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Interactive Games
for Business Training

Robert S. Becker, PhD
Becker Multimedia, Inc.




© 2011 Robert S. Becker. All rights reserved.
B E C K E R M U L T I M E D I A




Contents
   Foreword.....................................................................................................................1

   Out of the Classroom ................................................................................................2

   Serious Business ........................................................................................................3

   Want to Play?..............................................................................................................4

   Game On ....................................................................................................................5

   Play What? .................................................................................................................6

   Does Playing Work? ..................................................................................................8

   How to Make It Work ...............................................................................................9

   Assess the Impact.......................................................................................................10

   Look Back...................................................................................................................11

         Seriously, Not Serious ....................................................................12

         Self-Directed Learning...................................................................12

         Learning from Experience.............................................................13

         Surpassing Experience...................................................................13

         Equal, Better, Best - Who Cares?...................................................14

         Platform Plethora ..........................................................................14

         Fidelity............................................................................................15

         First Person, ird Person .............................................................15

         How, Not What..............................................................................15

         Competition versus Cooperation...................................................16

   About the Author ......................................................................................................17
B E C K E R M U L T I M E D I A




Foreword
Roger Martin, Professor of Strategic Management and Dean of the Rotman School at the Univer-
sity of Toronto, has promoted the disruptive concept of “qualitative intelligence” in business. My
thoughts in this paper are congruent with Dr. Martin’s thesis that a new approach to learning is
needed now. Games are a vital ingredient of that new approach, a perfect t.

I have excluded footnotes. ough the paper is researched it is not so much a treatise as an exer-
cise in persuasion. I believe in the virtue and strength of game mechanics for learning, and want
you to know why. It matters less that I convince you that I am right, than that your interest in
games is aroused and you determine to nd out for yourself. Experience will convince you.

e paper is based on my reading of scholarly literature about game-based learning, collegial in-
teractions with expert practitioners, 25 years of experience in the design of games, simulations and
other types of e-learning for business, and convictions that spring from my heart and mind. Cor-
porate training should be much, much better than it is. Games may make it so.




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Out of the Classroom
Games are commonplace in classroom training for business. ey are usually breakout activities in
courses that consist of lecture, discussion, practice or problem-solving exercises, and assessment.

Such games are additive, but rarely considered training per se. Venerable business educators such
as Jeremy Hall, Richard Teach and Sivasailam iagarajan have long championed additive games
facilitated by teachers or subject-matter experts, requiring the live interaction of players.

By de nition, additive games illustrate and reinforce learning objectives that are attained in other
ways. ey allow players to demonstrate or apply newly acquired competencies in a mode of crea-
tive pretense.

is is how traditional simulation works. Simulation is by far the most esteemed format of game
for business, but students don’t play to learn. Instead they hone their skills by practicing what they
already know.

In contrast, contemporary e-learning and augmented realty games are core rather than additive,
requiring no coupling with other instructional deliveries; no teacher, facilitator or subject-matter
expert either. Rather than performing a supporting role by reinforcing what was learned through
traditional pedagogies, these web and computer-based games deliver an original, authentic learn-
ing experience that completes itself — oen during actual job performance. In this way students
don’t play to practice, they play to learn in the rst place.


▶ Performance

▶ Training

▶ Impact




                                        Additive                                        Core




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As games surge beyond their niche role in the classroom and become training per se on the web,
computers, mobile devices and even TV consoles, they face resistance from corporate training
managers who seemingly have everything to gain by them, and nothing to lose. Why this resis-
tance?


Serious Business
I rst encountered resistance to games while brainstorming a disruptive e-learning initiative for a
 nancial services company. My clients wanted to train tens of thousands of employees in uniquely
engaging ways. But how?

I recommended game play, suggesting that “fun” was the missing ingredient in their learning
strategy — fun in the sense that Csikszentmihalyi and Koster understand the word. Employees
must enjoy themselves for training to overcome latent resistance or indifference and go on to
change perceptions and behavior.

My recommendation was met with silence, so I pressed the point: "Uh, you do think employees
should enjoy learning, don’t you?" A manager impatiently replied that employees need not enjoy
themselves. ey just need to “do what they're paid to do.”

He continued: “I have fun when I’m home. I come here to work. Same goes for employees. Let's not
waste time and money on cute stuff."

I looked wide-eyed around the room, waiting for others to break out laughing and slap me on the
back, shouting “Gotcha! You should see the look on your face.” Nobody did. My clients were serious
about not having fun with learning.

I went on to design an interactive scenario — a multimedia game with a social network extension
named Call to Service that employees learned from and liked, and which helped produce measured
business results. But I never forgot that naive imprecation against having fun while learning.

For many managers fun is suspect, business is serious. Hence the oxymoron that formally catego-
rizes games that teach: serious games.


                                                        Work


  Games that entertain                                           Games that edify


                             Play




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Want to Play?
Ordinary games merely entertain, whereas serious games improve players by going “beyond enter-
tainment.” Among scientists who invented the term “serious games,” this was not supposed to be a
dichotomy: games with a higher moral purpose did not suddenly lose their obligation to entertain,
did they?

Aer all, there are serious forms of entertainment across our culture and across the entertainment
industry as well. Labeling games that teach as “serious” was supposed to make them deeper and
larger in scope rather than limit or diminish them. Players could have fun while they learned, that
was the whole point.

e reason why it rarely works that way is because the case for serious games is fueled by a soph-
ism, that entertainment is incongruous with learning. Entertaining is Dionysian, teaching is Apol-
lonian. ere is no basis for this dichotomy in history, science or the arts, but it seems to dominate
the semi-professional community that creates business training.

Yet games must be played. Unlike other forms of training, they are not read, attended, watched,
studied or memorized. Games are played. A game that isn’t played is not a game at all.

Play by de nition is “to engage in activity for enjoyment and recreation rather than a serious or
practical purpose.” If games are meant to be played, it is easy to appreciate resistance to them
among managers of business training. Aer all, playing is goo ng off, fooling around, zoning out,
having fun. Ergo playing cannot be training; play is oblivious, sometimes contrary to learning.

Well, not quite. ere is more to the notion of play than mindless fun. It turns out that to play is to
learn, and not only among adults who require training to do their work. e earliest childhood
experience of methodical or structured learning is a mode of play called creative pretense. Kids
imagine a situation that doesn’t actually exist, and work out a problem to emerge a winner or try
again until it comes out right.

is is precisely what adult training games do, only the situation and the problem are imagined by
analysts, instructional designers, artists and game developers rather than players. It’s still up to a
player to make the game come out right. As that happens, swi and deep learning occurs — more
oen than not.

Creative pretense helps children learn, but it doesn’t stop helping when they grow up. It also helps
adults — for example in business case studies, role plays, scenarios and simulations. All are based
on a core of creative pretense. Each is a kind of sandbox for grown ups.

ese hallowed learning strategies use creative pretense, what the poet Samuel Taylor Coleridge
called “the willing suspension of disbelief.” When airline pilots approach a runway in a ight train-
ing simulator or bioinformatisists fuse virtual proteins or executives answer “what if ” questions in
enterprise scenario planning, they are all “playing.” By virtue of the joy and freedom of play, they


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are learning from experience: not what the teacher told them, not what the textbook says, but what
they discovered and comprehended by playing a challenging game on their own or with others.


Game On
To play a serious game is to learn and become more competent. It is also to be entertained and
enjoy a contest or challenge for its own sake: to solve make-believe problems in an unreal situa-
tion, without a serious or practical purpose.

ere is no dichotomy here, no Hegelian dialectic of opposing forces. e bipolar interplay be-
tween learning and enjoyment - Apollo and Dionysius - can produce a thrilling liberation for
training designers and managers who grasp its implications.

Freed from the constraints of not being fun in order to achieve a serious purpose, designers of e-
learning can be inspired, instructed and mentored by their peers in the entertainment industry
and still con dently address loy or difficult learning objectives. ey must be so inspired in order
to design games that are core and not merely additive.


                                         Entertainment




                                    Purpose             Difference
                  Inquiry




                                                                                Learning
  Serious Games




                                    Escape                 Engage




                                              Commerce
    Games



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Play What?
Precisely what is a business training game? A business game is an episode of play with these essen-
tial ingredients:
1. Exposition that de nes a pretend situation
2. Sequence of goal-oriented activities
3. Surprising challenges as the sequence unfolds
4. Consequences at each turn
5. Rewards attained through competence, intuition, persistence or luck
6. Competition for rewards
7. Punishment for failures
8. Rules that govern play
9. Limited duration of play
10. A conclusion that resolves the situation

ere are just four pillars of game design for corporate e-learning. is basic taxonomy is my in-
vention and has not been veri ed by scholarly research, but it aids the understanding of how busi-
ness training games work:
• Puzzle. Problem-solving play that spawns and develops competencies
• Scenario. Stories in which players join and learn from others’ experience
• Simulation. Exploration in which players learn from their own experience
• Immersion. Play enriched with affective and conative aesthetics

Puzzle and scenario games are usually behaviorist. Interactions are shallow though they may be
lengthy. Content and ow are prescriptive, program code is compact and repetitive. ese games
are basic but nonetheless improve the competencies of players — especially those whose learning
occurs at the bottom or middle rungs of Bloom’s Taxonomy.

In contrast, simulative or immersive games are constructivist. ey have deeper, more dynamic
and complex interactions that may be powered by arti cial intelligence and computer modeling of
context, situation, environment, process, objects or people. Simulation and immersion support
more estimable learning objectives that occur on the higher rungs of Bloom’s Taxonomy.




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Learning is the process of gaining understanding that leads to the modi cation of attitudes and behaviors
through the acquisition of knowledge, skills and values, through study and experience. Learning causes a
change of behavior that is persistent, measurable, and speci ed or allows an individual to formulate a new
mental construct or revise a prior mental construct (conceptual knowledge such as attitudes or values). It is
a process that depends on experience and leads to long-term changes in behavior potential. Behavior poten-
tial describes the possible behavior of an individual (not actual behavior) in a given situation in order to
achieve a goal. But potential is not enough; if individual learning is not periodically reinforced, it becomes
shallower and shallower, and eventually will be lost in that individual. (Wikipedia)




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e greater time and cost of developing high- delity simulation and immersion have deterred
businesses from deploying more sophisticated training games. Most managers don’t see the ROI in
a costly sim — but not because it isn’t there. e math is simply not compatible with myopic plan-
ning horizons.

Barriers to simulation and immersion are coming down thanks to increasing capability, lower cost
of development tools and appliances, the propagation of very fast ber optic networks — and of
course the catastrophic failure of entrenched pedagogies with younger students and employees.

Riding the coattails of the entertainment game industry, which is investing in cinematographic
and 3D games, it is reasonable to expect that simulative and immersive games will pervade busi-
ness training in the relatively near future. Tangible barriers of cost and technology will have van-
ished in the meantime, as the vocal demand for engaging content continues to grow.


Does Playing Work?
ere is considerable research on the efficacy of interactive training games in general, much of it
defensive in posture. Investigators by and large report positively on the impact of games on learn-
ing, and at the same time question the validity of their ndings.

is dissonance was neatly re ected by Janis Cannon-Bowers: “Simulations. We have plenty of em-
pirical studies about simulations over the last 25 years. We know simulations work. We know simula-
tions improve performance. We know simulations improve learning. Yet, I challenge anyone to show
me a literature review of empirical studies about game-based learning. ere are none. We are charg-
ing head-long into game-based learning without knowing if it works or not. We need studies.”

Coincident with this warning, Simon Egenfeldt-Nielsen published a review of research on the
educational use of video games, where he concluded: “It can certainly be said that video games fa-
cilitate learning, but the evidence for saying any more than this is weak. Few current studies compare
video games with other teaching styles, which is the ultimate test. […] e question is: what is it that
video games offer that sets them apart from existing educational practice?”

Simon answered his own question through the lens of four popular learning theories, three of
which are compatible with the design of corporate e-learning: behaviorism, cognitivism and con-
structivism. He found support for all three in game play, noting that e-learning games tend to im-
prove learning across all dimensions. He did not discover any innate characteristics of game play
that impede learning, with one possible exception: the polarity between learning and entertain-
ment.




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How to Make It Work
Unlike entertainment games, the design of effective game-based e-learning may be guided by in-
structional systems design (ISD) though it rarely is. ISD is a generally accepted framework and
methodology for creating effective business training.

ISD is theory-, strategy- and technology-independent. It is a dynamic process that guides rational,
coherent decision making for the analysis, design, development, implementation and evaluation of
any and all training — including e-learning games.

ough not a rule book or blueprint, ISD is a reliable tool for ensuring the efficacy of training
games before they are designed. Although it is uniquely suited to learning applications and does
not enhance the creation of entertainment, it doesn’t impede the design of entertainment either.
e two disciplines can co-create the same game.

To create training games without ISD is to invite problems — not because the training is entertain-
ing, but because it may be poorly made strictly from an instructional systems perspective. Hence
the criticism that sometimes greets training games: gimmicky, super cial, not serious. is is al-
most always a re ection on inferior instructional design rather than intrusive game play.

                 Fun                                                    Serious
                 Fun                                                    Serious




           Game Development                                     Instructional Design




       Games that entertain                                      Games that edify




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Assess the Impact
Research on the efficacy of training games is not extensive or widely understood. However the
structures for incentivizing and measuring the efficacy of corporate learning — which includes
game-based training — are well established.

I hate to say it because it ignores so much value, but the efficacy of training is always deemed a
function of performance, impact and results. Not whether the employee enjoyed the training, not
what the employee learned in the broadest sense, but only what difference the employee can make
in a business process — behavioral outcomes in the near term.

ese three measures of efficacy — performance, impact and results — are operationalized in the
classic four levels of training evaluation (Kirkpatrick) that apply to games just as they do to other
pedagogies:

• Level 1. Did players appreciate the game and feel it was relevant and helpful?

• Level 2. Did players acquire new and useful competencies by playing the game?

• Level 3. Did players evince their new competencies in job performance?

• Level 4. Did operations improve as a result of their improved performance?

Note that the three measures of training efficacy and ve levels of evaluation are extrinsic. ey
assess the aer effects of games rather than intrinsic qualities of the games themselves.




                                            Results



                                            Impact


                                          Performance


      Reaction                 Learning                 Behavior              Results



                                           Training




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anks to this outward-turned and longer-range perspective, the measures and levels ignore pa-
rameters such as fun, technical sophistication and aesthetics. Such parameters are not measurable
unless they increase the cost of training development and delivery — in which case the impact is
measured against ROI on level 4.

is is just the opposite of the way entertainment games are evaluated by consumers, who attend
primarily to intrinsic properties such as originality, realism, cleverness, complexity, style, excite-
ment, technical wizardry and surprise. Consumers don’t expect to learn or pro t from entertain-
ment — though they don’t object to that either. ey object to “serious” only if it interferes with
fun.

Do students of e-learning likewise object to entertainment? ere is no research indicating that
they do. Symmetric with consumers, students object to fun only if it interferes with learning.


Look Back
Measures of training efficacy and levels of training evaluation don’t dwell on fun. at’s probably
as it should be, because fun does not itself produce measurable behavioral results in the near term.

Fun may excite attention, spur enjoyment and increase the conscious arena. It may promote en-
gagement, stimulate the appetite for knowledge and bolster resilience and persistence, ultimately
teaching players how to learn.

So what? Corporate training managers by and large couldn’t care less about how employees learn.
ey are accountable only for what is learned and the difference it makes aer the training itself
has been forgotten.

It is hard for researchers to establish what players can learn from games in contrast to other train-
ing methods, partly because games have been examined as a unique genus of learning. us on
one hand there are games, and on the other there are pedagogies that may be compared with
games.

is contradistinction is nonsensical. It is smarter to view training games not as a genus, but as a
species of e-learning with a few distinct affordances such as deep interactivity, rich multimedia
content and the requirement to be played. ough training games are rarely if ever classi ed as e-
learning in research studies, that is exactly what they are. ey are very rarely “videogames” (the
most persistent moniker).

Am I quibbling about semantics? Does it even matter? Yes, very much. While research on the effi-
cacy of business training games is embryonic, research on the efficacy of e-learning is mature and
abundant. Everything that has been revealed about the impact of high-quality e-learning may be
associated with — and demonstrated by — good interactive games because most of those games
are a species of e-learning.


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e affordances of high quality e-learning that training games may claim are:
• Lower cost of training delivery and curriculum/course ownership
• Faster and easier delivery of instruction and learning
• Higher test scores and longer retention of attainments
• More adaptive instruction
• Higher- delity job task simulation
• More meaningful forms of interactivity and diverse instructional strategies
• Student control of learning and intelligent branching
• Pinpoint skills assessment coupled with remediation
• More varied styles of assessment
• More consistent quality of instruction across numerous deliveries

Setting aside the false dichotomy between training games and e-learning in general, the case for
game-based business training can be made more con dently. e research has been done, the fail-
ure is in our limited understanding of it. Meantime, the anecdotal and qualitative research on
games is also encouraging. Here are a few pertinent highlights.


Seriously, Not Serious
Enjoyment, escape and social affiliation — but not concentration and epistemic curiosity — pre-
dict an intention to play games. us training games should retain the engaging and motivating
properties of games in general. If they are truly fun to play, they will be more effective.

My purpose in this paper is to defend those intrinsic properties of games in corporate learning.
While play enriches learning experience, the robust methodologies of ISD and training evaluation
will ensure that instruction produces desirable results. Game mechanics do not have to bear that
responsibility, and in fact should not.


Self-Directed Learning
Like couch potatoes in front of a television, people spend huge amounts of time playing games.
Even when games are moronically repetitive and crude, players don’t weary of them until the have
exhausted the challenges by solving the problem. People are more persistent in game play and
more cognitively committed and immersed in games, compared with other styles of entertain-
ment.

e same may be vouched for instruction. A more important point for business training is that, in
view of the popularity of games and the many hours devoted to voluntary game play, employees
may stay with training longer and get more involved in their learning experience without being
forced by assignments and evaluations.

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ere are huge operational and nancial bene ts associated with this difference. It shows how to
keep the ultimate promise of all e-learning — available “on demand” where, when and how the
student wants and needs to learn.

Game play ups the ante not by teaching better or forcing students to study harder, but by increas-
ing student receptivity to their own wants and needs. Every professor and trainer who has stood at
a lectern, facing a forbidding wall of blank stares, appreciates the value of this difference. Students
who play are incentivized both to stay in the game and continuously improve.


Learning from Experience
Games involving simulation are classi ed as experiential learning. Players learn through discovery,
practice and feedback rather than absorbing information. ey more easily transfer competencies
they acquire from experience to real job tasks.

But not all games are simulations. at does not that mean that non simulative games are not ex-
periential. All games are experiential — those that simulate and those that use other forms such as
puzzle, scenario or immersion.

e reason why simulations work well is not because they simulate per se, but because they deliver
some of the key affordances of e-learning - in particular user control of nonlinear instruction, high
 delity practice, hard challenge and intense interactivity.

Games must be played and therefore they must be experienced. ey cannot be read or watched.
at is the key cognitive, affective and conative procedure for all training games including those
that simulate.


Surpassing Experience
In a well-known study of medical game-based training, the amount of past video game experience
successfully predicted better behavioral outcomes. Traditional long term indices of pro ciency —
such as years of training and amount of actual job experience — were unrelated to demonstrated
skill while game playing, which is of relatively short duration, was reported to be related to that
skill. Aer only three trials of six tasks each, students approached the performance of experienced
practitioners on a virtual reality simulator.

ough this insight concerns a professional rather than business training, it suggests that under
some circumstances learning from experience in a game may be a more reliable predictor of com-
petence than on the job training or experience in the workplace.

e insight may seem surprising at rst glance, but a similar principle is evident in training for
airplane pilots, who continue to train on ight simulators for their entire careers in the air. Flight
simulators augment ying experience that pilots actually have with virtual experience that in-



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creases competencies to otherwise unattainable levels. Flight simulators also make critical training
missions less expensive, more convenient, and safer from the consequences of trainee errors.

Recall what I said earlier about additive versus core training, and what I said later about the elusive
ROI of game-based training to myopic planners. e case for the efficacy and cost efficiency of
game-based learning has been established in some professions and industries. More will inevitably
follow. ere are fewer and fewer reasons to oppose it.


Equal, Better, Best - Who Cares?
e superiority of games for instruction over other kinds of e-learning has not been established
according to research I have reviewed. But the superiority of highly interactive e-learning com-
pared to other styles of instruction has long been established, across several dimensions of value.

Since games are among the most highly interactive styles of e-learning, it is reasonable to expect
that ndings from research on e-learning apply to games as well.

Does it matter whether games are equal, better or best compared with other pedagogies? Probably
not because whatever the case, it makes good business sense to train with games — or more gen-
erally, with highly interactive e-learning — compared to training with human instructors which is
usually neither game-changing nor cost effective.


Platform Plethora
Interactive games are played on the web, computers, mobile devices, and TV consoles. ey are
also played in blended deliveries — for example augmented reality in which virtual and real world
ingredients intermingle.

Each of these platform choices implies a different suite of development tools, a different array of
audience characteristics and expectations, different economies and different levels of integration
with corporate learning management. Yet observers typically refer to learning games as though
they were just one genre.

Because my focus is games in business training, I chose to treat all training games as e-learning.
However, at lower levels of game design, development and implementation, platform should be
taken into consideration when planning and assessing the efficacy of game-based e-learning.

A rose is a rose, as Gertrude Stein wrote, but e-learning is not m-learning is not social gaming is
not video gaming is not ARG.




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Fidelity
High delity simulation or immersion has been shown to kindle student engagement. It has like-
wise been shown to impede concentration and epistemic curiosity, as game play detaches from
and overwhelms instruction.

Apart from the obvious remedy of keeping instructional design and game design in balance, I have
noticed two recent trends in game aesthetics that are worth mentioning here.

One is the emergence of cinematographic videogames on TV consoles. ese games exploit ad-
vanced technologies to render with hyper realism. e result is a gorgeous playing eld and a plat-
form for extremely compelling storytelling.

e second is the opposite: a reaction against technology and cinéma-vérité and a return to more
rudimentary gaming of yesteryear. is reaction delivers two potential bene ts to training games:
greater “authenticity” from being not slick, seeming not manipulative; and greater efficiency from
being less costly to create and deliver.

ere is a role for both higher and lower delity courses, depending on learning objectives and the
outcomes of a cost bene t analysis. For example, I want nuclear reactor operators and investment
bankers to train with high- delity simulation, and I am comfortable with sales associates at the
mall training with puzzles and scenarios. e ends and the students themselves justify the means.


First Person, Third Person
My discussion of creative pretense claimed that pretending something, as in a game, is a step to-
wards learning it. A related point to keep in mind is that some research on game-based learning
shows that rst-person play, in which the player is represented by an avatar in a pretend situation,
is more effective than third-person play where an omniscient player manipulates other characters.
Clearly, this is an important nding for instructional as well as game design. Control of learning
belongs with the student, and it is likely to increase with personal involvement in the challenges.


How, Not What
Trainees who are expert game players have faster response times than novices. Playing action
games also improves ability to keep track of events at multiple locations. In general, more skilled
videogame players have better developed attention skills than their less skilled peers.

is nding is similar to a popular perception that gamers are more responsive and have more
sensitive receptors by virtue of game play. A sarcastic inference is that games train people to be-
come better game players and that is all.




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In fact games equip students with keener powers of perception, recall and capacity to use informa-
tion. By virtue of play itself, their ability to engage personally with content increases along with
their powers to organize and make use of random information.

Gamers learn how to learn and that may be why they become better at other games with more play
experience. is is an extremely important nding for business and industry, where metacognition
and adaptive learning are key to success in higher order jobs and careers — as explained in
Bloom’s Taxonomy.


Competition versus Cooperation
I include competition in my de nition of games. Some scholars have questioned the effectiveness
of competitive factors in training. Although it may facilitate the performance of some individuals,
it impedes the performance of others who have negative attitudes towards competition, resulting
in little overall performance improvement.

I believe this concern is irrelevant to business training games, because evaluation criteria in busi-
ness are by de nition competitive. Most employees can never be successful in absolute terms, only
in relative terms. ere is always competition for the brass ring and the bar is getting ever higher.
Since competitiveness is a factor in business job performance, it must be a factor in corporate
training as well — whether or not employees are comfortable with it. Gamers are not only com-
fortable, they relish it.

Research also shows that players with negative or relaxed attitudes towards competition become
more competitive as they play, and this is bene cial. By becoming more competitive in a game,
players acquire a competency that may not be mentioned in a learning objective, but which has a
huge bearing on their ability to perform and have an impact and deliver results.

Constructivist approaches which currently dominate educational practices emphasize collabora-
tion in communities. Clearly, the balance between competition and cooperation in games is a vital
ingredient of successful instructional design and game design.




PAGE 16 — October 15, 2011 3:43 PM
B E C K E R M U L T I M E D I A




About the Author
I serve as a creative consultant, designer and producer to larger organizations in a wide variety
industries. I started Becker Multimedia in 1994 as a developer of premium corporate learning and
communications. I currently lead the Serious Games SIG of the International Game Developers
Association and the Serious Games track of the Georgia Game Developers Association. I am Vice
President of Programs for the Chicago Chapter of the American Society of Learning and Devel-
opment.

Earlier on I read modern British literature and history at New York University (BA, MA), the Uni-
versity of Reading (PhD) and the University of Pittsburgh (Mellon Postdoctoral Fellowship). My
involvement with instructional technology began when I was a professor of English.

Email: bob@beckermultimedia.com

Phone: (312) 788-7719

LinkedIn: Robert Becker in Chicago

Twitter: Beckermulti

Web: http://www: beckermultimedia.com




PAGE 17 — October 15, 2011 3:43 PM

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Becker businessgamesv6

  • 1. Interactive Games for Business Training Robert S. Becker, PhD Becker Multimedia, Inc. © 2011 Robert S. Becker. All rights reserved.
  • 2. B E C K E R M U L T I M E D I A Contents Foreword.....................................................................................................................1 Out of the Classroom ................................................................................................2 Serious Business ........................................................................................................3 Want to Play?..............................................................................................................4 Game On ....................................................................................................................5 Play What? .................................................................................................................6 Does Playing Work? ..................................................................................................8 How to Make It Work ...............................................................................................9 Assess the Impact.......................................................................................................10 Look Back...................................................................................................................11 Seriously, Not Serious ....................................................................12 Self-Directed Learning...................................................................12 Learning from Experience.............................................................13 Surpassing Experience...................................................................13 Equal, Better, Best - Who Cares?...................................................14 Platform Plethora ..........................................................................14 Fidelity............................................................................................15 First Person, ird Person .............................................................15 How, Not What..............................................................................15 Competition versus Cooperation...................................................16 About the Author ......................................................................................................17
  • 3. B E C K E R M U L T I M E D I A Foreword Roger Martin, Professor of Strategic Management and Dean of the Rotman School at the Univer- sity of Toronto, has promoted the disruptive concept of “qualitative intelligence” in business. My thoughts in this paper are congruent with Dr. Martin’s thesis that a new approach to learning is needed now. Games are a vital ingredient of that new approach, a perfect t. I have excluded footnotes. ough the paper is researched it is not so much a treatise as an exer- cise in persuasion. I believe in the virtue and strength of game mechanics for learning, and want you to know why. It matters less that I convince you that I am right, than that your interest in games is aroused and you determine to nd out for yourself. Experience will convince you. e paper is based on my reading of scholarly literature about game-based learning, collegial in- teractions with expert practitioners, 25 years of experience in the design of games, simulations and other types of e-learning for business, and convictions that spring from my heart and mind. Cor- porate training should be much, much better than it is. Games may make it so. PAGE 1 — October 15, 2011 3:43 PM
  • 4. B E C K E R M U L T I M E D I A Out of the Classroom Games are commonplace in classroom training for business. ey are usually breakout activities in courses that consist of lecture, discussion, practice or problem-solving exercises, and assessment. Such games are additive, but rarely considered training per se. Venerable business educators such as Jeremy Hall, Richard Teach and Sivasailam iagarajan have long championed additive games facilitated by teachers or subject-matter experts, requiring the live interaction of players. By de nition, additive games illustrate and reinforce learning objectives that are attained in other ways. ey allow players to demonstrate or apply newly acquired competencies in a mode of crea- tive pretense. is is how traditional simulation works. Simulation is by far the most esteemed format of game for business, but students don’t play to learn. Instead they hone their skills by practicing what they already know. In contrast, contemporary e-learning and augmented realty games are core rather than additive, requiring no coupling with other instructional deliveries; no teacher, facilitator or subject-matter expert either. Rather than performing a supporting role by reinforcing what was learned through traditional pedagogies, these web and computer-based games deliver an original, authentic learn- ing experience that completes itself — oen during actual job performance. In this way students don’t play to practice, they play to learn in the rst place. ▶ Performance ▶ Training ▶ Impact Additive Core PAGE 2 — October 15, 2011 3:43 PM
  • 5. B E C K E R M U L T I M E D I A As games surge beyond their niche role in the classroom and become training per se on the web, computers, mobile devices and even TV consoles, they face resistance from corporate training managers who seemingly have everything to gain by them, and nothing to lose. Why this resis- tance? Serious Business I rst encountered resistance to games while brainstorming a disruptive e-learning initiative for a nancial services company. My clients wanted to train tens of thousands of employees in uniquely engaging ways. But how? I recommended game play, suggesting that “fun” was the missing ingredient in their learning strategy — fun in the sense that Csikszentmihalyi and Koster understand the word. Employees must enjoy themselves for training to overcome latent resistance or indifference and go on to change perceptions and behavior. My recommendation was met with silence, so I pressed the point: "Uh, you do think employees should enjoy learning, don’t you?" A manager impatiently replied that employees need not enjoy themselves. ey just need to “do what they're paid to do.” He continued: “I have fun when I’m home. I come here to work. Same goes for employees. Let's not waste time and money on cute stuff." I looked wide-eyed around the room, waiting for others to break out laughing and slap me on the back, shouting “Gotcha! You should see the look on your face.” Nobody did. My clients were serious about not having fun with learning. I went on to design an interactive scenario — a multimedia game with a social network extension named Call to Service that employees learned from and liked, and which helped produce measured business results. But I never forgot that naive imprecation against having fun while learning. For many managers fun is suspect, business is serious. Hence the oxymoron that formally catego- rizes games that teach: serious games. Work Games that entertain Games that edify Play PAGE 3 — October 15, 2011 3:43 PM
  • 6. B E C K E R M U L T I M E D I A Want to Play? Ordinary games merely entertain, whereas serious games improve players by going “beyond enter- tainment.” Among scientists who invented the term “serious games,” this was not supposed to be a dichotomy: games with a higher moral purpose did not suddenly lose their obligation to entertain, did they? Aer all, there are serious forms of entertainment across our culture and across the entertainment industry as well. Labeling games that teach as “serious” was supposed to make them deeper and larger in scope rather than limit or diminish them. Players could have fun while they learned, that was the whole point. e reason why it rarely works that way is because the case for serious games is fueled by a soph- ism, that entertainment is incongruous with learning. Entertaining is Dionysian, teaching is Apol- lonian. ere is no basis for this dichotomy in history, science or the arts, but it seems to dominate the semi-professional community that creates business training. Yet games must be played. Unlike other forms of training, they are not read, attended, watched, studied or memorized. Games are played. A game that isn’t played is not a game at all. Play by de nition is “to engage in activity for enjoyment and recreation rather than a serious or practical purpose.” If games are meant to be played, it is easy to appreciate resistance to them among managers of business training. Aer all, playing is goo ng off, fooling around, zoning out, having fun. Ergo playing cannot be training; play is oblivious, sometimes contrary to learning. Well, not quite. ere is more to the notion of play than mindless fun. It turns out that to play is to learn, and not only among adults who require training to do their work. e earliest childhood experience of methodical or structured learning is a mode of play called creative pretense. Kids imagine a situation that doesn’t actually exist, and work out a problem to emerge a winner or try again until it comes out right. is is precisely what adult training games do, only the situation and the problem are imagined by analysts, instructional designers, artists and game developers rather than players. It’s still up to a player to make the game come out right. As that happens, swi and deep learning occurs — more oen than not. Creative pretense helps children learn, but it doesn’t stop helping when they grow up. It also helps adults — for example in business case studies, role plays, scenarios and simulations. All are based on a core of creative pretense. Each is a kind of sandbox for grown ups. ese hallowed learning strategies use creative pretense, what the poet Samuel Taylor Coleridge called “the willing suspension of disbelief.” When airline pilots approach a runway in a ight train- ing simulator or bioinformatisists fuse virtual proteins or executives answer “what if ” questions in enterprise scenario planning, they are all “playing.” By virtue of the joy and freedom of play, they PAGE 4 — October 15, 2011 3:43 PM
  • 7. B E C K E R M U L T I M E D I A are learning from experience: not what the teacher told them, not what the textbook says, but what they discovered and comprehended by playing a challenging game on their own or with others. Game On To play a serious game is to learn and become more competent. It is also to be entertained and enjoy a contest or challenge for its own sake: to solve make-believe problems in an unreal situa- tion, without a serious or practical purpose. ere is no dichotomy here, no Hegelian dialectic of opposing forces. e bipolar interplay be- tween learning and enjoyment - Apollo and Dionysius - can produce a thrilling liberation for training designers and managers who grasp its implications. Freed from the constraints of not being fun in order to achieve a serious purpose, designers of e- learning can be inspired, instructed and mentored by their peers in the entertainment industry and still con dently address loy or difficult learning objectives. ey must be so inspired in order to design games that are core and not merely additive. Entertainment Purpose Difference Inquiry Learning Serious Games Escape Engage Commerce Games PAGE 5 — October 15, 2011 3:43 PM
  • 8. B E C K E R M U L T I M E D I A Play What? Precisely what is a business training game? A business game is an episode of play with these essen- tial ingredients: 1. Exposition that de nes a pretend situation 2. Sequence of goal-oriented activities 3. Surprising challenges as the sequence unfolds 4. Consequences at each turn 5. Rewards attained through competence, intuition, persistence or luck 6. Competition for rewards 7. Punishment for failures 8. Rules that govern play 9. Limited duration of play 10. A conclusion that resolves the situation ere are just four pillars of game design for corporate e-learning. is basic taxonomy is my in- vention and has not been veri ed by scholarly research, but it aids the understanding of how busi- ness training games work: • Puzzle. Problem-solving play that spawns and develops competencies • Scenario. Stories in which players join and learn from others’ experience • Simulation. Exploration in which players learn from their own experience • Immersion. Play enriched with affective and conative aesthetics Puzzle and scenario games are usually behaviorist. Interactions are shallow though they may be lengthy. Content and ow are prescriptive, program code is compact and repetitive. ese games are basic but nonetheless improve the competencies of players — especially those whose learning occurs at the bottom or middle rungs of Bloom’s Taxonomy. In contrast, simulative or immersive games are constructivist. ey have deeper, more dynamic and complex interactions that may be powered by arti cial intelligence and computer modeling of context, situation, environment, process, objects or people. Simulation and immersion support more estimable learning objectives that occur on the higher rungs of Bloom’s Taxonomy. PAGE 6 — October 15, 2011 3:43 PM
  • 9. B E C K E R M U L T I M E D I A Learning is the process of gaining understanding that leads to the modi cation of attitudes and behaviors through the acquisition of knowledge, skills and values, through study and experience. Learning causes a change of behavior that is persistent, measurable, and speci ed or allows an individual to formulate a new mental construct or revise a prior mental construct (conceptual knowledge such as attitudes or values). It is a process that depends on experience and leads to long-term changes in behavior potential. Behavior poten- tial describes the possible behavior of an individual (not actual behavior) in a given situation in order to achieve a goal. But potential is not enough; if individual learning is not periodically reinforced, it becomes shallower and shallower, and eventually will be lost in that individual. (Wikipedia) PAGE 7 — October 15, 2011 3:43 PM
  • 10. B E C K E R M U L T I M E D I A e greater time and cost of developing high- delity simulation and immersion have deterred businesses from deploying more sophisticated training games. Most managers don’t see the ROI in a costly sim — but not because it isn’t there. e math is simply not compatible with myopic plan- ning horizons. Barriers to simulation and immersion are coming down thanks to increasing capability, lower cost of development tools and appliances, the propagation of very fast ber optic networks — and of course the catastrophic failure of entrenched pedagogies with younger students and employees. Riding the coattails of the entertainment game industry, which is investing in cinematographic and 3D games, it is reasonable to expect that simulative and immersive games will pervade busi- ness training in the relatively near future. Tangible barriers of cost and technology will have van- ished in the meantime, as the vocal demand for engaging content continues to grow. Does Playing Work? ere is considerable research on the efficacy of interactive training games in general, much of it defensive in posture. Investigators by and large report positively on the impact of games on learn- ing, and at the same time question the validity of their ndings. is dissonance was neatly re ected by Janis Cannon-Bowers: “Simulations. We have plenty of em- pirical studies about simulations over the last 25 years. We know simulations work. We know simula- tions improve performance. We know simulations improve learning. Yet, I challenge anyone to show me a literature review of empirical studies about game-based learning. ere are none. We are charg- ing head-long into game-based learning without knowing if it works or not. We need studies.” Coincident with this warning, Simon Egenfeldt-Nielsen published a review of research on the educational use of video games, where he concluded: “It can certainly be said that video games fa- cilitate learning, but the evidence for saying any more than this is weak. Few current studies compare video games with other teaching styles, which is the ultimate test. […] e question is: what is it that video games offer that sets them apart from existing educational practice?” Simon answered his own question through the lens of four popular learning theories, three of which are compatible with the design of corporate e-learning: behaviorism, cognitivism and con- structivism. He found support for all three in game play, noting that e-learning games tend to im- prove learning across all dimensions. He did not discover any innate characteristics of game play that impede learning, with one possible exception: the polarity between learning and entertain- ment. PAGE 8 — October 15, 2011 3:43 PM
  • 11. B E C K E R M U L T I M E D I A How to Make It Work Unlike entertainment games, the design of effective game-based e-learning may be guided by in- structional systems design (ISD) though it rarely is. ISD is a generally accepted framework and methodology for creating effective business training. ISD is theory-, strategy- and technology-independent. It is a dynamic process that guides rational, coherent decision making for the analysis, design, development, implementation and evaluation of any and all training — including e-learning games. ough not a rule book or blueprint, ISD is a reliable tool for ensuring the efficacy of training games before they are designed. Although it is uniquely suited to learning applications and does not enhance the creation of entertainment, it doesn’t impede the design of entertainment either. e two disciplines can co-create the same game. To create training games without ISD is to invite problems — not because the training is entertain- ing, but because it may be poorly made strictly from an instructional systems perspective. Hence the criticism that sometimes greets training games: gimmicky, super cial, not serious. is is al- most always a re ection on inferior instructional design rather than intrusive game play. Fun Serious Fun Serious Game Development Instructional Design Games that entertain Games that edify PAGE 9 — October 15, 2011 3:43 PM
  • 12. B E C K E R M U L T I M E D I A Assess the Impact Research on the efficacy of training games is not extensive or widely understood. However the structures for incentivizing and measuring the efficacy of corporate learning — which includes game-based training — are well established. I hate to say it because it ignores so much value, but the efficacy of training is always deemed a function of performance, impact and results. Not whether the employee enjoyed the training, not what the employee learned in the broadest sense, but only what difference the employee can make in a business process — behavioral outcomes in the near term. ese three measures of efficacy — performance, impact and results — are operationalized in the classic four levels of training evaluation (Kirkpatrick) that apply to games just as they do to other pedagogies: • Level 1. Did players appreciate the game and feel it was relevant and helpful? • Level 2. Did players acquire new and useful competencies by playing the game? • Level 3. Did players evince their new competencies in job performance? • Level 4. Did operations improve as a result of their improved performance? Note that the three measures of training efficacy and ve levels of evaluation are extrinsic. ey assess the aer effects of games rather than intrinsic qualities of the games themselves. Results Impact Performance Reaction Learning Behavior Results Training PAGE 10 — October 15, 2011 3:43 PM
  • 13. B E C K E R M U L T I M E D I A anks to this outward-turned and longer-range perspective, the measures and levels ignore pa- rameters such as fun, technical sophistication and aesthetics. Such parameters are not measurable unless they increase the cost of training development and delivery — in which case the impact is measured against ROI on level 4. is is just the opposite of the way entertainment games are evaluated by consumers, who attend primarily to intrinsic properties such as originality, realism, cleverness, complexity, style, excite- ment, technical wizardry and surprise. Consumers don’t expect to learn or pro t from entertain- ment — though they don’t object to that either. ey object to “serious” only if it interferes with fun. Do students of e-learning likewise object to entertainment? ere is no research indicating that they do. Symmetric with consumers, students object to fun only if it interferes with learning. Look Back Measures of training efficacy and levels of training evaluation don’t dwell on fun. at’s probably as it should be, because fun does not itself produce measurable behavioral results in the near term. Fun may excite attention, spur enjoyment and increase the conscious arena. It may promote en- gagement, stimulate the appetite for knowledge and bolster resilience and persistence, ultimately teaching players how to learn. So what? Corporate training managers by and large couldn’t care less about how employees learn. ey are accountable only for what is learned and the difference it makes aer the training itself has been forgotten. It is hard for researchers to establish what players can learn from games in contrast to other train- ing methods, partly because games have been examined as a unique genus of learning. us on one hand there are games, and on the other there are pedagogies that may be compared with games. is contradistinction is nonsensical. It is smarter to view training games not as a genus, but as a species of e-learning with a few distinct affordances such as deep interactivity, rich multimedia content and the requirement to be played. ough training games are rarely if ever classi ed as e- learning in research studies, that is exactly what they are. ey are very rarely “videogames” (the most persistent moniker). Am I quibbling about semantics? Does it even matter? Yes, very much. While research on the effi- cacy of business training games is embryonic, research on the efficacy of e-learning is mature and abundant. Everything that has been revealed about the impact of high-quality e-learning may be associated with — and demonstrated by — good interactive games because most of those games are a species of e-learning. PAGE 11 — October 15, 2011 3:43 PM
  • 14. B E C K E R M U L T I M E D I A e affordances of high quality e-learning that training games may claim are: • Lower cost of training delivery and curriculum/course ownership • Faster and easier delivery of instruction and learning • Higher test scores and longer retention of attainments • More adaptive instruction • Higher- delity job task simulation • More meaningful forms of interactivity and diverse instructional strategies • Student control of learning and intelligent branching • Pinpoint skills assessment coupled with remediation • More varied styles of assessment • More consistent quality of instruction across numerous deliveries Setting aside the false dichotomy between training games and e-learning in general, the case for game-based business training can be made more con dently. e research has been done, the fail- ure is in our limited understanding of it. Meantime, the anecdotal and qualitative research on games is also encouraging. Here are a few pertinent highlights. Seriously, Not Serious Enjoyment, escape and social affiliation — but not concentration and epistemic curiosity — pre- dict an intention to play games. us training games should retain the engaging and motivating properties of games in general. If they are truly fun to play, they will be more effective. My purpose in this paper is to defend those intrinsic properties of games in corporate learning. While play enriches learning experience, the robust methodologies of ISD and training evaluation will ensure that instruction produces desirable results. Game mechanics do not have to bear that responsibility, and in fact should not. Self-Directed Learning Like couch potatoes in front of a television, people spend huge amounts of time playing games. Even when games are moronically repetitive and crude, players don’t weary of them until the have exhausted the challenges by solving the problem. People are more persistent in game play and more cognitively committed and immersed in games, compared with other styles of entertain- ment. e same may be vouched for instruction. A more important point for business training is that, in view of the popularity of games and the many hours devoted to voluntary game play, employees may stay with training longer and get more involved in their learning experience without being forced by assignments and evaluations. PAGE 12 — October 15, 2011 3:43 PM
  • 15. B E C K E R M U L T I M E D I A ere are huge operational and nancial bene ts associated with this difference. It shows how to keep the ultimate promise of all e-learning — available “on demand” where, when and how the student wants and needs to learn. Game play ups the ante not by teaching better or forcing students to study harder, but by increas- ing student receptivity to their own wants and needs. Every professor and trainer who has stood at a lectern, facing a forbidding wall of blank stares, appreciates the value of this difference. Students who play are incentivized both to stay in the game and continuously improve. Learning from Experience Games involving simulation are classi ed as experiential learning. Players learn through discovery, practice and feedback rather than absorbing information. ey more easily transfer competencies they acquire from experience to real job tasks. But not all games are simulations. at does not that mean that non simulative games are not ex- periential. All games are experiential — those that simulate and those that use other forms such as puzzle, scenario or immersion. e reason why simulations work well is not because they simulate per se, but because they deliver some of the key affordances of e-learning - in particular user control of nonlinear instruction, high delity practice, hard challenge and intense interactivity. Games must be played and therefore they must be experienced. ey cannot be read or watched. at is the key cognitive, affective and conative procedure for all training games including those that simulate. Surpassing Experience In a well-known study of medical game-based training, the amount of past video game experience successfully predicted better behavioral outcomes. Traditional long term indices of pro ciency — such as years of training and amount of actual job experience — were unrelated to demonstrated skill while game playing, which is of relatively short duration, was reported to be related to that skill. Aer only three trials of six tasks each, students approached the performance of experienced practitioners on a virtual reality simulator. ough this insight concerns a professional rather than business training, it suggests that under some circumstances learning from experience in a game may be a more reliable predictor of com- petence than on the job training or experience in the workplace. e insight may seem surprising at rst glance, but a similar principle is evident in training for airplane pilots, who continue to train on ight simulators for their entire careers in the air. Flight simulators augment ying experience that pilots actually have with virtual experience that in- PAGE 13 — October 15, 2011 3:43 PM
  • 16. B E C K E R M U L T I M E D I A creases competencies to otherwise unattainable levels. Flight simulators also make critical training missions less expensive, more convenient, and safer from the consequences of trainee errors. Recall what I said earlier about additive versus core training, and what I said later about the elusive ROI of game-based training to myopic planners. e case for the efficacy and cost efficiency of game-based learning has been established in some professions and industries. More will inevitably follow. ere are fewer and fewer reasons to oppose it. Equal, Better, Best - Who Cares? e superiority of games for instruction over other kinds of e-learning has not been established according to research I have reviewed. But the superiority of highly interactive e-learning com- pared to other styles of instruction has long been established, across several dimensions of value. Since games are among the most highly interactive styles of e-learning, it is reasonable to expect that ndings from research on e-learning apply to games as well. Does it matter whether games are equal, better or best compared with other pedagogies? Probably not because whatever the case, it makes good business sense to train with games — or more gen- erally, with highly interactive e-learning — compared to training with human instructors which is usually neither game-changing nor cost effective. Platform Plethora Interactive games are played on the web, computers, mobile devices, and TV consoles. ey are also played in blended deliveries — for example augmented reality in which virtual and real world ingredients intermingle. Each of these platform choices implies a different suite of development tools, a different array of audience characteristics and expectations, different economies and different levels of integration with corporate learning management. Yet observers typically refer to learning games as though they were just one genre. Because my focus is games in business training, I chose to treat all training games as e-learning. However, at lower levels of game design, development and implementation, platform should be taken into consideration when planning and assessing the efficacy of game-based e-learning. A rose is a rose, as Gertrude Stein wrote, but e-learning is not m-learning is not social gaming is not video gaming is not ARG. PAGE 14 — October 15, 2011 3:43 PM
  • 17. B E C K E R M U L T I M E D I A Fidelity High delity simulation or immersion has been shown to kindle student engagement. It has like- wise been shown to impede concentration and epistemic curiosity, as game play detaches from and overwhelms instruction. Apart from the obvious remedy of keeping instructional design and game design in balance, I have noticed two recent trends in game aesthetics that are worth mentioning here. One is the emergence of cinematographic videogames on TV consoles. ese games exploit ad- vanced technologies to render with hyper realism. e result is a gorgeous playing eld and a plat- form for extremely compelling storytelling. e second is the opposite: a reaction against technology and cinéma-vérité and a return to more rudimentary gaming of yesteryear. is reaction delivers two potential bene ts to training games: greater “authenticity” from being not slick, seeming not manipulative; and greater efficiency from being less costly to create and deliver. ere is a role for both higher and lower delity courses, depending on learning objectives and the outcomes of a cost bene t analysis. For example, I want nuclear reactor operators and investment bankers to train with high- delity simulation, and I am comfortable with sales associates at the mall training with puzzles and scenarios. e ends and the students themselves justify the means. First Person, Third Person My discussion of creative pretense claimed that pretending something, as in a game, is a step to- wards learning it. A related point to keep in mind is that some research on game-based learning shows that rst-person play, in which the player is represented by an avatar in a pretend situation, is more effective than third-person play where an omniscient player manipulates other characters. Clearly, this is an important nding for instructional as well as game design. Control of learning belongs with the student, and it is likely to increase with personal involvement in the challenges. How, Not What Trainees who are expert game players have faster response times than novices. Playing action games also improves ability to keep track of events at multiple locations. In general, more skilled videogame players have better developed attention skills than their less skilled peers. is nding is similar to a popular perception that gamers are more responsive and have more sensitive receptors by virtue of game play. A sarcastic inference is that games train people to be- come better game players and that is all. PAGE 15 — October 15, 2011 3:43 PM
  • 18. B E C K E R M U L T I M E D I A In fact games equip students with keener powers of perception, recall and capacity to use informa- tion. By virtue of play itself, their ability to engage personally with content increases along with their powers to organize and make use of random information. Gamers learn how to learn and that may be why they become better at other games with more play experience. is is an extremely important nding for business and industry, where metacognition and adaptive learning are key to success in higher order jobs and careers — as explained in Bloom’s Taxonomy. Competition versus Cooperation I include competition in my de nition of games. Some scholars have questioned the effectiveness of competitive factors in training. Although it may facilitate the performance of some individuals, it impedes the performance of others who have negative attitudes towards competition, resulting in little overall performance improvement. I believe this concern is irrelevant to business training games, because evaluation criteria in busi- ness are by de nition competitive. Most employees can never be successful in absolute terms, only in relative terms. ere is always competition for the brass ring and the bar is getting ever higher. Since competitiveness is a factor in business job performance, it must be a factor in corporate training as well — whether or not employees are comfortable with it. Gamers are not only com- fortable, they relish it. Research also shows that players with negative or relaxed attitudes towards competition become more competitive as they play, and this is bene cial. By becoming more competitive in a game, players acquire a competency that may not be mentioned in a learning objective, but which has a huge bearing on their ability to perform and have an impact and deliver results. Constructivist approaches which currently dominate educational practices emphasize collabora- tion in communities. Clearly, the balance between competition and cooperation in games is a vital ingredient of successful instructional design and game design. PAGE 16 — October 15, 2011 3:43 PM
  • 19. B E C K E R M U L T I M E D I A About the Author I serve as a creative consultant, designer and producer to larger organizations in a wide variety industries. I started Becker Multimedia in 1994 as a developer of premium corporate learning and communications. I currently lead the Serious Games SIG of the International Game Developers Association and the Serious Games track of the Georgia Game Developers Association. I am Vice President of Programs for the Chicago Chapter of the American Society of Learning and Devel- opment. Earlier on I read modern British literature and history at New York University (BA, MA), the Uni- versity of Reading (PhD) and the University of Pittsburgh (Mellon Postdoctoral Fellowship). My involvement with instructional technology began when I was a professor of English. Email: bob@beckermultimedia.com Phone: (312) 788-7719 LinkedIn: Robert Becker in Chicago Twitter: Beckermulti Web: http://www: beckermultimedia.com PAGE 17 — October 15, 2011 3:43 PM