|
|
More Serious Games:
Recruitment, teaming and experience
Copyright ©1999-2007 IBM
Corporation. All rights reserved.
IBM and the IBM logo are trademarks or registered trademarks of
International Business Machines Corporation in the United States,
other countries, or both. Other company, product and service names
may be trademarks or service marks of others. References in this
publication to IBM products and services do not imply that IBM
intends to make them available in all countries in which IBM
operates. G510-6307-00
Reproduced with permission by the author
http://www-935.ibm.com/services/us/gbs/bus/pdf/g510-6307-00-more-serious-games.pdf
July 2006
Executive Technology Report is written by Peter Andrews,
Consulting Faculty, IBM Business Institute, and is published as a
service of IBM Corporation. Visit ibm.com/ibm/palisades
Author: Peter Andrews
pja@us.ibm.com
Innovation Strategist, IBM Executive Business Institute
16 November 2007
Executive summary
Simulated environments are becoming second homes for millions of
people worldwide. And it isn’t just for kids. Businesses are
using these environments for training and recruitment. Conferences
are being held. Ideas are being tested. People are learning to
work in a virtual space. It’s too early to understand the full
implications of Massively Multiplayer Online Role Playing Games
and their online cousins, but there is little question that this
will go beyond just entertainment. As games scale up to millions
more participants and generate billions of hours of human activity
per year, these environments may foreshadow an emerging business
environment. Think of them as constructs of innovation, for
connecting, reorganizing and redeploying hundreds of thousands of
players around specific endeavors; and enabling them to
self-organize, based on their capabilities, interests and
reputational capital.
In this Executive
Technology Report, Peter Andrews interviews Chuck Hamilton,
who works in the IBM Centre for Advanced Learning (CAL) from
Vancouver, British Columbia, our internal IBM team dedicated to
learning excellence. CAL supports the drive toward the On Demand
Learning Strategy as defined by learning leaders across IBM.
Peter Andrews To
begin, what's happening within IBM in the area of Serious Play?
Chuck Hamilton IBM
has begun to see Serious Play for Learning and Work as an
important theme to consider across many lines of business. In
2006, the Global Innovation Outlook1
sponsored deeper investigation of this space through IBM Research,
supported by the Center for Advanced Learning. All of a sudden,
this theme is getting on everyone's calendar.
Peter Andrews Any
guess on why?
Chuck Hamilton Two
reasons, I think.
The first is that
gaming is the social phenomenon of our time, where five out of
every ten Americans, or about 145 million consumers and employees,
play video games in one form or another.2 The
videogame market alone accounts for US$22 billion of the US$1
trillion global entertainment industry, growing to US$55 billion
in 2008.3
Approximately 92 percent of children ages two to seventeen in
the U.S. have access to video games, and the mean age of the
Massively Multiplayer Online Role Playing Game (MMORPG) player is
rising steadily, to between 21 and 29 years of age.4
So most of us
intuitively understand that when we play, we learn. The four great
chords of mental health are the ability to love, to work, to play
and to think soundly.5 It
is remarkable how closely tied each [of] these chords is with one
another.
The second big factor
is that we are witnessing widespread organizational changes –
that [result in] business increasingly [being] conducted by
virtual, massively distributed, global teams undertaking multiple
endeavors, rather than by a single command and control-based
enterprise. This phenomenon is challenging established
industrial-age organizing principles.
And we can quickly
observe that games, as constructs of innovation, are connecting,
reorganizing and redeploying hundreds of thousands of players
around specific endeavors and enabling them to self-organize based
on their capabilities, interests and reputation capital.
Peter Andrews OK,
I'm hearing two big interest areas, learning and collaboration.
Let's explore each. First, what can you tell me about the quality
of learning in this space?
Chuck Hamilton Well,
we know what sorts of things make for great quality in learning,
and it seems that emerging play spaces mirror quality learning
spaces. We are observing various play tactics in use that mirror
tactics we are applying in our own learning design and delivery.
Approaches that leverage self-representation, reputation creation,
use of narrative, timely and frequent feedback, use of ranking and
levels as guides, creation of new marketplaces, deep collaboration
communication, far-flung teams, reaction to simulated and real-time
pressures, simple and complex rule structures, shared task
resolution, asset reuse and the use of virtual worlds are all
explored in learning at work.
Peter Andrews That
shows the potential. What about the limits?
Chuck Hamilton There
are limits here, as there are with all learning delivery options.
First and foremost, the “garbage in, garbage out” principle
still applies. Under engaging, poorly constructed play spaces
yield little value. In addition, we need to watch for the “gotchas”
of play like the trivial factor, exhibitionism issues, personal
exposure concerns, as well as gender, geographic and other
cultural biases, which can happen in all spaces.
Peter Andrews Role-playing
is a classic technique in education. Are there any qualitative
differences in using role-playing in a gaming environment for
education?
Chuck Hamilton That
is a current and topical research question, and the verdict is not
in just yet. It appears that role playing helps avoid some of the
“gotcha” items I mentioned, as you can play any role you like,
regardless of who you really are. Secondly, you can fail in one
role, reconnect and try another role, learning from each. I
personally like that I can see highly collaborative connections
between roles and players, making for deeper engagement.
Peter Andrews Speaking
of collaborative connections brings us back to the self-organization
you spoke of. Self-organization implies a high level of teaming in
this kind of a virtual space. Is there any evidence that the
teaming carries over to “real life”? That people become
comfortable with essential practices and etiquette? That genuine
social capital is built?
Chuck Hamilton Yes,
the evidence is beginning to show that this form of
self-organization transcends boundaries. Let's take the game “America's
Army,”6 for example. This was once
just a realistic glimpse of actual army work, carved into a play
environment. But once the U.S. Army learned just how many skills
were being developed and to what level, they have begun to use the
game as a recruiting tool. Now the U.S. Navy is doing the same
thing with its “Navy Training Exercise.”7 The
self-organization skills applied within a virtual world carry
through to our real world, and there are other examples.
Closer to home, we
need only look at the self-organization principles of the Open
Source Community and how software gets built today to understand
just how credible self-organizing virtual communities are
becoming. We (IBM) already "get" this one and support
it. Another real world example is L'Oréal, the cosmetics company,
that uses a global recruiting game to bring people up to speed on
products and services before they enter the interview process.8
L'Oréal wants to see people work locally and think globally,
before engaging them deeper. L'Oréal has being doing this sort of
play-based interview process for four years.
Peter Andrews More
generally, could you update me on what's been going on in this
arena? Do we know anything more about serious uses, for business
and government, now than we did a year ago?
Chuck Hamilton Yes,
we are beginning to understand a lot more about application, while
at the same time I honestly can say that [the] more we know, the
more we feel we need to know. The space is evolving at lightning
speed. To gain an understanding of some of the options see the “Related
references of interest” section
at the end of this paper.
Peter Andrews On
the topic of environments... There's a lot of buzz around Second
Life, even a BusinessWeek cover story.9
Could you tell me a bit about it and some competing
platforms?
Chuck Hamilton Sure.
It's interesting that we now see more and more people talking
about Play versus games, because of spaces like Second Life (www.secondlife.com).
Second Life is an immersive world or Metaverse10
experience (meaning an online representation of reality, more
play words for our lexicon) that is not really a game, although
there are plenty of games going on within the worlds created
there. It's about having a second life, another persona and
representation in another space or world, over which you can have
a much greater influence. We have a growing list of platforms and
we have some new partnerships with companies to help create new
platforms.11 Hoplon
is one such example.
Peter Andrews Does
gaming have a role in enabling innovation?
Chuck Hamilton Well,
you have hit on a big topic with that question. If I was to circle
one word on a chart, from everyone talking about Serious Play, it
would be the word “innovation.”
First, everyone
already believes that there is plenty of innovation happening in
these play spaces. Numbers suggest that games like EverQuest and
Worlds of Warcraft may be among the largest economies in the
world, and yet they don’t even exist in a real-world setting.12
There are innovative business models going on here.
Secondly, there is a
real opportunity to teach innovation through a game and hopefully
change behavior. If you meet up against barriers to innovation in
play space and overcome them, you will recognize these
characteristics in the real work space and overcome them [there]
as well. This represents a catalyst for innovation.
Peter Andrews Any
final thoughts? Ways people should participate?
Chuck Hamilton Consider
this. We may only ever be in three spaces in our lives. They are: at
work, at home and at play. Increasingly, many of us experience
these spaces in the same physical or virtual spot. Think of play
as a complement to work, and I think you will see endless
opportunity.
| Technology
to watch |
|
Massively
multiplayer online games (MMPOGs) |
| Presence
awareness |
| Simulation |
| Web
2.0 |
References
-
Global
Innovation Outlook 2.0: Innovation opens up. IBM Corporation.
http://domino.research.ibm.com/comm/www_innovate.nsf/pages/world.gio2004.html
-
Beck,
John C. and Wade, Mitchell. Got
Game: How the Gamer generation Is Reshaping Business Forever. Harvard
Business School. October 2004.
-
Ibid.
-
Ibid.
-
Blatner,
Adam and Allee Blatner. The
Art Of Play: Helping Adults Reclaim Imagination and
Spontaneity. Brunner/Mazel.
1998.
-
The
Official U.S. Army Game. America’s Army. http://www.americasarmy.com/
-
Guttridge,
Luke. “U.S. Navy Game Sets Sail: ‘America’s Navy’
announced.” Ferrago Intelligent Gaming Option. July 12, 2005
http://www.ferrago.com/story/6230;
“Navy Training Exercise. http://nte.navy.com/index.jsp
-
“Graduating
to L’Oréal: Business Games.” L’Oréal. http://www.loreal.com/_en/_ww/index.aspx?direct1=00002&direct2=00002/00002
-
“My
Virtual Life.” BusinessWeek online. May 1, 2006. http://www.businessweek.com/magazine/content/06_18/b3982001.htm
-
“Metaverse”
was coined by Neal Stephenson in his novel, Snow
Crash. 1992.
-
“IBM
joins forces with small and medium game companies around the
world to accelerate innovation.” IBM press release. March
21, 2006. http://www-1.ibm.com/services/us/index.wss/summary/imc/a1023996?cntxt=a1002583
-
Castronova,
Edward. Synthetic
Worlds: The Business and Culture of Online Worlds.University
of Chicago. November 2005; Summarized online by Russell Brown.
“Virtual Cheating.The New
Zealand Listener. “Castronova studied the results of more
than 600 EverQuest-related auctions, averaged them out and
determined that a platinum piece was worth about one US cent
– more than the Japanese yen or the Italian lira. EverQuest
players were creating wealth at a rate of 319 platinum pieces
($US3.42) an hour. This, he noted, was higher than the minimum
wage in most countries. EverQuest’s GDP per capita was
$US2266, greater than that of India or China. Norrath, the
imaginary world in which EverQuest is based, was the 77th
richest country in the world.” http://www.listener.co.nz/issue/3343/columnists/2067/virtual_cheating.html;jsessionid=5CCE598A195C98D587171F408E815372
Related references of interest
Places, blogs and wikis
Anarchy Online. A top ranked list of games. http://www.mpog.com/index.cfm?bhcp=1
“Before ‘The Apprentice’
There Was L'Oreal's E-Strat Challenge.” L’Oreal press release.
September 9, 2004. http://www.csrwire.com/article.cgi/3002.html
Boyd, Clark. “Games blur news
and entertainment.” BBC News, Discussion Points on Gaming and
learning. September 16, 2004.
http://news.bbc.co.uk/1/hi/technology/3653294.stm
Definition of an MMORPG, see http://en.wikipedia.org/wiki/MMORPG
and Web 2.0, see http://en.wikipedia.org/wiki/Web_2.0
Brown, John Seely and Douglas
Thomas. “You Play World of Warcraft? You're Hired!” Wired.
April 2006. http://www.wired.com/wired/archive/14.04/learn.html
Media X. Stanford University. http://mediax.stanford.edu/index.html
“Games help you ‘learn and
play.’” BBC News, Discussion Points on Gaming and learning.
January 18, 2005. http://news.bbc.co.uk/1/hi/technology/4182023.stm
Jakobsson, Mikael and T.L.
Taylor. “The Sopranos Meets EverQuest: Social Networking in
Massively Multiplayer Online Games.” Melbourne International
Digital Arts and Culture Conference (MelbourneDAC), May 19 - 23,
2003, http://hypertext.rmit.edu.au/dac/papers/Jakobsson.pdf
Mitchell, Alice and Carol
Savill-Smith. "The use of computer and video games for
learning: A review of the literature." Learning and Skills
Development Agency, 2004. http://www.lsda.org.uk/files/PDF/1529.pdf
PBS. “The Video Game
Revolution – PBS Special project.” September 2004. See The
History of Gaming Interactive Timeline. http://www.pbs.org/kcts/videogamerevolution/history/index.html
Prensky, Marc. “The Seven
Games of Highly Effective People: How playing computer games helps
you succeed in school, work and life.” www.marcprensky.com/writing/Prensky-The_Seven_Games-FINAL.pdf
Saveri, Andrea, Lyn Jeffery
and Alex Pang. “New Entertainment Media: Transforming The Future
Of Work.” Institute For The Future, The Future Technology
Horizons Program. August 2003, SR-813. http://www.iftf.org/docs/SR-813_New_Entertain_Media.pdf
Second Life www.secondlife.com
Serious Games - http://www.seriousgames.org/about.html
Sailes, Paula. “An
unconventional way to recruit.” CNN.com International. May 25,
2004. http://edition.cnn.com/2004/BUSINESS/05/24/go.e-strat.loreal/index.html
Social Impact Games - http://www.socialimpactgames.com/
Steinkuehler, Constance A. “Massively
Multiplayer On line Games (MMOG) Research: Selected Papers &
Presentations.” University of Wisconsin. http://website.education.wisc.edu/steinkuehler/papers/SteinkuehlerICLS2004.pdf
Stitt, Jason and Les Chappell,
“Games that make leaders: top researchers on the rise of play in
business and education.” Wisconsin Technology Network. January
20, 2005. http://www.wistechnology.com/article.php?id=1504
Terranova: Exploring Virtual
Worlds. Commentary and another virtual world list. http://terranova.blogs.com/
Books and magazines
Aldrich, Clark. Simulations
and the Future of Learning: An Innovative (and Perhaps
Revolutionary) Approach to e-learning. Pfeiffer,
September 2003.
Buchanan, Mark. Nexus: Small
Worlds and the Groundbreaking Theory of Networks. W.W.
Norton. June 2003.
Gee, James Paul. "High Score Education." Wired,
May 2003. http://www.wired.com/wired/archive/11.05/view.html?pg=1
Michael, David and Sande Chen.
Serious Games: Games That
Educate, Train and Inform. Course
Technology PTR. October 2005.
About this publication
Executive Technology
Report is a monthly publication intended as a heads-up on emerging
technologies and business ideas. All the technological initiatives
covered in Executive Technology Report have been extensively
analyzed using a proprietary IBM methodology. This involves not
only rating the technologies based on their functions and
maturity, but also doing quantitative analysis of the social, user
and business factors that are just as important to its ultimate
adoption. From these data, the timing and importance of emerging
technologies are determined. Barriers to adoption and hidden value
are often revealed, and what is learned is viewed within the
context of five technical themes that are driving change:
Knowledge Management:
Capturing a company's collective expertise wherever it resides –
databases, on paper, in people's minds – and distributing it to
where it can yield big payoffs
Pervasive Computing:
Combining communications technologies and an array of computing
devices (including PDAs, laptops, pagers and servers) to allow
users continual access to the data, communications and information
services
Realtime:
"A sense of ultra-compressed time and foreshortened horizons,
[a result of technology] compressing to zero the time it takes to
get and use information, to learn, to make decisions, to initiate
action, to deploy resources, to innovate" (Regis McKenna, Real
Time, Harvard Business
School Publishing, 1997.)
Ease-of-Use:
Using user-centric design to make the experience with IT
intuitive, less painful and possibly fun
Deep Computing:
Using unprecedented processing power, advanced software and
sophisticated algorithms to solve problems and derive knowledge
from vast amounts of data.
This analysis is used to form the explanations, projections and
discussions in each Executive
Technology Report issue so
that you not only find out what
technologies are emerging,
but how and
why they'll
make a difference to your business. If you would like to explore
how IBM can help you take
advantage of these new concepts and ideas, please contact us at insights@us.ibm.com.
To browse through other resources for business executives, please
visit ibm.com/services
Peter
Andrews is
an innovation strategist and consulting faculty member at IBM's
Executive Business Institute. He has spent a career bridging the
gap between the technical potential and the bottom line. He is the
author of over 100 articles on innovation, emerging technology and
leadership, and his Executive Tech Reports are featured monthly on
the IBM services Web site. Andrews consults and holds workshops
both within IBM and externally. He uses a variety of techniques to
probe, extend and validate the opportunities presented by new
technologies. He has helped banks, insurance companies,
manufacturers and retailers develop their own capabilities to take
a fresh look at emerging technologies, come to a common
understanding of their value and take practical steps to exploit
them. Notably, he has held innovation workshops with over 100 IBM
Researchers worldwide that have helped them to determine the
business implications of their inventions, recognize possible
sponsors and create value propositions. Andrews has been actively
involved in research and working at the leading edge for his
entire career. His participation is always in demand for IBM
Academy studies, and he is a popular presenter on the future, most
recently as the closing keynote speaker for KMWorld 2006. He can
be contacted at pja@us.ibm.com,
New York (845) 732-6095 and http://www.ibm.com/ibm/palisades
Short summary
Virtual space poses as the new frontier in recruitment,
training and learning and problem solving in global business.
Keywords and relevant phrases
Application, bias, business environment, business
models, capabilities, collaboration
communication, communication, conferences, corporate culture,
culture, education, engagement, etiquette,
feedback, flexibility, gaming,
global business, innovation, interests, learning, learning
delivery, learning design, levels, marketing, marketplace, mental
health, mirror tactics, narrative,
networking, participation, play, PR, privacy, public relations,
ranking, recruitment, reputation, role-playing, rule structures,
security, self-organization, self-representation, shared task
resolution, simulation, simulated environment, skills, skills
development, social capital, talent management, team, technology, training,
virtual space.
|