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QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

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Page 1: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

QUO VADIS SERIOUS GAMESKeynote, Darmstadt, Germany 22th March ‘13

Simon Egenfeldt-Nielsen, PhDCEO, founder Serious Games Interactive

Page 2: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

My Background

• MA Psychology• PhD Games & learning• Between industry & research• Founder of Serious Games Int. • Cofounder DIGRA• Cofounder of CPH Game Centre

Developing games• Three series for education• +80 client projects

Page 3: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

Who are we...• Research-based company• Using games for more than entertainment• Won several awards for our productions• First company starting with Unity3D

9 Nationalities | 30 Employees | +80 Projects | 20 Products

Current research projects• Gala – Network of Excellence for Serious Games• SIREN – Conflict resolution for children & adults• VISTRA – virtual game-driven assembly line training• ETREES – Advanced narrative work-place training • C2Learn – Creative learning environment through games• STIMULATE – Physics tablet game on Advanced materials• UrbanWater – Gamification of water usage to change behavior

Background

Page 5: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

Agenda

How did I get here?What is this talk about?Can tablets solves fundamental problems?How to go beyond current praxis?What is the sweet spot for game-based learning?

Page 6: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

My journey

Step 1: We don't really know a lot about (serious) games (1996-2001) Step 2: Serious games are different things, and will not just work (2002-2005) Step 3: Serious games, school and teachers are not good friends (2002-2005) Step 4: Serious games needs to be tailored for school use (2002-2005) Step 5: Nobody really knows how to make serious games (2003-2007) Step 6: We are going to need a bigger boat (2007-2009) Step 7: I build the wrong boat (2007-2009) - GC small hit Step 8: I build the wrong train (2010-2011) - PH small hit Steo 9: I build the wrong plane (2011-2012) - Trunky small hit Step 10 World domination of serious games involves not only me, but a

mature and sound market. (2012-2013) - Tablets may be the beginning of this.

Page 7: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

Our business approach

Flagships

Work-for-hire

Research

Page 8: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

Surviving and growing

•Don’t build the technology yourself unless you really need to. •Don’t let go of your technology; constantly build, test

& improve•Develop your core team; know who to invest in &

who to trust•Above all find a niche where you can shine and be

unique. Preferable a niche with a geographic hook•Combine revenue streams; less dependency on client

pipeline•Manage ambitions, scale slowly and work hard.

Page 9: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

Serious games revenue streams

Support funds: EU Media+, Regional FundsResearch funds: EU-programs galore, regional and national. Work-for-hire: National start-up, European and then rest of world.

Private licenses: Retail and/or digital distributionEducational licenses: Browser-based online and & CD-ROMTechnology licensing: Seat, source-code or hosting

Other: Ads-based, customer knowledge, eyeballs?

Page 10: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

Serious games revenue streams

Private market:Pc was struggling prior to financial crisis (not improved). Channels crowded & retail takes the majority Gate keepers careful & conservativeOnly two segments; Nerds (simulations) or children titles (< 8 years).

Educational market (primary/secondary/Higher):Theoretical market w. a lot of substitutes Slow decisions process & adoption of new praxisCurriculum requirements and hardware limitations significantLocal markets w. many entry barriersWeak channels & marketing (word-of-mouth)

Work-for-hire (military/health/corporate/public)Clear channelWell-defined targetsClear goal

Small & well-defined budgetsMany requirements & limitationsStill difficult to scope & specify up-front

Page 11: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

Our business approach

Flagship products (long-term)• New tech• Own control• Motivates team• Showcases• Long projects• Slow mone

Client projects (short-term)•Known/existing tech•Little control•Experience team•Knowledge market•Quick iterations•Quick money

Research (loooong-term)•Experimental tech.•Unknown control•Test new areas for team•Knowledge new markets•Slow & many iterations•Sure money

Page 12: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

Agenda

How did I get here?What is this talk about?Can tablets solves fundamental problems?How to go beyond current praxis?What is the sweetspot for game-based learning?

Page 13: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive
Page 14: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive
Page 15: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

Goal

Get you to reflect on how we as researchers facilitate a new viable and sound market with game-based

learning on tablets in schools.

Still room for scepticism but I believe we have seen that game-based learning can work - now we need to figure

and when and how. Here tablets are interesting!

Page 16: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

Tablets are interesting

Graphics - Interface – Gameplay - Business

Most importantly’Less is more’

&’a micro payment channel’

Page 17: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

Agenda

What is this talk about?Can tablets solves fundamental problems?How to go beyond current praxis?What is the sweetspot for game-based learning?

Page 18: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

“Media will never influence learning”

Historically there has been a tendency to state just that

also supported by Cuban in 'Oversold and underused'.

I think the truth is that it takes a loooong time.

Page 19: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

“Teachers – the new black is black”

Teachers maturity level towards computers

Entry Teachers novice users of computers.

Adoption Teachers tend to take a traditional approach to instruction but do provide some explanation on computer use.

Adaptation Traditional approaches to instruction prevail but some class time is allowed for students to use computers for homework and daily class work.

Approriation Teachers integrate technology regularly into the curriculum

Invention Teachers find new ways to connect students and use project-based and interdisciplinary approaches to instruction.

Source: Cuban, 2001

Page 20: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

Time

Complexity

BoardsBooks

TapeVideo

Computer LaptopsNetbooks

Smart boards

Tablet

“Reduced complexity is key”

Page 21: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive
Page 22: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

First time schools charge ahead

The success of a new technology relies on the fact that it can be used to conserve existing praxis while offering

new opportunities to the dedicated…

That is the success of Smart Boards and Tablets - that seems to roll out much more quickly than past

educational technology.

Page 23: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

“Game-based learning has boring problems..”

57%

12%

11%

6%

6%

7%Practical: Software, hardware & setting

My own lack of knowledge about games

Learning games not on a par with other games

Limited relevance to the syllabus of my subject

Difficult to control the learning process

Difficult to evaluate what pupils actually learn

Top 6 – categories barriers (top1)

Source: Egenfeldt-Nielsen, 2011N= 275

Page 24: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

“What teachers see..” Stable & robust vs. buggy & difficult to maintain Intuitive interface vs. complex mouse/key board Active interface vs. passive interface Transportable vs. stationary Consumption oriented vs. production orienteered Lots of free content vs. costly packages

A very interesting road that ‘promise’ to solve 58% of problems.

But new may ariseTablets not intended for school environemnt

Page 25: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

New channel is unique- The long tail

Page 26: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

Agenda

How did I get here?What is this talk about?Can tablets solves fundamental problems?How to go beyond current praxis?What is the sweet spot for game-based learning?

Page 27: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

“Diffusion struggles in educational system”

Five attributes can explain 49-87% of the variation in adaption of an innovation.Relative advantage: How much is the innovation perceived as being better than what already exists.Compatibility: How well does the innovation match existing norms, values, needs, expectations and previous experiences? Complexity: How easy is the innovation to use and understand for users? Observability: How easy is it to observe the advantages achieved from adapting the innovation? Trialability: How easy is the innovation to try out and experiments with without going all in?

Source: Rogers, 2003

Page 28: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

“But tablets may change this”

Relative Advantage: A lot of teachers embrace the devices. It’s a new opportunity to get on the wagon.

Compatibility: They can fit into classroom very nicely compared to other ICT:

Complexity: They are simple to use and maintain.

Triability: Try it out with a few devices in a class with a few apps.

Observability: Bring it to the next-door teacher in the break.

Page 29: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

Agenda

How did I get here?What is this talk about?Can tablets solves fundamental problems?How to go beyond current praxis?What is the sweet spot for game-based learning?

Page 30: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

“Research is practically non-existent”

Don’t know if tablets really do improve things as there is pretty much no research. Does the touch interface really help kids learn better,

more efficient, more engaging? Do interface transform into new gameplay that help

kids learn better? Does the tablet really improve learning effect

compare to other instructional methods and platforms.

Does the tablet really make it easier for teacher to use ICT in class?

Page 31: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

“Developers are trying quite hard”

Source: Egenfeldt-Nielsen, In review

48.2%

8.9%

21.4%

7.1%

3.6%7.1%

1.8% 1.8%

What is your average development time for a project in working days (total time for code, graphics, music, testing etc)?

+120 days 90-120 days

60-90 days 45-60 days

30-45 days 15-30 days

7-15 days < 7 days

N= 57

Page 32: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

“But a lot lose money…”

Source: Egenfeldt-Nielsen, In review

22.6%

20.8%

28.3%

28.3%

Did you get Return on your investment?

I recouped my money within 6 monthsI recouped my money but took more than 6 monthsI haven’t recouped my money but expect to within 6 monthsI haven’t recouped my money and do not expect to.N= 57

Page 33: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

“Designing for tablets”

Unforgiving market. Developers have to work hard and constantly update. Otherwise they will have a low star

rating sitting. The feedback loop is much more close with users. Less crashing software and quick response.

The device affordance is towards smooth interface with high usability that is quick to get started with and get

into. No waiting for things to boot in 5 minutes.

The room for more complex apps is non-existent

Page 34: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

“Designing for tablets”

Golden age of computer games in the 1980s where developers and content experts were often the same guy. We see this with a lot of the start-ups now that

there is a closer affinity. Not just nerds but educators.

+ =More succesfu

l

games?

Page 35: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

“Designing for tablets”

”[In 1980s] Mass merchants wanted to deal with no more than 20 suppliers and carry a maximum of 300

titles".. Carly Shyler, 2012

Compare that with maybe 3.000 titles in the market.

We now know that the promising 1980s with edutainment games failed because we failed to build a sustainable market place that could ensure continued

innovation and research.

Page 36: QUO VADIS SERIOUS GAMES Keynote, Darmstadt, Germany 22 th March ‘13 Simon Egenfeldt-Nielsen, PhD CEO, founder Serious Games Interactive

Contact infoCompany details

Serious Games InteractiveRavnsborggade 2-4, 2. floor

DK - 2200 Copenhagen Nwww.seriousgames.dk

My details: Simon Egenfeldt-Nielsen

[email protected] | +45 40 10 79 69www.egenfeldt.eu

© Serious Games Interactive