12
PROFESSIONAL GAMING BASED UPON THE 3DE5 FRAMEWORK A hybrid Game to engage participants of AFCEA TechNet 2016 Starting by registration, Ending at the ss Rotterdam

Pres professional gaming ipeek foundation pdf

Embed Size (px)

Citation preview

PROFESSIONAL GAMINGBASED UPON THE 3DE5 FRAMEWORK

A hybrid Game to engage participants of AFCEA TechNet 2016Starting by registration, Ending at the ss Rotterdam

THE MIGRATION TO ACTION LEARNING

Professional Gaming

Work experience

Training and exercising

Working group

Thesis

College

Reading

Retention value

K S A E

Action Learning

• The effectiveness of classical learning methods is not convincing

• Interaction is a necessary condition for involvement

• The digitalization of learning is powerful as an extra dimension for cognitive issues

• Action Learning is dependant of challenging cases as part of a storyline

THE LONG TERM VISIONTHE BENEFITS OF A VIRTUAL 25TH HOUR

• The complex task environments of organisations demand for new approaches for learning and development

• Action Learning and online Scenario Building

• Professional Gaming is a mixture of simulation and gameplay

• Relevance, actuality en flexibility are keywords

• A game covers a certain period parallel to reality• The concept of the 25th hour, seductive

involvement in an alternate reality’ for informing, learning and developing

ORGANISATIE POLICY DEVELOPMENT 2.0A COMBINATION OF REAL TIME INTELLIGENCE AND REAL TIME POLICY DEVELOPMENT

1. Policy:The paper

reality

Practice:The empiricalreality

2. Social MediaThe digital reality

3. Gaming:The simulated

reality

• The policy cycle of organisations challenged by a a complex task environment and political sensitivity requires the capacity to fore play of possible realities

• Gaming can add an extra dimension as supplement of the empirical, policy driven and digital approach of reality

• The essence van gaming is to get engagement and commitment of participants by using virtual realities, to stimulate cognition and skills in order to get sustainable learning results

PROFESSIONAL GAMING

• Efficient added value of an Alternate Reality based upon the 25/7 philosophy

• The investment is 1 hour par day and night, making use of the human ability of multi-tasking

• Continuous exchange between Reality and Virtuality

• Due to the availability of mobile devices

• Games and simulations stimulated by powerful storylines

• The possibility of real time interventions in order to respond at events or incidents in reality life

• Competition: Players and counter players• The possibility of user generated content• Collaboration within different teams

ESSENTIALS OF A PROFESSIONAL GAME6

Characteristics of games:

• A Purpose• A learning goal• A development

• Barriers• Challenges• Levels

• Rules• Partly direct available• Partly to discover by playing

• Feedback• Every round• At the end

• Modes:• Single user• Multi user

• Voluntary participation• Immersion• Tension and addiction

Effects of gaming:

• Breakthrough physical boundaries• Playing with time dimension• Purpose and Meaning• Motivation• Creativity• Team play and counter play• Structure and Rules• Temporary completeness• Development

• Influence of Dopamine

A GAME FOCUSSED ON DECISION MAKING AT TACTICAL LEVEL

• The target groups of the gameplay are tactical managers in different organizations;

• The focus is at the decision making process;

• The challenge is conditioned by the need to face opponents, to make analyses of the events in the time line and to collaborate or negotiate with partner organizations;

• The aim is to optimize the levels of the Essential Five of the 3DE5 Framework

A GENERIC BEHAVIOURAL THEORY

3DE5

Three D’s or 3T’s:1. Doelen

>Targeting2. Denken

>Thinking3. Doen

>Transaction

Five Essentials1. Body2. Cooperation3. Status4. Identity5. Knowledge

15 Fundamentals

Think PatternAutodigma

Automotive

GoalsPerson

Organisation

Behaviour

Group digma

Group motive

SituationDesired

Undesired

THE 3DE5 FRAMEWORK

• Different tools • Action Learning and Business Simulations

• Autodigma• Goals and Personal ambitions

• Group digma• The meaning of fundamental behavioural patterns

• Automotions• The connection between Ratio en Emotions

• De Middle way• Using the balance of effective behaviour

GAME MECHANICS

• Game mechanics are necessary to make a game attractive and immersive

• An attractive game will stimulate learning effects because cognition is interfered with behavioural skills

• We use a scheme with three main categories and six sub-categories

• See: http://www.transreality.com/

• In the games for the safety domain we use mainly the following mechanisms:

• Battle Players and counter players• Queeste A survey to complex solutions• Trade Negotiations between parties

ProgressionTrack

Queeste

ActionAdventure

Battle

CompositionTrade

Puzzle

CIRCULAR STORYLINES

• Cases from the occupational practice• Decomposition• Manipulation of time• Focussing on dilemmas• Enlargement of effects and outcomes

• Input of players• Assignments• Action and counter action• Motivation• Reflection

• Unforeseeable storylines

THE 3DE5 PLATFORM / ENGINE FOR PROFESSIONAL GAMING

Beheer game

Tijdlijn en scoreboards

Kaart met gebeurtenissen

Gaga Community