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© 2014 Cutter Consortium
The Right Game
For Your Need
Tom Grant, Ph.D.
Cutter Consortium
GameChange LLC
July 23, 2014
© 2014 Cutter Consortium 2
We have stacks
and stacks of
serious games
success stories.
Now we need to
start building on
that success.
We need
guidelines for
developing the
right game.
© 2014 Cutter Consortium 3
GameChange LLC
See serious
games from a
broad
perspective
Serious Games
At Work
© 2014 Cutter Consortium
My goal:
4
Make serious games
a raging success
© 2014 Cutter Consortium
Success stories make it easy to explain games
5
How does it
work?
What benefits
does it provide?
How likely is it
to work for me?
http://www.seriousgamesatwork.org
© 2014 Cutter Consortium
We have a wide gamut of great success stories
6
© 2014 Cutter Consortium
Success ranges across several dimensions
7
© 2014 Cutter Consortium
But a wealth of choices can lead to confusion
8
Are you talking about
gamification? I don’t
need badges and high
scores to do my job.
Do you mean something
like Mavis Beacon
Teaches Typing?
We did wargame
exercises in the military. Is
it something like that?
Our HR department made us do
a stupid role-playing exercise.
Please tell me that’s not what
you’re talking about.
© 2014 Cutter Consortium 9
Marketing game
developed to mark Cisco’s
25th birthday as a
networking vendor
CISCO
MYPLANNET
Downloadable “city-
builder” game
More downloads than
any marketing collateral
Ongoing engagement
with player community
© 2014 Cutter Consortium 10
© 2014 Cutter Consortium
Game types fit some use cases, not others
$100
$200
$300
$100
$200
$300
$100
$200
$300
© 2014 Cutter Consortium
Not everyone invests in the same things
12
Art?
Usage data?
Mods?
© 2014 Cutter Consortium 13
Not every playful
exercise, in a
serious setting,
has been a raging
success.
© 2014 Cutter Consortium
How do we accelerate this conversation?
14
Here’s the
challenge we
face. Here’s the
serious game
we need.
Let’s make this a
regular part of
how we work.
© 2014 Cutter Consortium
We need some helpful guidelines
15
© 2014 Cutter Consortium
We always have to start with the
most fundamental question…
16
© 2014 Cutter Consortium 17
What
happens
before the
game?
What kind
of game
should we
play?
What
happens
after the
game?
The usual
first
question
The question
that
defines success
The
question
that enables
success
PREPARE PLAY DE-BRIEF
© 2014 Cutter Consortium 18
Show as many
customers as
possible what
distinguishes
Cisco
Build a
downloadable
video game
Generate
demand,
collect data on
usage, expand
as needed
© 2014 Cutter Consortium
We can’t cover everything in a single talk
19
In this single
presentation, we
can’t answer all
the questions
raised.
© 2014 Cutter Consortium 20
The importance
of game
development
© 2014 Cutter Consortium
The de-brief is critical for serious games
21
© 2014 Cutter Consortium
Examples of what the de-brief might include
22
Student
“Aha!”
moments
Player
evaluation
of the game
experience
Better
project
prioritization
Greater
conversation
across
political
divides
Breakthrough
moments in
family therapy
© 2014 Cutter Consortium 23
What happens
before the game?
What kind
of game
should we
play?
What happens
after the game?
Iteration
Investment
Medium
Experience
Outcomes
Artifacts
PREPARE PLAY DEBRIEF
© 2014 Cutter Consortium
Every designer needs a good developer
24
Peter Adkinson &
Richard Garfield Mark Herman &
Richard Berg
© 2014 Cutter Consortium 25
© 2014 Cutter Consortium
26
PREPARE PLAY DEBRIEF
DESIGN
DEVELOPMENT
Suggest other
approaches
Craft initial
design
Create game
experience
Ensure proper
investment
Iterate on
design
Assess game
experience
Ensure adoption
of game or its
outcomes
Means
Ends
Adjust investment,
de-brief activities
Capture lessons
learned for future
designs
© 2014 Cutter Consortium 27
TWO VERY
DIFFERENT
SPECIES
OF GAMES
© 2014 Cutter Consortium 28
Design
for
CAUSE
Design
for
EFFECT
© 2014 Cutter Consortium 29
As an organization,
we are not in
alignment
Hard to understand
what customers
really want
Games disrupt normal
rules of interaction,
leading to better outcome,
often unforeseen.
Deadlocked on
making hard
budget choices
Can’t guess how
adversaries will
respond to military
actions
© 2014 Cutter Consortium
OUTCOME
OUTCOME
OUTCOME
Process-oriented games
30
Discovery tools
Idea generation
Customer insights
Simulations
Strategy testing
Historical research
Decision-making aids
Wide Delphi approach
Alignment
© 2014 Cutter Consortium 31
Games lead players more
effectively to particular
(and often measurable)
outcomes
We want a
higher rate of
success in
training We want to catch
translation bugs in
half the normal time
We want people
to pressure elected
officials about a
humanitarian
crisis We want to
double the
number of
marketing leads
© 2014 Cutter Consortium
Outcome-oriented games
32
Educational games
Advocacy games
Marketing games
Gamification
Demonstrated proficiency
Time spent on studies
Brand awareness
Marketing leads
Political outlook
Political pressure
Greater productivity
Marketing leads
© 2014 Cutter Consortium 33
PREPARE PLAY DE-BRIEF
Did people
reach the game
outcomes we
wanted? If not, how do
we need to
change the
game?
Did we disrupt
the rules enough
to get better
outcomes?
Are people
respecting the
results?
© 2014 Cutter Consortium 34
Afghanistan
peace conference
role-playing
Test negotiation approaches
Anticipate policy positions
Generate new strategies
Afghanistan
peace conference
role-playing
Test students’ understanding
of Middle East politics
Sharpen negotiation skills
SAME
MECHANICS
SAME
TOPIC
DIFFERENT
DEVELOPMENT
PATH
Thanks to Rex Brynen, McGill University
© 2014 Cutter Consortium 35
THE NEED
FOR A LEAN
APPROACH
TO
INVESTMENT
© 2014 Cutter Consortium 36
© 2014 Cutter Consortium
Embrace Lean game development
 Too little investment
starves the game of
oxygen.
 Too much
investment buries
the game in waste.
37
 We need feedback
loops throughout the
history of the game.
 Depending on the
purpose of the
game, we’ll collect
different feedback.
© 2014 Cutter Consortium
38
Should we
do a game?
What type of
game do we
need?
Do we need to
change our
investments?
Are we
creating the
right
experience?
Is the
experience
producing the
desired
results?
What
investments do
we need?
Are people
embracing the
results?
DESIGNDEVELOPMENT
Feedback: early and often
© 2014 Cutter Consortium 39
Free copy of the
Cutter IT Journal:
“Serious Games
As Tools For
Innovation”
http://www.cutter.com/offers/seriousgames.html
© 2014 Cutter Consortium
Thank You!
Tom Grant
tgrant@cutter.com
@TomGrantPhD
40
Seriousgamesatwork.org
I’ve Been Diced! podcast

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The Right Game For Your Need, presentation from the Serious Play 2014 conference

  • 1. © 2014 Cutter Consortium The Right Game For Your Need Tom Grant, Ph.D. Cutter Consortium GameChange LLC July 23, 2014
  • 2. © 2014 Cutter Consortium 2 We have stacks and stacks of serious games success stories. Now we need to start building on that success. We need guidelines for developing the right game.
  • 3. © 2014 Cutter Consortium 3 GameChange LLC See serious games from a broad perspective Serious Games At Work
  • 4. © 2014 Cutter Consortium My goal: 4 Make serious games a raging success
  • 5. © 2014 Cutter Consortium Success stories make it easy to explain games 5 How does it work? What benefits does it provide? How likely is it to work for me? http://www.seriousgamesatwork.org
  • 6. © 2014 Cutter Consortium We have a wide gamut of great success stories 6
  • 7. © 2014 Cutter Consortium Success ranges across several dimensions 7
  • 8. © 2014 Cutter Consortium But a wealth of choices can lead to confusion 8 Are you talking about gamification? I don’t need badges and high scores to do my job. Do you mean something like Mavis Beacon Teaches Typing? We did wargame exercises in the military. Is it something like that? Our HR department made us do a stupid role-playing exercise. Please tell me that’s not what you’re talking about.
  • 9. © 2014 Cutter Consortium 9 Marketing game developed to mark Cisco’s 25th birthday as a networking vendor CISCO MYPLANNET Downloadable “city- builder” game More downloads than any marketing collateral Ongoing engagement with player community
  • 10. © 2014 Cutter Consortium 10
  • 11. © 2014 Cutter Consortium Game types fit some use cases, not others $100 $200 $300 $100 $200 $300 $100 $200 $300
  • 12. © 2014 Cutter Consortium Not everyone invests in the same things 12 Art? Usage data? Mods?
  • 13. © 2014 Cutter Consortium 13 Not every playful exercise, in a serious setting, has been a raging success.
  • 14. © 2014 Cutter Consortium How do we accelerate this conversation? 14 Here’s the challenge we face. Here’s the serious game we need. Let’s make this a regular part of how we work.
  • 15. © 2014 Cutter Consortium We need some helpful guidelines 15
  • 16. © 2014 Cutter Consortium We always have to start with the most fundamental question… 16
  • 17. © 2014 Cutter Consortium 17 What happens before the game? What kind of game should we play? What happens after the game? The usual first question The question that defines success The question that enables success PREPARE PLAY DE-BRIEF
  • 18. © 2014 Cutter Consortium 18 Show as many customers as possible what distinguishes Cisco Build a downloadable video game Generate demand, collect data on usage, expand as needed
  • 19. © 2014 Cutter Consortium We can’t cover everything in a single talk 19 In this single presentation, we can’t answer all the questions raised.
  • 20. © 2014 Cutter Consortium 20 The importance of game development
  • 21. © 2014 Cutter Consortium The de-brief is critical for serious games 21
  • 22. © 2014 Cutter Consortium Examples of what the de-brief might include 22 Student “Aha!” moments Player evaluation of the game experience Better project prioritization Greater conversation across political divides Breakthrough moments in family therapy
  • 23. © 2014 Cutter Consortium 23 What happens before the game? What kind of game should we play? What happens after the game? Iteration Investment Medium Experience Outcomes Artifacts PREPARE PLAY DEBRIEF
  • 24. © 2014 Cutter Consortium Every designer needs a good developer 24 Peter Adkinson & Richard Garfield Mark Herman & Richard Berg
  • 25. © 2014 Cutter Consortium 25
  • 26. © 2014 Cutter Consortium 26 PREPARE PLAY DEBRIEF DESIGN DEVELOPMENT Suggest other approaches Craft initial design Create game experience Ensure proper investment Iterate on design Assess game experience Ensure adoption of game or its outcomes Means Ends Adjust investment, de-brief activities Capture lessons learned for future designs
  • 27. © 2014 Cutter Consortium 27 TWO VERY DIFFERENT SPECIES OF GAMES
  • 28. © 2014 Cutter Consortium 28 Design for CAUSE Design for EFFECT
  • 29. © 2014 Cutter Consortium 29 As an organization, we are not in alignment Hard to understand what customers really want Games disrupt normal rules of interaction, leading to better outcome, often unforeseen. Deadlocked on making hard budget choices Can’t guess how adversaries will respond to military actions
  • 30. © 2014 Cutter Consortium OUTCOME OUTCOME OUTCOME Process-oriented games 30 Discovery tools Idea generation Customer insights Simulations Strategy testing Historical research Decision-making aids Wide Delphi approach Alignment
  • 31. © 2014 Cutter Consortium 31 Games lead players more effectively to particular (and often measurable) outcomes We want a higher rate of success in training We want to catch translation bugs in half the normal time We want people to pressure elected officials about a humanitarian crisis We want to double the number of marketing leads
  • 32. © 2014 Cutter Consortium Outcome-oriented games 32 Educational games Advocacy games Marketing games Gamification Demonstrated proficiency Time spent on studies Brand awareness Marketing leads Political outlook Political pressure Greater productivity Marketing leads
  • 33. © 2014 Cutter Consortium 33 PREPARE PLAY DE-BRIEF Did people reach the game outcomes we wanted? If not, how do we need to change the game? Did we disrupt the rules enough to get better outcomes? Are people respecting the results?
  • 34. © 2014 Cutter Consortium 34 Afghanistan peace conference role-playing Test negotiation approaches Anticipate policy positions Generate new strategies Afghanistan peace conference role-playing Test students’ understanding of Middle East politics Sharpen negotiation skills SAME MECHANICS SAME TOPIC DIFFERENT DEVELOPMENT PATH Thanks to Rex Brynen, McGill University
  • 35. © 2014 Cutter Consortium 35 THE NEED FOR A LEAN APPROACH TO INVESTMENT
  • 36. © 2014 Cutter Consortium 36
  • 37. © 2014 Cutter Consortium Embrace Lean game development  Too little investment starves the game of oxygen.  Too much investment buries the game in waste. 37  We need feedback loops throughout the history of the game.  Depending on the purpose of the game, we’ll collect different feedback.
  • 38. © 2014 Cutter Consortium 38 Should we do a game? What type of game do we need? Do we need to change our investments? Are we creating the right experience? Is the experience producing the desired results? What investments do we need? Are people embracing the results? DESIGNDEVELOPMENT Feedback: early and often
  • 39. © 2014 Cutter Consortium 39 Free copy of the Cutter IT Journal: “Serious Games As Tools For Innovation” http://www.cutter.com/offers/seriousgames.html
  • 40. © 2014 Cutter Consortium Thank You! Tom Grant tgrant@cutter.com @TomGrantPhD 40 Seriousgamesatwork.org I’ve Been Diced! podcast

Editor's Notes

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