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Eurosatory HPC Conference A cultural review of the use of Serious Games Olivier Rampnoux Business Management Department University of Poitiers – PowerPoint PPT presentation

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Title: Eurosatory%20


1
Eurosatory HPC Conference A cultural review
of the use of Serious Games
  • Olivier Rampnoux
  • Business Management Department
  • University of Poitiers
  • olivier.rampnoux_at_univ-poitiers.fr

2
Plan of the Presentation
  • A few general observations
  • The diversity of Serious Games
  • An alternative view of the subject

3
What I am not going to cover
  • A catalogue of the latest SG available on the
    market
  • An approach to technical solutions for developing
    effective SG
  • A description of an ideal scenario to achieve
    your objectives
  • A path to follow to guarantee the success of your
    next SG

4
Some guidelines - 1
  • A real need to understand this product
  • SG are without doubt an economic reality based
    on
  • the volume of output
  • the number of contributors currently in the SG
    market
  • the increasing turnover in SG within the video
    games market
  • During the last 6 years this term has spread
    throughout the various sectors of the market
  • Development of professional conferences
  • Ever increasing RD budgets for this sector
  • Production of good quality scientific publications

5
Some guidelines- 2
  • Also,
  • Today the SG sector is very much in fashion
  • In strategic decision-making committees, in
    institutions and organisations, its more
    credible to talk about SG than about video games
  • The proactive strategy of innovation of certain
    major video game producers is changing the image
    of the video game
  • A new users group is emerging the casual gamer
  • Because of the genders question, a review of the
    strategic vision of SG is taking place

6
Understanding the purpose of a SG
  • To invite a user to interact with a computer
    programme
  • To mix a serious goal with a video ludic script
  • There is a wide variety of potential
    applications
  • Education, teaching
  • Training
  • Simulation
  • Information, communication
  • Implementation of a double scenario in the SG
  • An educational scenario
  • An video ludic scenario

7
How to identify a SG - 1
  • As distinguished from a video game
  • It is possible to modify a video game in order to
    create a SG
  • However it is only a cognitive modification
  • A video game has no utilitarian scenario but has
    solely a fun scenario
  • Therefore in a SG it is ESSENTIAL that the
    utilitarian and the fun scenarios are coherent
    and compatible

8
How to identify a SG - 2
  • As distinguished from a simulation
  • A simulation is a representation of a  world 
    or a universe where every detail is crucial
  • Simulations convey normative consumer values and
    models
  • In a simulation, there is no implemented
    scenario, it is constructed separately from the
    programme
  • In a SG, it is ESSENTIAL to have a fixed
    reference system which propose a judgement and an
    evaluation of users performance

9
Characteristics of an educational scenario in a SG
  • Associative objective conveyed through a graphic
    image
  • Illustrative objective enhanced with interaction
  • Demonstrative dedicated programme which allows a
    total immersion in the subject

10
Characteristics of game play in a SG
  • The objective is to use fun strategies familiar
    to the user
  • The game play ensures contact and consistency
    between the entertainment element of the video
    and the utilitarian scenario
  • It is necessary for there to be a balance between
    the level of constraints imposed by the
    persuasive element and the flow linked to the
    ludic element

11
The concept of Flow
  • A concept defined by Mihaly Csikszentmihalyi,
    Hungarian psychologist
  • The state in which people are so involved in an
    activity that nothing else seems to matter,
    totally unaware of their surroundings but
    enjoying the task and having fun while doing it
  • in Flow, the Psychology of Optimal Experience
  • Thus we define the concept of game flow as
    taking on some of the principle characteristics
    of Flow

12
The characteristics of game flow for a SG
  1. Compatibility of the input and output interfaces
    in phase with the users characteristics and the
    context of use
  2. Contents adapted and adaptable to the various
    targets
  3. Optimal orientation of the user within his
    experience
  4. It makes you forget the effort associated with
    learning
  5. Potential to set the parameters of the SG
    according to the user context and the public
    profile targeted
  6. Optimal management of errors by a modifiable
    programme
  7. Intrinsic coherence of the interfaces and
    consistency between the two scenarios

13
Plan of the presentation
  • A few general observations
  • The diversity of Serious Games
  • An alternative view of the subject

14
The diversity of Serious Games
  • The variety of applications of SG is vast and
    even today we are unaware of all its
    possibilities
  • Identified applications for SG
  • Defence and the Armed Forces
  • Education and training
  • Publicity and marketing
  • Information and communication
  • Culture
  • Health
  • Political activism et lobbying
  • We propose to organise the SG into 4 large
    families

15
The edugames
  • Games with an educational objective
  • The aim is to pass on information or a learning
    skill using games
  • Example Education Arcade developed by the
    M.I.T. and the University of Wisconsin
  • TEA explores games that promote learning through
    authentic and engaging play. TEA's research and
    development projects focus both on the learning
    that naturally occurs in popular commercial
    games, and on the design of games that more
    vigorously address the educational needs of
    players
  • Project create educational programmes utilising
    actual entertainment sources

16
The advergames
  • Games with an advertising objective
  • The objective is to take a gameplay from a
    classic video game and use it as a communication
    tool
  • The player should be freed from learning the
    gameplay so that he focuses on the graphics or
    sound environment
  • It is the graphics and sound that convey the
    brand image and/or the messages selected to be
    emphasised

17
Commitment games
  • These Serious Games convey messages of a
    political, religious or ideological nature
  • To achieve them, one must
  • Reverse the usual goals found in classic games
    (i.e. lose in order to win)
  • Modify by mods the graphics or sound to challenge
    the user

18
Informational Serious Games
  • Serious Games whose objectives are
  • To inform a wider public
  • To make users aware of a socio-educational type
    of message
  • Highlight an item of news judged as important by
    the sponsor
  • A prevention policy
  • A public health policy
  • Sustainable development
  • Humanitarian aid
  • Broadcasts on best or good practices

19
Focus on a particular family of SG the
edumarket games
  • Regrouping of a set of ludic programmes whose
    purpose is to inform and make the users aware of
    a socio-educational message by means of a video
    game
  • Purpose of the edumarket games
  • To understand clearly what is socially stake
    within specific activities
  • To examine how to build the values of a
    citizen-consumer
  • To re-inforce the permitted freedom of choice

20
Plan of the Presentation
  • A few general observations
  • The diversity of Serious Games
  • An alternative view of the subject

21
An alternative view of the SG
  • The term SG is polymorphous and there are
    numerous possible applications
  • As a teaching tool
  • As a company communication tool
  • As a training tool
  • But what is more, the SG is a cultural product
    and become
  • A communicator of cultural values
  • A builder of social representations
  • A conveyor of a normative approach
  • Thus the SG is a powerful tool and an efficient
    mechanism
  • Multi-channel broadcasting to the public at
    large  lends weight to the potential of this
    communication tool

22
A few paths to explore
  • The SG is a small part of a much bigger narrative
    system
  • It is necessary to understand all of the various
    dimensions of the potential applications of SG
  • It is possible to build a multi-media strategy
    around SG

23
Why talk about storytelling ?
  • We need to dissect this environment in order to
    fabricate stories
  • Digital storytelling grabs an individuals
    imagination
  • Storytelling replaces rational reasoning as it
    has a strong power of immersion
  • Immersion is an evaluations criteria for the
    video games quality
  • There is a strong similarity between the goal of
    storytelling and SG

24
A few ways of understanding the emergence of
storytelling
  • Stories are no longer just for children
  • Today narrative thought competes with logical
    thought without any difficulty
  • Information technology creates the potential for
    developing narrative thought
  • There is no longer any way of distinguishing
    between the concept of narrative and stories
  • There is a desire to create confusion between
    these two concepts

25
Opportune conditions
  • The time spent in front of the television is
    ever-increasing (3h45/day on average in France)
  • The television still remains the most popular
    media for the population, however among younger
    viewers other screens have a much larger share of
    the audience
  • Connecting (web, mobile) is the norm today, and
    this increases the speed at which stories are
    spread

26
An example of a breakdown of the story the case
of marketing
  • In the early 2000s, marketing was in serious
    crisis due to
  • the development of new media which detracted from
    the power of advertising
  • the lessening in persuasive power of advertising
  • Information spread by viral communication
  • The consumer became resistant
  • NO LOGO were the leading book, that conveyor of
    good sense and rejector of all marketing attempts
  • Dismissal of pseudo innovations, permanent
    promotions, standardisation goods
  • Search for alternative products (organic) or
    other ways of purchasing (fair trade)

27
Nike an example of this rejection
  • At the end of the 90s an important anti-brand
    influence emerged
  • The NGOs appealed to the consumers to make them
    aware of their power to change the state of
    things
  • Numerous surveys and studies on sweatshops were
    published
  • Legal lawsuits against misleading advertisements
    took place in California
  • Nike was obliged to accept responsibility for
    their low wages, slave labour and arbitrary
    management

28
Nikes reaction
  • Recruitment of the Director for the Fight
    against Child Labour programme
  • A strategy of alternative stories introduced to
    counter anti-brand remarks
  • Definition of a new brand identity
  • Change of slogan
  • Just do it becomes just in time
  • Ecologists engagement are taken
  • Setting a new labour policy
  • Above all
  • Association of the brand with a less volatile
    strategy in its slogan and advertising
  • Changing the narration and the story of the brand

29
The narrative world of brands
  • Globalisation creates a strong degree of
    homogenisation of products
  • Therefore it is necessary to
  • Pass from the product to the logo to the story
  • Work from the brand image to the brand story
  • Demonstrate value for the consumer through the
    story associated with the product
  • However the consumer is not easily duped, on the
    contrary, they want to believe in the stories

30
A few facts to deal with
  • The success of a brand lies in the tales and
    stories it tells
  • To its clients
  • To its employees
  • To its partners
  • In a more general way, to its customers
  • Its no longer the case of seducing or convincing
    an audience
  • They have to present a story to the consumer in
    which he will be able to identify himself
  • The brand should have the capacity to generate
    belief, a real-life story in which the act of
    purchasing takes place

31
Why does the consumer accept ?
  • The consumer is no longer faithful and he becomes
    disorientated faced with an over-excessive offer
  • For the individual, his relationship with the
    world is through consumption and in particular
    the consumption of brands
  • The consumer experience should translate into a
    fictional world
  • The brand proposes its own vision of the world
    which potentially alleviates for the consumer to
    even question it

32
To what purpose ?
  • The objective of narrative marketing is to
    synchronise peoples view of the world
  • Marketing suggests its own view and its own
    interpretation of the world
  • Consuming the ideals of America, is to embody the
    most powerful myth of all time, the American dream

33
How can SG be suitable for Storytelling ?
  • There is a very close link between the video game
    and the Armed Forces
  • This link is even more meaningful in the case of
    SG
  • It is SG which was partnered by the Armed Forces
    which has had the greatest success with the wider
    public
  • Are we here dealing with Storytelling or with
    historical truth?

34
A culturally-based perspective
  • In the United States, the link between SG and the
    Armed Forces is supported and demonstrated
  • In Japan, SG do exist but they are developed
    principally by video game producers
  • In France, the SGS offer is polymorphic as are
    its supporters
  • Thus it appears at least that the SG is as much a
    marketing concept as a real technological
    innovation

35
The wealth of narrative of a SG
  • The two necessary scenarios required to create a
    SG enable a much wider artistic freedom for the
    story
  • The dynamics image, the sound quality and the
    dimension of immersion, increase the narrative
    potential of a SG
  • The styles of communication of a SG are familiar
    and easily accessible to specific targets
    (children, young people, adults)

36
The SG, a counter narration tool
  • The SG allows a virtual view of reality thanks to
    its digital technology
  • Within the dynamics of a educational scenario, it
    is easier to produce a narrative and give the
    narrative some meaning
  • The fun dimension partly sets aside the critical
    analysis of the player
  • The SG enhances and orientates the experience of
    the player by proposing an intrinsically solid
    approach

37
Thoughts on pluri media management of SG - 1
  • The commercial success of a story and of a SG is
    uncertain, because the sensitivity dimension of
    the individual needs to be taken into account
  • However, success can result from a different
    management strategy
  • Diffuse the same story via different media
    resources (TV, mobile, internet, cinema, books,)
  • Build in different timescales according to the
    media resource
  • Build a licensing strategy with the help of a
    positioning charts
  • Explore the potential of distributing the licence
    through all consumer target groups

38
Thoughts on multimedia management of SG - 2
  • Incorporate the player in the process of building
    the story by giving him a role
  • Allow for a modification of the SG and its
    scenarios according to the media resource
  • Ensure the intrinsic coherence of the scenarios
    according to the variation of the media resource
  • Constantly being aware of the suitability of the
    media resource, as perceived by the player, with
    regard to the teaching scenario and video
    entertainment element

39
Points to note in order to create an effective SG
  • Have available the means to produce a SG
    appropriate to the strategy of your organisation
  • Define the specifications without any
    preconceived ideas of the expected result
  • Define precisely the objective that is to be
    implemented within the SG
  • A SG is not in any way, shape or form, a video
    game, and they should not therefore be compared
  • The aim of a SG is to build or to modify a
    belief, a representation, an ability thus you
    must not be mistaken as to the objective that is
    to be achieved

40
Conclusion
  • SG are the perfect tools to integrate into any
    organisational strategy
  • SG still have a huge potential to evolve in terms
    of performance and diffusion to the wider public
  • Integrating innovative or modified interfaces
    into SG offers many developmental opportunities
  • Mobile technology allows for innovations in SG
    scenarios

41
However
  • With regard to developing SG which are to be
    targeted at a wider public, it is more difficult
    to control all of the parameters
  • The consumer has a wonderful capacity to accept
    innovation and to adapt, but also to reject,
    resist, even boycott

42
Thank you for your attention
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