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More Serious Games: Recruitment, teaming and …

Tags: billions, business environment, capabilities, chuck hamilton, conferences, constructs, cousins, endeavors, environments, executive summary, global innovation, hundreds of thousands, online role playing games, recruitment, role playing games, serious games, serious play, technology report, vancouver british columbia, virtual space,
Pages: 9
Language: english
Created: Tue Jul 11 13:44:52 2006
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              More Serious Games: Recruitment, teaming and
              experience
              July 2006

              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.




ibm.com/bcs    Executive technology report                                             1
              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 video-
              game 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 realtime pressures,
              simple and complex rule structures, shared task resolution, asset reuse and the use
              of virtual worlds are all explored in learning at work.




ibm.com/bcs    Executive technology report                                                   2
              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.




ibm.com/bcs    Executive technology report                                                    3
              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.




ibm.com/bcs    Executive technology report                                                 4
              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




ibm.com/bcs    Executive technology report                                                 5
              References
              1
               Global Innovation Outlook 2.0: Innovation opens up. IBM Corporation.
              http://domino.research.ibm.com/comm/www_innovate.nsf/pages/world.gio2004.html
              2
               Beck, John C. and Wade, Mitchell. Got Game: How the Gamer generation Is Reshaping
              Business Forever. Harvard Business School. October 2004.
              3
                  Ibid.
              4
                  Ibid.
              5
               Blatner, Adam and Allee Blatner. The Art Of Play: Helping Adults Reclaim Imagination and
              Spontaneity. Brunner/Mazel. 1998.
              6
                  The Official U.S. Army Game. America's Army. http://www.americasarmy.com/
              7
               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
              8
               "Graduating to L'Oréal: Business Games." L'Oréal.
              http://www.loreal.com/_en/_ww/index.aspx?direct1=00002&direct2=00002/00002
              9
               "My Virtual Life." BusinessWeek online. May 1, 2006.
              http://www.businessweek.com/magazine/content/06_18/b3982001.htm
              10
                   "Metaverse" was coined by Neal Stephenson in his novel, Snow Crash. 1992.
              11
                "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
              12
                 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=5CCE
              598A195C98D587171F408E815372




ibm.com/bcs        Executive technology report                                                  6
              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.stmDefinition 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.htmlMedia 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/




ibm.com/bcs     Executive technology report                                                      7
              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




ibm.com/bcs     Executive technology report                                                        8
              Realtime: "A sense of ultracompressed 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
              Executive Technology Report is written by Peter Andrews, Consulting Faculty, IBM
              Advanced Business Institute, and is published as a service of IBM Corporation. Visit
              ibm.com/abi

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              IBM and the IBM logo are trademarks or registered trademarks of International
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              Other company, product and service names may be trademarks or service marks of
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                                                                                  G510-6307-00




ibm.com/bcs    Executive technology report                                                         9