Date post: | 07-Aug-2015 |
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Introduction
Business Games have been used for education & executive development since Management Decision Simulator (Meier et al 1969)
Potential to engage learners in very positive ways
Few examples relevant to servitzation e.g. (Nemoto et al 2014)
Barriers to adoption include high game development costs
Platforms such as Unity (http://unity3d.com/ ) aim to reduce these costs
Implementation of iServe
Game mechanics including learning points & scenario developed in two workshops with servitization & serious games experts
Implemented in Unity as a dialogue game
Stage Person hours(h)
Game Mechanics 44Scenario Development 44
Dialogue Scripting 132Implementation 50
iServe: the ‘Beer is Off’ Game
Aim: to solve the problem of bad beer in a bar
Learning point: Basic, Intermediate and Advanced services
Mechanics: Dialogue based, players must make service design decisions based on information provided by non-player characters
Points: players gain higher points if they choose actions that would lead to Advanced services
Evaluation
Game test at SSC 2014
45 players
Typical participant
older than 35,
low gaming experience
high servitization expertise,
Focus on usability
User reactions
Ease of use
older
not a gamer
expert
Overall reaction
Question mean(s)Overall reactions
terrible-wonderful 5.2(1.8)frustrating-satisfying 5.2(2.0)
dull-stimulating 5.4(2.1)difficult-easy 6.2(1.8)rigid-flexible 4.6(2.0)
Learning to play the game learning to operate the interface 5.8(2.4)time to learn to use the interface 6.4(2.3)
Effects of Age and Gaming Experience
No statistically significant difference (t-tests 5%) on any of the key usability questions for younger or more experienced players
Age /
re
act
ion
Experi
ence
/
ease
of
pla
y
Does the game teach about servitization
Question mean(s) Experts
(score 3-5)Novices(score 1-2)
Did you learn about servitization from the game?
2.3(1.1) 2.8(1.1)
do you think a novice would learn about servitization from the game?
2.6(1.1) 3.4(0.9)
Significant difference (t-tests 5%) for the second question.
Novices are more confident of the potential of the game to teach about servitization.
Outcomes
Playable game environments can be generated using game engine technology in realistic time-frames.
Virtual environments are usable by the target audience of older, non-gamers.
Current game is rather basic (benchmarked against Business game taxonomy of (Greco et al 2013)) - lacks challenge.
Next steps include wrapping the virtual environment around a simulation to increase challenge.
References
Meier, R. C., Newell, W. T., & Pazer, H. L. (1969). Simulation in Business and Economics. Englewood Cliffs, NJ: Prentice Hall.
Nemoto, Y., Uei, K., Fujiwara, T., Mizoguchi, S., & Shimomura, Y. (2014). Strategic Thinking in EDIPS: Edutainment for Designing Integrated Product - Service System. Procedia CIRP, 16, 92–97.
Greco, M., Baldissin, N., & Nonino, F. (2013). An exploratory taxonomy of business games. Simulation and Gaming, 44(5), 645–682.