs 10%
RFID
BREMEN19-21 September 2011
European Commission Information Society and Media
Training Methods
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• Classroom 60%
• Role Play 45%
• Business Games 30%
Phone follow-up interviews (number of companies)
BREMEN19-21 September 2011
European Commission Information Society and Media
SGs for Hard & Soft Skills Training
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SGs for Soft Skills
SGs for Hard Skills
BREMEN19-21 September 2011
European Commission Information Society and Media
SGs & Benefits
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• Become more efficient 40%• Improve staff competence
36%• More flexible company 30%
BREMEN19-21 September 2011
European Commission Information Society and Media
Next Steps
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• To carry out follow-up interviews with survey respondents• To carry out the SG survey in several European countries?• To run the survey with relevant associations
• To improve the response rate• eg. European Chief Learning Officers Association
• To do case studies on ‘best practice’ serious games use• 4 identified
• Continue SoA and Taxonomy work with SIGs 1 & 2• & Metrics with TC2.6 on Assessment