Got Game? The Use of Gaming in Learning and Development

14
By: Kip Kelly Director of Marketing & Business Development UNC Executive Development All Content © UNC Executive Development 2013 Website: www.execdev.unc.edu |Phone: 1.800.862.3932 |Email: [email protected] Got Game? The Use of Gaming in Learning and Development

description

Organizations ranging from the U.S. Army to IBM use serious video games to recruit and develop their people. They do so because research studies from academia and the public and for profit sectors have established that video games are a highly-effective training and development tool.This UNC Executive Development white paper supports HR and talent management professionals in understanding the latest gaming technology and its applications in learning and development. Specifically, it:• Outlines the various types of video games and the demographics of those who play them • Provides research about the use and effectiveness of gaming for training and development • Discusses how serious games develop organizational talent and examines their future in the world of L&D • Provides examples of companies that use serious games to develop skills and behaviors in the workplace Read how video games are building leaders, solving problems, and developing talent.

Transcript of Got Game? The Use of Gaming in Learning and Development

Page 1: Got Game? The Use of Gaming in Learning and Development

By: Kip Kelly

Director of Marketing & Business Development

UNC Executive Development

All Content © UNC Executive Development 2013

Website: www.execdev.unc.edu |Phone: 1.800.862.3932 |Email: [email protected]

Got Game? The Use of Gaming in

Learning and Development

Page 2: Got Game? The Use of Gaming in Learning and Development

Got Game? The Use of Gaming in Learning and Development

All Content © UNC Executive Development 2013 2 | P a g e

Introduction

he first patented video game, the “Cathode Ray Tube Amusement Device,” is

celebrating its 65th birthday this year (Gettler, n.d.). This may come as a surprise

to many, because people usually place the birth of video games in the 1970s or 1980s,

when coin-operated video games became a mainstay in arcades, and the first game

consoles appeared in American homes.

Video games—and the people who play them—have changed dramatically since 1948.

Generations of gamers have grown up and entered the workplace, and video games

have made the same transition, extending their influence into companies around the

globe. Many organizations are increasingly using gaming technology in their learning

and development programs to help build the next generation of business leaders.

This white paper:

Explores the popularity of video games and the characteristics of the people

who play them.

Reviews different types of games and defines some video game terminology.

Discusses how serious games can be used to develop organizational talent.

Provides examples of companies using serious games to develop skills and

behaviors.

Examines the future of serious games in learning and development.

T

Page 3: Got Game? The Use of Gaming in Learning and Development

Got Game? The Use of Gaming in Learning and Development

All Content © UNC Executive Development 2013 3 | P a g e

Gaming Terms Defined

Game: A competitive activity

that involves skill, chance, or

endurance.

Video game: A game played by

electronically manipulating

images produced by a

computer program on a

television screen or display.

Simulation game: A game that

attempts to represent real or

hypothetical processes,

mechanisms, or systems.

Serious game: Computer or

video games designed for a

primary purpose other than

pure entertainment; often

designed for the purpose of

education and/or solving a

problem.

Alternate reality game: An

interactive game that uses the

real world as a platform, often

involving multiple media to tell

a story.

MMORPGs: Massively multi-

player online role-playing

games.

Games Are Big Business

ideo games today are ubiquitous. Just about

every electronic device with a screen–TVs, PCs,

tablets, and smart phones–have games installed and

ready to play, and people are taking advantage of

their accessibility. A recent study by the NPD Group,

a market tracking firm, found that 211.5 million—or

two-thirds—of Americans play video games

(Boorstin, 2012). Americans aren’t just playing the

free, preloaded games; they are buying them in

droves. According to the Entertainment Software

Association (ESA), consumers spent $24.75 billion

on video games in 2011 (ESA staff, 2012).

Puzzle games, board games, trivia, and card games

are the most commonly played games (42 percent),

but 25 percent of gamers also play action, sports,

strategy, and role-playing games. The ESA also

found that 62 percent of gamers play with others,

either in-person or online, and most do so for at

least an hour a week.

Online simulation (sim) games have also grown in

popularity, thanks in large part to the explosion of

social media. Facebook, for example, boasts more

than 100 sim games, among them Farmville 2,

Airport City, and FrontierVille. These popular sim

games were designed to entertain but have an

educational component and are sometimes called

edutainment games. In Farmville 2, for example,

players create and manage their own farms; in

Airport City, gamers manage a busy city airport; and

in Frontierville, players “tame the wilderness and

build a town.”

V

Page 4: Got Game? The Use of Gaming in Learning and Development

Got Game? The Use of Gaming in Learning and Development

All Content © UNC Executive Development 2013 4 | P a g e

Source: Entertainment Software Association (2012).

As video games grow in popularity and sophistication, an increasing number of

organizations and government agencies have embraced them to support learning and

development efforts. A recent ESA study found that 70 percent of major U.S.

employers use interactive software and games for L&D purposes, and nearly eight out

of 10 U.S. employers plan on doing so in 2013 (Steinberg, 2012).

Who Plays Video Games?

ideo games have changed and matured over the years, and so have users. The

average game player today is 30 years old. Sixty-eight percent of gamers are 18

years of age or older, and 37 percent are over the age of 35. Just over half of gamers

are men, according to the ESA, but women

gamers are gaining fast. Forty-seven percent

of all players are women, and women over

the age of 18 are one of the industry's fastest

growing demographics. In fact, women now

represent a significantly larger portion of the

game-playing population (30 percent) than

boys age 17 or younger (18 percent). Perhaps

the most interesting characteristic of gamers

is that the average adult gamer has been

playing video games for 14 years. That’s a lot

of game time.

What’s in a Game?

here are three types of video games: casual games, advergames, and serious

games.

Casual games are intended for entertainment purposes and can include everything

from the solitaire game that comes pre-loaded on most computers to complex multi-

player games like Uncharted, Call of Duty: Modern Warfare 3, and Battlefield 3. These

games are available in a number of formats, including PC, game console, and mobile.

Although learning can occur when playing casual games, it is not an intended

outcome (Derryberry, 2007).

V

T

Page 5: Got Game? The Use of Gaming in Learning and Development

Got Game? The Use of Gaming in Learning and Development

All Content © UNC Executive Development 2013 5 | P a g e

Advergames are games designed to advertise a product, organization or cause

(Derryberry, 2007). There are several types of advergames, but the goal is to promote a

brand or organization while providing fun and entertainment.

Serious games are video games designed to improve learning, and players engage in

serious games with that understanding (Derryberry, 2007). Also known as immersive

learning simulations, digital game-based learning, and gaming simulations, serious

games are developed with specific learning outcomes in mind that will result in

measurable, sustained changes in performance or behavior. Serious games have been

used in emergency services training, military training, and health care settings to

positive effect (Derryberry, 2007). According to Sue Bohle, executive director of the

Serious Games Association, industry estimates range from $2-10 billion in revenue for

serious games, depending on how much simulations and virtual worlds are included

in the calculation (Maurer, 2012).

Serious Games in Learning and

Development

erious games can allow players to apply what they have learned in an L&D

experience and apply it in a safe, simulated environment. For example, health

care professionals can practice a new medical procedure using a serious sim game

before introducing it in the workplace. There is also evidence that serious games can

develop soft skills like emotional intelligence, communication management, and

critical problem solving and collaboration skills (Marinho, 2012).

Some L&D professionals argue that video games can help develop the leadership skills

that organizations will need in the future. Tomorrow’s workplace will be global, faster-

paced, competitive, and more virtual than ever before. Online games, specifically

massively multiplayer online role-playing games (MMORPGs), “offer a glimpse at how

leaders develop and operate in environments that are highly distributed, global, hyper-

competitive, and virtual.” (IBM & Seriosity staff, 2007).

There have been several studies conducted on learning and serious games, and results

are encouraging. A recent study by the Office of Naval Research found that video

game players performed 10-20 percent better in perceptual and cognitive ability than

non-game players, and that video games helped adults process information faster

(Steinberg, 2012). Another study by the Federation of American Scientists found that

students remembered only 10 percent of what they read; 20 percent of what they

S

Page 6: Got Game? The Use of Gaming in Learning and Development

Got Game? The Use of Gaming in Learning and Development

All Content © UNC Executive Development 2013 6 | P a g e

Gamification Explained

Gamification is the use of gaming techniques, game thinking, and game mechanics to

enhance non-game contexts. Gaming techniques like questing, badging, and leader

boards have been incorporated into workplace practices such as the onboarding

process, career development, and performance evaluations. It should be noted that

gamification techniques do not have to be rooted in technology. For example, leader

boards can be visual aids posted in a department to motivate and inform workers

about departmental goal achievement (such as sales). Gamification practices are

particularly appealing to the Millennial generation who have grown up playing games

that send them on quests, award them with badges, and post their achievements on

leader boards, but the fundamental human need for recognition spans generations.

Gamification can help fill that need and increase employee morale, retention, and job

satisfaction.

Source: Pitt, 2012.

heard; 30 percent if they used visuals related to what they heard; and 50 percent if they

watched someone performing a task while explaining it. Students remembered 90

percent of what they learned, however, if they did the task themselves, even if it was

as a simulation (IBM staff, n.d.).

A recent study reported in Personnel Psychology (Sitzmann, 2011) found that trainees

using serious simulation games had improved post-training efficacy (20 percent),

higher declarative knowledge (11 percent), improved procedural knowledge (14

percent), and better retention (9 percent) than trainees in a non-simulation comparison

group. The study also found that trainees in the simulation control group learned more

when the game was used as a supplement to other instructional methods, rather than

as stand-alone instruction.

In contrast, a study by Adams, Mayer, MacNamara, Koenig, and Wainess (2012) found

that narrative educational games resulted in poorer learning and took longer to

complete than simply showing content on a slide. Ruth Clarke, an instructional design

and technical training consultant, gave a possible explanation in a recent American

Society for Training & Development article exploring the results of the study. Clarke

speculates that the reason for this lack of learning may be because some game

features are at odds with the game’s learning objectives. For example, many games

time players, requiring them to complete tasks within a certain timeframe.

Page 7: Got Game? The Use of Gaming in Learning and Development

Got Game? The Use of Gaming in Learning and Development

All Content © UNC Executive Development 2013 7 | P a g e

For learning outcomes that are based on critical thinking skills, Clarke argues, timed

games that reinforce speed are not a good match (Clarke, 2012). She recommends that

HR and talent development professionals stick to serious games that emphasize drill

and practice exercises for tasks that require immediate and accurate responses.

The Federation of American Scientists, however, believes that serious games can have

a broader L&D application and can teach higher-order thinking skills such as strategic

thinking, interpretive analysis, problem solving, plan formulation and execution, and

the ability to adapt to rapid change—skills U.S. employers increasingly look for in

workers and new workforce entrants (Steinberg, 2012). A Harvard Business Review

study concurs. The study, which focused on the leadership skills taught through the

immensely popular video game, World of Warcraft, concluded that the game gave

participants a sneak peek into tomorrow’s workplace. The game’s environment

features fluid workforces, self-organized and collaborative work activities, and

decentralized, nonhierarchical leadership; all features that will be prevalent in

tomorrow’s business world. The game also allows for risk-taking and teaches

participants how to work quickly and efficiently (Marinho, 2012).

MMORPGs can also help develop other desirable leadership skills. MMORPGs can

closely match actual work environments and can be developed in such a way that the

skills required to succeed in the game are similar to leadership skills employers want

to see developed. These games can bring together millions of gamers who play the

game through the use of avatars. Players interact with each other, form relationships,

and join guilds (or teams) to collaboratively resolve missions (Melchor, 2012).

“MMORPGs mirror the business context more than you would assume,” says Byron

Reeve, Ph.D., professor at Stanford University and faculty director of the Stanford

Media X Partners Program. “They presage one possible future for business—one that

is open, virtual, knowledge-driven, and comprised of a largely volunteer or at least

transient workforce.” (IBM & Seriosity staff, 2007).

MMORPGs require cooperation and collaboration among many players to achieve a

mission, and as such, can help teach such business skills as recruiting, organizing, and

motivating and directing others to accomplish a shared goal in a safe environment

where risk-taking, critical thinking, and creative problem solving is encouraged

(Melchor, 2012).

Page 8: Got Game? The Use of Gaming in Learning and Development

Got Game? The Use of Gaming in Learning and Development

All Content © UNC Executive Development 2013 8 | P a g e

Innovation Games®

Innovation Games® creates online and in-

person games to help organizations solve

problems across the enterprise–in sales,

corporate strategy, product development, and

marketing–by using collaborative play to tap

into new innovation. They offer games designed

to help organizations gain a better

understanding of their key stakeholders inside

and outside the organization.

Source: Innovation Games, n.d.

Organizations Are Serious About Games

erious games are increasingly being used by large U.S. employers to recruit,

improve communication among managers and their staffs, and to train

employees and new hires at all levels in their organizations (Derryberry, 2007). The

U.S. Department of Defense, the U.S. Army, Nortel, Cold Stone Creamery, McKinsey &

Co., SAS Institute, and Digital Equipment are just a few organizations using serious

games in their workplaces (Derryberry, 2007; Maurer, 2012; Steinberg, 2012).

IBM and Farmers Insurance have used the IBM-developed serious game, INNOV8 to

teach the effect of business decisions on their organizations’ ecosystems. INNOV8 is a

sim-style serious game where players manipulate their business models to make their

cities less congested, their supply chains more effective, and their customers happier

(IBM staff, n.d.).

Northrop Grumman has also

developed several serious games

for use in development and

recruitment. The award-winning

Quality Tycoon game teaches

players the effect that quality and

ethical integrity have on business

opportunities. Northrop

Grumman’s Virtual Jet Works

introduces students to engineering

concepts and is demonstrated at

college recruitment fairs (Serious

Games Market staff, 2011). Cisco’s

The Cisco Mind Share Game

facilitates network certification.

Ultimate Team Play is used by the

Hilton Garden Inn to teach

employees customer service skills (Steinberg, 2012). And Dublin-based Front Square

teamed with Serious Games International to develop Teddy’s Chocco Shop, a game

that teaches employees the basics of lean manufacturing (Marinho, 2012).

The U.S. Army was an early adopter of serious games. In fact, they are credited with

coining the term “serious game.” The Army first released America’s Army in 2002 and

updates the game every three to four months. Game versions include America’s Army:

S

Page 9: Got Game? The Use of Gaming in Learning and Development

Got Game? The Use of Gaming in Learning and Development

All Content © UNC Executive Development 2013 9 | P a g e

Special Forces and America’s Army: Overmatch. The Army also gained recognition

from the Serious Games Market with First Person Cultural Trainer (FPCT), a 3-D

cultural training simulation. The game places players in an unfamiliar community

where they don't know how members of the community feel about them or who the

community leaders are. The game’s goals are to have players move through the

community, learn social structures and issues, and then work with the community to

affect missions.

"FPCT challenges the Army's junior leaders to understand the consequences, good and

bad, of their speech, body language, posture, temperament, and action," says Ben

Jordan, director of TRISA's Operational Environment Lab, the Army's lead for the

project. "It even replicates physical micro-expressions, which users learn to identify as

possible cues for threatening or non-threatening behaviors." (Roth, 2011).

Generating New Insights and Solving

Problems

erious games can be an effective method to develop talent in an organization.

They can also serve as a valuable information source for employers. Serious

games can yield insights that organizations can use to assess performance, identify

patterns, and predict behaviors in situations that may occur in the real world. L&D

development professionals can use these insights to gain a better understanding of

individual and organizational capabilities and to identify potential gaps.

Serious games can also serve as a source for new ideas, helping organizations

become more innovative. Organizations are using serious games to tap into the

knowledge and experience of the entire organization, and in some cases, beyond the

organization to “crowd-source” new ideas. According to information technology

research firm, Gartner, Inc., more than half of organizations that manage innovation

processes will gamify those processes by 2015.

Organizations can also use serious games to analyze the abundance of data (such as

operational, customer, and sales data) that organizations collect from various sources.

Serious games can give employees access to real-world, real-time “Big Data” to make

decisions and experiment in virtual environments without the risks and consequences

that they would face in the “real world”. As players engage and interact in the virtual

environment, both the players and the game become more sophisticated. In other

S

Page 10: Got Game? The Use of Gaming in Learning and Development

Got Game? The Use of Gaming in Learning and Development

All Content © UNC Executive Development 2013 10 | P a g e

FoldIt

Foldit, an online puzzle video game developed by

the Center for Game Science at the University of

Washington in collaboration with the University’s

Department of Biochemistry, encourages players

to try to solve one of the hardest computational

problems in biology, protein folding. Players try random combinations for folding

proteins into different shapes. In 2011, players were credited with helping discover an

enzyme involved in the reproduction of AIDS, opening the potential for development

of new drugs to fight the disease. Scientists had previously pursued the creation of

this enzyme for years but failed to find the right protein structure through other

techniques, such as computer simulations. Guided by intuition and reasoning that

computers can’t match, the players successfully configured the structure of the

enzyme in 10 days.

Source: FoldIt staff, n.d.

words, the system gets “smarter” while the constant stream of new, real-time data

continues to change the dynamics of the game.

Many organizations are already using serious games to gain new insights and solve

real business challenges - and there are some who believe serious games have the

potential to solve some of the world’s biggest problems. There are already games

designed to fight AIDS, global poverty, water scarcity, and climate change. Many of

these games are available online from anywhere in the world, empowering people

from all over to come up with creative solutions to our most urgent social problems.

Page 11: Got Game? The Use of Gaming in Learning and Development

Got Game? The Use of Gaming in Learning and Development

All Content © UNC Executive Development 2013 11 | P a g e

Conclusion

ideo games have been around for years, growing in popularity and

sophistication. Most of today’s workers grew up playing these games, so it

comes as no surprise that organizations have started to use gaming technology in new

and exciting ways–including talent development. Well-crafted serious games are used

to develop and reinforce skills and competencies. They can be used to safely practice

tasks that require rapid and accurate responses, but their potential applications are

much broader. Serious games can closely approximate actual working environments,

while allowing players an opportunity to safely take risks, develop teamwork skills,

creatively problem solve and collaborate, and to experiment and innovate.

V

Page 12: Got Game? The Use of Gaming in Learning and Development

Got Game? The Use of Gaming in Learning and Development

All Content © UNC Executive Development 2013 12 | P a g e

About UNC Executive Development

Our approach to program design and delivery draws upon the power of real-world,

applicable experiences from our faculty and staff, integrated with the knowledge our

client partners share about the challenges they face.

We call this approach The Power of Experience. We combine traditional with

experiential and unique learning to ensure that all individuals gain relevant new skills

that they can easily implement within their own organizations. Through action learning

and business simulation activities, we challenge participants to think, reflect and make

decisions differently.

Our Approach: The Partnership

Our team customizes each leadership program through a highly collaborative process

that involves our clients, program directors, faculty and program managers. We are

dedicated to following-up with our clients and individual participants to ensure that

their learning experiences have been meaningful and impactful. This integrated

approach consistently drives strong outcomes.

Our Approach: The Results

Our executive education programs are designed with results in mind, and we are

focused on successfully meeting our clients' business and academic expectations.

Below are a few examples of the results our client partners have achieved:

Leadership refocused with new

strategy and cohesive vision

Strategic plans created for the

global marketplace

Supply chains streamlined

Products redefined

New markets targeted

Cost-saving measures developed

Silos leveled

Teams aligned

Participants leave empowered to bring in new ideas, present different ways to grow

business and tackle challenges. The result is stronger individuals leading stronger

teams and organizations.

Contact Us

Website: www.execdev.unc.edu | Phone: 1.800.862.3932 | Email: [email protected]

Page 13: Got Game? The Use of Gaming in Learning and Development

Got Game? The Use of Gaming in Learning and Development

All Content © UNC Executive Development 2013 13 | P a g e

Sources Boinodiris, P. (2011 December 14). Let’s play! Turning serious business issues into games. Forbes.

Retrieved from http://www.forbes.com/sites/ciocentral/2011/12/14/lets-play-turning-serious-business-

issues-into-games/.

Boorstin, J. (2012 September 5). Fewer people now playing videogames. CNBC. Retrieved from

http://www.cnbc.com/id/48917308/Fewer_People_Now_Playing_Videogames.

BusinessWire staff (2012 August 23). Spend on serious games growing steadily. Now a multi-billion

dollar industry. BusinessWire. Retrieved from

http://www.businesswire.com/news/home/2012823006124/en/spend-games-growing-steadily-multi-

billion-dollar-industry.

Clarke, R. (2012 April 30). Why games don’t teach. American Society for Training and Development.

Retrieved from http://www.astd.org/Publications/Blogs/L-and-D-Blog/2012/04/why-games-dont-

teach.aspx?goback=%2Edge_102144_member_112844552.

Derryberry, A. (2007). Serious games: Online games for learning. Adobe. Retrieved from

http://www.adobe.com/products/director/pdfs/serious_games_wp_11-7.pdf.

ESA staff (2012). Essential facts about the computer and video game industry. Entertainment

Software Association. Retrieved from http://www.theesa.com/facts/pdfs/ESA_EF_2012.pdf.

Farrington, J. (2011 July 11). From the research: Myths worth dispelling: Seriously, the game is up.

Performance Improvement Quarterly, 24, 2, 105-110.

Foldit staff (n.d.). The science behind Foldit. foldit. Retrieved from http://fold.it/portal/info/about.

Gale, M.T. (2011 May 9). Gameplay in higher education: The use of serious games vs. traditional

instructional methods in learning. Auburn University. Retrieved from

http://etd.auburn.edu/etd/bitstream/handle/10415/Mark%20Gale%20Dissertation.pdf?sequence=2.

Gettler, J. (n.d.). The first video game? Brookhaven National Laboratory. Retrieved from

http://www.bnl.gov/bnlweb/history/higinbotham4.asp.

Heidingsfelder, A. (2012 September 23). Increase salesforce productivity with Bunchball gamification.

Examiner. Retrieved from http://www.examiner.com/review/increase-sales-productivity-with-

bunchball-gamification.

IBM and Seriousity staff (2007). Virtual worlds real leaders: Online games put the future of business

leadership on display. Global Innovation Outlook. Retrieved from

http://www.ibm.com/ibm/gio/media/pdf/ibm_gio_gaming_report.pdf.

IBM staff (n.d.). Serious games for smarter skills: The future of learning. IBM. Retrieved from

http://www.01.ibm.com/software/solutions/soa/newsletter/oct09/article_seriousgames.html.

Innovation Games staff (n.d.). The seriously fun way to do work—seriously!. Innovation Games.

Retrieved from http://innovationgames.com/.

Page 14: Got Game? The Use of Gaming in Learning and Development

Got Game? The Use of Gaming in Learning and Development

All Content © UNC Executive Development 2013 14 | P a g e

Marinho, N. (2012 June 23). Corporations look to serious games for organizational development. e27.

Retrieved from http://www.e27.sg/2012/06/23/corporations-look-to-serious-games-for-organisational-

learning-and-development/.

Maurer, A. (2012 October 10). Serious games invade the military, medical and corporate worlds. Tech

Journal. Retrieved from http://www.techjournal.org/2012/10/serious-games-invade-the-military-

medical-and-corporate-worlds/.

Melchor, A. (2012 July 03). Computer games for leadership development. Slideshare. Retrieved from

http://www.slideshare.net/budmelchor/computer-gaming-for-leadership-development.

Pitts, R. (2012 September 18). Using gamification to motivate Millennials. SHRM Online. Retrieved

from http://www.shrm.org/HRdisciplines/diversity/articles/pages/using-gamification-to-motivate-

millennials.aspx.

Roth, M. (2011 December 8). TRADOC-sponsored simulation wins Serious Games Challenge. U.S.

Army. Retrieved from http://www.army.mil/article/70550/.

Serious Games Market staff (2011 December 26). Zooming in on 2011 Serious Games Showcase and

Challenge. Serious Games Market. Retrieved from

http://seriousgamesmarket.blogspot.com/2012/12/zooming-in-on-2011-serious-games.html.

Sitzmann, T. (2011 May 27). A meta-analytic examination of the instructional effectiveness of

computer-based simulation games. Personnel Psychology, 64, 2, 489-528.

Steinberg, S. (2012 March 13). Video games are tomorrow’s answer to executive training. Fast

Company. Retrieved from http://www.fastcompany.com/1824740/video-games-are-tomorrows-

answer-executive-training.