FLOW is Good Business™ („FLIGBY®”) is the ultimate leadership online simulation game in the world of Serious Games. This is the official Flow-based Leadership Development program for decision makers, developed by Professor Mihaly Csikszentmihalyi and ALEAS Simulations, Inc.
www.fligby.com
2. ALEAS Simulations, Inc. – Inside the Learning Revolution®
The producer and owner of the "FLOW is Good Business™" (FLIGBY®) concept and
online Serious Game is ALEAS Simulations, Inc. (12121 Wilshire Blvd, Suite 525, Los
Angeles, CA 90025).
All materials contained in this Guide are the copyrighted property of ALEAS
Simulations, Inc. “FLOW is Good Business”, “FLIGBY”, “Turul Winery”; and all logos,
characters, artwork, stories, information, names, and other elements associated
thereto are the sole and exclusive property of ALEAS Simulations, Inc.
All other trademarks are respectfully acknowledged.
2www.fligby.com - www.facebook.com/fligby
3. Important sentences…
3www.fligby.com - www.facebook.com/fligby
• FLOW is Good Business™ (FLIGBY®) is a Serious Game (an online
simulation in interactive movie format).
• FLIGBY is Professor Csikszentmihalyi’s Official Leadership Program. It
was developed in close cooperation with the Professor.
• FLIGBY is based mainly on Professor’s book “Good Business”.
• Online Simulation + Classic Training Approach = Blended Learning
(customized leadership development program for teams and larger
groups).
• Professor Mihaly Csikszentmihalyi is one of the greatest psychologists
of our age. He earned his fame by defining and providing a detailed
description of the Flow state.
• Organizations who are able to generate and sustain the Flow state of
employees can expect a significant growth in productivity.
• In 2007 ALEAS Simulations, Inc. (California) got exclusive global rights
to develop and merchandise FLIGBY. In March 2012 Professor
Csikszentmihalyi made a financial investment in ALEAS Simulations.
This is the only company in which the Professor is in owner position.
4. FLIGBY® – Leadership Game No.1
4www.fligby.com - www.facebook.com/fligby
„FLOW is Good Business™” (FLIGBY®)
Leadership Development Simulation
has won the Gold Medal of the
„International Serious Play Awards”
in the category of Corporate Games in
August 2012 in Seattle.
With this the panel of experts selected
FLIGBY as the best digital game made
for managers of the year 2012.
FLIGBY gained also the Certification of
the American Serious Games
Association as well, which draws the
attention of the corporate decision
makers to the innovative and forward-
looking training solutions.
7. What?
Definitions
1.1. “FLOW is Good Business™” (FLIGBY®)
1.2. FLIGBY Blended Program
1.3. FLIGBY Reporting Module
1.4. Serious Gaming Taxonomy
What exactly is “FLIGBY®”?
7
1.
8. Defining FLIGBY® as a Leadership Development Program
• „Csikszentmihalyi’s FLOW is Good Business™” (FLIGBY) – FLIGBY is an online game-based
Leadership Development Simulation. This is the official Flow program for decision makers,
developed by Professor Mihaly Csikszentmihalyi and ALEAS Simulations.
The simulation helps to discover Flow in simple steps: first by understanding the role of
Flow, the joy and positive business outcomes it provides; then by learning ways to facilitate
it. The simulation allows you to test your leadership skills, provides a unique Flow-based
self-assessment opportunity and guides you on a path towards optimizing a "Flow-centric"
corporate culture.
Defining FLIGBY as a Serious Game
• FLIGBY is setting up practical managerial dilemmas in a virtual business environment.
Gamers become part of the story – thus immersed into a memorable and more valuable
learning process. The main task of the Player is to make managerial decisions. Various
management dilemmas are integrated into the “frame story” of Turul Winery
(www.turulwinery.com).
The Player becomes a character (the recently appointed CEO of the Winery) in a story
where, he/she makes managerial decisions based on the information previously entered
into the system. You decide which way to go. You are the director of this interactive movie.
Role-play simulation games are one of the most powerful experiential learning strategies.
Definitions (1.)
8www.fligby.com - www.facebook.com/fligby
9. • FLIGBY® Blended Program – The Blended Program is the Solution Provider’s
methodology closely connected to the Simulation, which includes special
trainings and workshops. Its role is to underline the message of the Simulation in
a personal way, to put it into a classical Organization/Leadership Development
context and to integrate it into other types of learning processes (such as
coaching).
• FLIGBY Reporting Module - Web-based solution connected to the Simulation
with the function of storing and analyzing End-user data (their performance
during the learning process).
Definitions (2.)
9www.fligby.com - www.facebook.com/fligby
10. • ALEAS Simulations, Inc. – A California-based international Serious Gaming company,
the producer and the owner of the copyright and user rights of FLIGBY. Since March
2012 Professor Csikszentmihalyi has been a shareholder of the company.
• Solution Provider – An organization/leadership development firm or consulting
company which sells the Blended Program to its own clients on local markets. The
Solution Provider puts FLIGBY Blended Solution together from the elements of its
own leadership development portfolio (its own consulting/training/coaching
methodology) fitting FLIGBY Online Simulation to them. ALEAS provides professional
support for the Solution Provider to develop its own customized FLIGBY Blended
Solution.
• Buyer (Client) – The Blended Program is a B2B product. Therefore its buyer is a
business firm, an administrative institution or a non-profit organization. The Buyer
usually buys the Blended Solution for its colleagues as a leadership development
service (in itself or part of a bigger training process).
• End-users – The End-users of the Blended Program, to whom the Buyer buys the
FLIGBY Blended Program.
Definitions (3.)
10www.fligby.com - www.facebook.com/fligby
11. Positioning based on Ambient Insight’s Taxonomy (1.)
Ambient Insight
(www.ambientinsight.com)
is an international
integrity-based market
research firm that uses
predictive analytics to
identify revenue
opportunities for global
learning technology
suppliers. During the
development of FLIGBY we
significantly leaned on the
business and technological
trends outlined by them.
FLIGBY based on Ambient
Insight’s taxonomy
simultaneously shows
Simulation and Game-
based characteristics.
FLIGBY reaches the users
as a Cloud-based service.
11www.fligby.com - www.facebook.com/fligby
12. Between Simulation-based and Game-based Learning
• FLIGBY® has simulation and game-based characteristics at the same time. Simulation
may be defined as an imitation of some real thing, state of affairs, or process. The act of
simulating something generally entails representing certain key characteristics or
behaviors of a selected physical or abstract system. Game-based Learning is a knowledge
transfer method that utilizes "gameplay," which includes some form of competition
(against oneself or others) and a reward/penalty system that essentially functions as an
assessment method. Game-based Learning products (edugames) have explicit
pedagogical goals. A user "wins" an edugame when they achieve the learning objectives
of the gameplay.
Cloud-based Tool
• Ambient Insight defines cloud-based products as hosting services. Access to the products
is sold as a service and customers do not actually own the products. From this point of
view FLIGBY is software which delivery method is SaaS (“Software as a Service”) that
provides access to software and its functions remotely as a Web-based service. FLIGBY is
accessed by End-Users using a thin client via a web browser with Flash Player.
12www.fligby.com - www.facebook.com/fligby
Positioning based on Ambient Insight’s Taxonomy (2.)
13. ALEAS Simulation, Inc.
ALEAS is an innovative serious-gaming
solution provider based in California and
Central Europe (Hungary).
ALEAS’s mission is to help clients achieve a
competitive advantage.
The objective of the ALEAS Edutainment
Philosophy is to effectively enhance all
learning practices including skill
development. Our operation is based on a
threefold corporate philosophy: balance of
simulation, adaptivity and game-based
approach.
Computer games are the most
empowering activities in the virtual
world. They are meant to be fun. That’s
why edutainment is the most effective
learning today. Results are based on error-
and-trial methodology. A direct link
between learning efforts and results.
ALEAS Simulations, Inc., California
12121 Wilshire Blvd, Los Angeles, CA 90025
www.aleasgroup.com
13www.fligby.com - www.facebook.com/fligby
Inside the Learning Revolution®
14. Why?
Trends of Professional
Leadership Development
2.1. Developing the 21st-Century Leader
2.2. Business Drivers That Affect Training
2.3. Using Games to Change
2.4. Less Tell: More Games and Gamification
2.5. FLIGBY’s Formula for Growth
Factors justifying the renewal of leadership
development programs and the application of
game-based and blended approach
14
2.
15. Developing the 21st-Century Leader
15
Major business challenges driving the
need for effective 21st-century
leadership
Attracting talent
Changing buying patterns
Changing methods of distribution
Controlling healthcare costs
Corporate social responsibility
Cost pressures
Current competitors
Diversity in the workforce
Driving sales growth
Employee productivity
Enabling business growth
Environmental responsibility
Ethical leadership
Expanding into new markets Gaining access to capital
Insufficient number of leaders
Improving customer satisfaction
Insufficient talent overall
Integrating new technologiesLack of trust among leaders and employees
New competitors
Operational excellence
Regulatory environment
Retaining talent
Succeeding with mergers and acquisitions Technology challenges
Virtual workplace structures
Source: Achieveglobal
A multi-level analysis of global trends
in leadership challenges and
practices
2010
www.fligby.com - www.facebook.com/fligby
16. Business Drivers That Affect Training
16
Growth
Revenue and market growth
are essential for
competitiveness and long-
term shareholder value. For
Leadership Development the
key is to develop new
capabilities that can enable
the business to expand.
Globalization
As business becomes
increasingly global,
companies should improve
their ability to build and
manage a global leadership
force. Management should
consider creating learning
environment in which global
and virtual teams can thrive.
Cost pressure
Companies are under
constant pressure to reduce
costs.
Talent
Having the required talent is
critical to business
performance and growth.
The changing workforce
requires new talent
management capabilities in
leadership development.
Innovation
The days of relying on a
small, elite group of
innovators are over. Leading
companies are developing
new ways to help their
employees collaborate and
share information and create
a more innovative culture.Emerging
technologies
New technologies such as
social media and mobile
devices affect
training/development in two
ways. First they enable to
deliver learning content
more efficiently. Second they
enable to access learning
services 24/7 from
anywhere.
Source: Global Business Driven HR
Transition, Deloitte Consulting www.fligby.com - www.facebook.com/fligby
17. Using Games to Change
17
Socializing
Game interfaces facilitate
social interaction and
involve conversations.
Gamers expect and are
comfortable with
discussion, group action
and group conflict.
Competition
The most obvious social
motivation is
competition. It’s friendly
and meant as an
opportunity to optimize
individual contribution by
pitting one’s talent
against others.
Experimentation
The speed of games
encourages “Trial and
Error” as a reasonable
and the best way to learn.
It redefines risk, an
important ingredient for
innovation in business.
Achievement
Gamers like to see
themselves at the top of
leader boards, and
generally prefer games
that have lots of
opportunities to advance.
Immersion
Players motivated by
immersion like trying out
new characters with
different personalities.
They like good metaphors
in the game and
emotionally appealing
stories.
How games support
complex Leadership
Development programs
Results
Any player who performs
well has a chance to
advance. Leadership is
bestowed on those who
are doing well now, and
it’s not predetermined by
a résumé of past
accomplishments.
Games enable to use the Power of Entertainment in the development process.
www.fligby.com - www.facebook.com/fligby
18. 1. Less desktop and more mobile...but
not that fast.
2. Fewer full-sized courses that require
large chunks of time to complete in a
single sitting. More learning snacks.
3. Less focus on the LMS. More focus
on Tin Can API.
4. Less Click NEXT or Tell. More games
and gamification of learning.
5. Fewer PPT-focused lectures. More
use of interactive tools within
lectures.
6. Less focus on training employees.
More focus on encouraging
employees to develop informal
learning strategies and personal
knowledge networks.
7. Less trainers and more community
managers and content curators.
“Less Tell: More Games and Gamification”
18
Source: Sharon Boller – Bottom-Line
Performance,: Learning Trends,
Technologies, Opportunities, 2012
EMERGING TRENDS AND TECHNOLOGIES
Play is not the opposite of work.
Play is an extremely serious concept that is critical for learning.
www.fligby.com - www.facebook.com/fligby
19. FLIGBY® – Meeting the Challenges
19www.fligby.com - www.facebook.com/fligby
20. Based on what? (1.)
The Serious Gaming
Background
3.1. What is Digital Gaming
3.2. Who is Playing
3.3. The Role of Play
3.4. What we Can Learn from Computer Games
Researches related to FLIGBY’s Development
20
3.
21. What is Digital Gaming?
21
Digital Gaming
Purposeful, goal-oriented,
rule-based activity that the
players perceive as fun.
They are distinguished by
two key elements:
1. An interactive virtual
playing environment, and
2. The struggle of the player
against some kind of
opposition.
(Klopfer, 2008).
‘Collectively, the planet is now
spending more than 3 billion
hours a week gaming. The
people who continue to write
off games will beat major
disadvantage in the coming
years.’
(Jane McGonigal, 2011)
www.fligby.com - www.facebook.com/fligby
22. Who is playing? (1.)
22www.fligby.com - www.facebook.com/fligby
23. The Role of Play
23
Freedom to
Fail
Freedom to
Experiment
Freedom to
Fashion
Identities
Freedom of
Effort
Freedom of
Interpretation
It is free to do things at play that
would look like failure in other
contexts. The player learns as
much about the nature of things
from failure as from success.
Within the play
space the player has
room to maneuver
and invent new
approaches to
whatever task is at
hand.
At play, the player isn’t
simply examining the
nature of the social
worlds, but is also
exploring his/her identity
in those worlds (trying
out several roles).
Alternating
between intense
and relaxed play.
There is no “one”
game: the
individual, social,
and cultural
motivations of any
player affect what
is experienced
through play and
no two players
ever experience
the “same” game.
Moving Learning Games Forward - The Education Arcade, Massachusetts Institute of Technology, 2009
www.fligby.com - www.facebook.com/fligby
24. • You are the key to success –
Computer games have to be the
most Empowering activities
around.
• Mistakes are necessary on the
path to success – Trial and error.
• Things are connected – Games
are complex and intertwined
systems.
• How to learn
• Computer literacy – People who
spend time playing with
computers become very
comfortable with computers.
What we can learn from Computer Games
24
Clark Aldrich
www.fligby.com - www.facebook.com/fligby
25. ‘Reality is Broken’
25
“The path to becoming
happier, improving your
business, and saving
the world might be one
and the same:
understanding how the
world’s best games
work. Think learning
about Halo can’t help
your life or your
company? Think
again…”
Jane McGonigal
www.fligby.com - www.facebook.com/fligby
26. Ready to decide?
• What is Leadership all about? Decisions.
• During the development of me-Learning we tried to go
beyond the “I have read all the materials and answered
the test-questions correctly”-type of approach.
Leadership skills cannot be improved just by reading
some texts in electronic format.
• During the development of me-Learning Simulations we
took as a starting-point the fact that personal
involvement and becoming affected on a personal level
significantly accelerates learning.
• Thus, relevant literature was integrated not as
compulsory reading. It was rather refined to a freely
searchable auxiliary learning material.
• It’s our experience that during solving complex problems,
users feel strongly compelled to study thoroughly the
reference contents and adapt them as an input for
decision making.
• Theory is secondary – decisions are in the first place.
26
Collecting
information
DecisionFeedback
Challenge
www.fligby.com - www.facebook.com/fligby
27. Based on what? (2.)
FLIGBY®’s Theoretical
Background
4.1. “Good Business”: Researches behind FLIGBY
4.2. The “Happy Professor”
4.3. Flow and Business
Researches related to FLIGBY’s Development
27
4.
28. “Good Business” – Researches behind FLIGBY®
28
The FLIGBY concept was developed in close cooperation with
Professor Csikszentmihalyi who is one of the greatest psychologists
of our age. He earned his fame by defining and providing a detailed
description of the Flow state and is known as the father of Positive
Psychology.
Main messages and key learning points of FLIGBY are based on the
Professor’s book titled “Good Business” and related researches.
These offer predictable but sound guidance to business leaders:
know oneself, set clear goals for employees and consider the
consequences of business decisions.
By conducting extensive interviews during the researches, the
Professor collected the secrets of successful business leaders,
including the Body Shop CEO Anita Roddick; McDonald's chairman
and CEO Jack Greenberg; and AOL Time Warner's Ted Turner.
Under personal supervision of the Professor, the FLIGBY developer
team systematized practical methods and solutions to achieve vital
managerial/leadership skills (“FLIGBY Leadership Skillset”), which
secure the creation and conservation of Flow and the sustainable
growth of a company. It is an efficient set of tools which prepares its
users for taking new directions in an era of modern organizations.
www.fligby.com - www.facebook.com/fligby
29. The „Happy Professor”
Mihaly Csikszentmihalyi, born in 1934, is one of the
greatest living psychologists of our age. He earned his
fame by defining and providing a detailed description
of the Flow state. He has been seeking an answer for
the great question of our everyday life: finding
happiness.
In the recent years, various management development schools
have been discovering and rediscovering the theses of
Csikszentmihalyi, Professor of Claremont Graduate University,
California.
The reason for this is the fact that organizations capable of
fostering and sustaining long-term Flow for their employees can
count on increased performance standards in the long run.
29www.fligby.com - www.facebook.com/fligby
30. Positive Psychology
Positive Psychology is the scientific study of the strengths and virtues
that enable individuals and communities to thrive. This discipline is
based on the belief that people want to lead meaningful and fulfilling
lives, to cultivate what is best within themselves, and to enhance their
experiences of love, work, and play.
Using one’s strengths in a challenging task leads to the experience of
Flow and an engaged life, a meaningful life. Deploying one’s strengths
in the service of something larger than oneself can lead to the
meaningful life.
Positive psychology has also been implemented in business
management practice. Happy workers enjoy multiple advantages over
their less happy peers. Individuals high in subjective well-being are
more likely to show superior performance and productivity, and to
handle managerial jobs better. They are also less likely to show
counter-productive workplace behavior and job burnout.
Positive Psychology is
a recent branch of
psychology whose
purpose was summed
up in 1998 by Martin
Seligman and Mihaly
Csikszentmihalyi.
„A business organization whose employees are happy is more productive
and has a higher moral. Any manager who wants his or her organization
to prosper should understand what makes people happy, and implement
that knowledge as effectively as possible.”
Prof. Mihaly Csikszentmihalyi
www.fligby.com - www.facebook.com/fligby 30
31. 31
Flow and Business (1.)
✗Flow is the mental
state of operation in
which a person in an
activity is fully immersed
in a feeling of energized
focus, full involvement,
and success in the process
of the activity.
Flow is characterized by
intense concentration,
loss of self-awareness, a
feeling of being perfectly
challenged and a sense
that "time is flying”.
Flow is an intrinsically
rewarding experience and
it can also help one
achieve a goal or improve
skills. Anyone can
experience Flow in many
different regards, such as
play, creativity and work.
To experience Flow, one
needs to have the
relevant level of
challenges for their
particular skillset.
www.fligby.com - www.facebook.com/fligby
32. Flow and Business (2.)
Flow is one of the most crucial conditions of
good leadership and sustainable business.
The „Flow is Good
Business™” simulation
teaches managers how to
become leaders who
effectively create an
environment in which
Flow can flourish.
Flow-based organization
promotes employee
engagement and
positive attitudes in the
workplace.
Done well, it helps to
reduce costs, employee
complaints and makes
the company a place
that people enjoy being
a part of.
Good Business
Good Leadership
Flow state of the company’s stakeholders
(employees, managers, costumers…) generates more profit.
32www.fligby.com - www.facebook.com/fligby
33. What’s for?
FLIGBY®’s Learning
Objectives
5.1. Learning Objectives of FLIGBY
5.2. Mapping FLIGBY to Real Work
5.3. Leadership Skills Tested by FLIGBY
Objectives and results of the FLIGBY program
33
5.
34. 34www.fligby.com - www.facebook.com/fligby
The Aim of the Game
1. Winning the ‘Spirit of the Wine Award’ – FLIGBY is a leadership
development game. Accordingly the aim is to achieve the best possible
result as the leader of the Californian Turul Winery. If the player does
his/her job well and makes decisions strengthening the operation of the
organization, at the end of the game the Winery will stand a chance of
winning the ‘Spirit of the Wine Award’, a sign of international recognition.
2. Bringing Colleagues into Flow – The challenge is not simple. The former
manager’s leadership style has destroyed the team that used to be
cohesive. The player’s task is to mark out the thriving way for the
organization, and to build a well functioning community out of the low-
motivated mid-level managerial group. The aim is to be able to bring as
many colleagues as possible – even if just for a short time – into Flow state
again. With this the global performance of the organization can be
improved significantly.
3. Making the right Managerial Decisions – What is leadership all about?
Decisions. Accordingly, in the center of FLIGBY there are the decisions as
well. The player have to decide in questions of greater and less
consequence, while every decision affects the Flow state of the
individuals, the Corporate Atmosphere and, of course, the profitability of
the organization.
The player has
got three
main missions
during the
game.
35. Role-play simulation games are one of the most
powerful experiential learning strategies.
The simulation will help
you discover Flow in
simple steps: first by
understanding the role
of Flow, the joy and
positive business
outcomes it provides;
then by learning ways to
facilitate it. The
framework simulation
story takes place in a
winery in California. The
user is to bring careful
and mature decisions of
operation as the
manager of a winery.
35
Learning Objectives of FLIGBY (1.)
www.fligby.com - www.facebook.com/fligby
36. 36www.fligby.com - www.facebook.com/fligby
FLIGBY® teaches managers to evolve into leaders who effectively
create an environment in which Flow can flourish and promote
employee engagement and positive attitudes in the workplace.
1. Understanding the added value and the principles of Flow in a
business and corporate environment;
2. Creating a blueprint for Flow in a business through the
application of an inspiring vision, mission statement and
attractive goals which enhances both profits and improves the
working environment;
3. Understanding and learning visionary leadership characteristics;
4. Active participation in Flow-based change management
processes;
5. Developing a successful management style using leadership
techniques to enhance Flow.
• Strategic thinking
• Goal-orientation
• Gaining
Commitment for the
Vision
• Coaching
• Effective
Communication
• Motivating Others
• Leading Change
• Leveraging Diversity
• Empowerment -
Delegating
Responsibility
• Enhancing Self-
esteem
• Emotional
Intelligence
• Entrepreneurship
• Supporting Others
• Managing Conflicts
• Leading Teams
Learning Objectives of FLIGBY (2.)
37. • To become a more effective leader –
FLIGBY helps to learn how to build,
participate in and lead teams more
effectively.
• To create motivating working
environment – FLIGBY helps managers
create a workplace environment in which
Flow can flourish – a workplace that
promotes employee engagement and
positive attitudes.
• To use the Power of Flow – FLIGBY
helps to discover Flow in simple steps: first
by understanding the role of Flow, the joy
and positive business outcomes it provides,
then by showing you ways to facilitate it.
• To meet a powerful catalyst to your
personal change – FLIGBY provides a
precise measure and displays the resources
used, solving time and the reactions of
superiors or employees.
37
Learning Objectives of FLIGBY (3.)
1. You will be a more pro-active and at the
same time, thoughtful leader;
2. You will gain practical experience of
planning and execution of change
management processes;
3. You will take part in business decision
making more consciously;
4. You will learn how to handle situations
less structured and more unclear;
5. Your motivation techniques will improve
and you will recognize the drives
influencing the behavior/attitude of
your colleagues;
6. You will handle the workplace conflicts
more effectively;
7. You will be a more successful leader and
participant of team work;
8. You will learn to use and apply the
power of Flow for the benefit of the
organization.
From
Learning
Objectives
to Personal
Results
www.fligby.com - www.facebook.com/fligby
38. Mapping FLIGBY® to Real Work (1.)
38
O*NET is a large-scale
collaborative project
sponsored by the U.S.
Department of Labor
(www.onetonline.org).
It publishes and
maintain a list of over
eight hundred
different occupations
to help prospective
workers match their
skills to defined jobs.
Even the most
complex senior
management jobs can
be encompassed by
choosing an ensemble
of activities from this
list.
List of O*NET work categories that can be directly linked to challenges
integrated in FLIGBY gameplay:
1. Getting information: observing, receiving, and otherwise obtaining
information from all relevant sources;
2. Processing information: compiling, coding, categorizing, calculating,
tabulating, auditing, or verifying information or data;
3. Evaluating information to determine compliance with standards: using
relevant information and individual judgment to determine whether
event or process comply with laws, regulations, or standards;
4. Monitoring processes or surroundings;
5. Estimating the quantifiable characteristics of products, events, or
information;
6. Judging the qualities of things, services, or people: assessing the value,
importance, or quality of things or people;
7. Making decisions and solving problems: analyzing information and
evaluating results to choose the best solution and solve problems;
8. Updating and using relevant knowledge: keeping up-to-date technically
and applying new knowledge to your job;
1.
Based in the Idea: Byron Reeves, J.
Leighton Read: Total Engagement,
2009
www.fligby.com - www.facebook.com/fligby
39. Mapping FLIGBY® to Real Work (2.)
39
List of O*NET work categories that can be directly linked to challenges
integrated in FLIGBY gameplay:
9. Developing objectives and strategies: establishing long-range objectives
and specifying the strategies and actions to achieve them;
10.Scheduling work and activities: scheduling events, programs, and
activities, as well as the work of others;
11.Organizing, planning, and prioritizing work: developing specific goals and
plans to prioritize, organize, and accomplish your work;
12.Interpreting the meaning of information for others: translating or
explaining what information means and how it can be used;
13.Communicating with supervisors, peers, or subordinates: providing
information to supervisors, coworkers, and subordinates by telephone, in
written form, e-mail, or in person;
14.Communicating with persons outside the organization: representing the
organization to costumers, the public, government, and other external
sources;
15.Establishing and maintaining interpersonal relationships: developing
constructive and cooperative working relationships with others, and
maintaining them over time;
2.
FLIGBY tasks based on
O*NET’s list of
occupations.
www.fligby.com - www.facebook.com/fligby
40. Mapping FLIGBY® to Real Work (3.)
40
List of O*NET work categories that can be directly linked to challenges
integrated in FLIGBY gameplay:
16.Assisting and caring for others: providing personal assistance, emotional
support, or other personal care to others such as coworkers or
customers;
17.Selling or influencing others: convincing others to buy
merchandise/goods or to otherwise change their minds or actions;
18.Resolving conflicts and negotiating with others: handling complaints,
settling disputes, and resolving grievances and conflicts or otherwise
negotiating with others;
19.Coordinating the work and activities of others: getting members of a
group to work together to accomplish tasks;
20.Developing and building teams: encouraging and building mutual trust,
respect, and cooperation among team members;
21.Training and teaching others: identifying the educational needs of others;
22.Guiding, directing, and motivating subordinates: providing guidance and
direction to subordinates, including setting performance standards and
monitoring performance;
3.
FLIGBY tasks based on
O*NET’s list of
occupations.
www.fligby.com - www.facebook.com/fligby
41. Mapping FLIGBY® to Real Work (4.)
41
List of O*NET work categories that can be directly linked to challenges
integrated in FLIGBY gameplay:
23.Coaching and developing others: identifying the development needs of
others and coaching, mentoring, or otherwise helping others to improve
their knowledge or skills;
24.Providing consultation and advice to others: providing guidance and
expert advice to management or other groups on technical, system-
related, or process-related topics;
25.Performing administrative activities: performing day-to-day
administrative tasks such as maintaining information files and processing
paperwork;
26.Staffing organizational units: recruiting, interviewing, selecting, hiring,
and promoting employees in an organization;
27.Monitoring and controlling resources and overseeing the spending of
money.
4.
FLIGBY tasks based on
O*NET’s list of
occupations.
www.fligby.com - www.facebook.com/fligby
42. 42
Leadership Skills Tested by FLIGBY®
The extensive research which was part of the development of FLIGBY®, partly on the basis of
the Professor Csikszentmihalyi’s book titled “Good Business”, identified the leadership skills
contributing to create and maintain the Flow-state. These 29 skills were named “FLIGBY
Leadership Skillset”.
The course and the decision points of the game were built up to test these leadership skills.
www.fligby.com - www.facebook.com/fligby
1.
Active
listening
2.
Analytical
skills
3.
Assertive-
ness
4.
Balancing
skill
5. Engage-
ment and
trust
6.
Business-
oriented
thinking
7.
Commu-
nication
8.
Conflict-
mana-
gement
9.
Delegating
10.
Diplomacy
11.
Emotional
intelli-
gence
12.
Empower-
ment
13.
Enterpre-
nuership
14.
Execution
15.
Feedback
16.
Future
orientation
17.
Information
gathering
18.
Intuitive
thinking
19.
Involvement
20.
Motivation
21.
Organizing
22.
Prioritizing
23.
Timely
decision-
making
24.
Applying
personal
strengths
25. Social
system
thinking
26. Social
responsi-
bility
27.
Strategic
thinking
28.
Teamwork
29.
Time
manage-
ment
43. How it works?
FLIGBY®’s Game Features
6.1. Basic Components of FLIGBY
6.2. Player’s Feedback System
6.3. Reporting (What the Player Cannot See)
6.4. FLIGBY’s Skills and Company’s Competences
6.5. Narrative Context – The Turul Winery
Ingredients of FLIGBY that help to solve
business problems and why these features
work
43
6.
44. 44
The Basic Components of FLIGBY®
FLIGBY Game
Engine
(Rules and
Feedback System)
FLIGBY
Interactive User
Interface
(Story Videos,
Decision Points,
Media Library)
FLIGBY
Data Base
(Storage of
End-user’s
Data)
FLIGBY Leadership
Skills Engine
(Evaluation System)
FLIGBY
Reporting
Module User
Interface
(Report
Generation)
System elements used during the gameplay by the End-user
FLIGBY® Online Simulation
FLIGBY® Online Reporting Module
System elements used during the evaluation by the Solution Provider
The FLIGBY online system has been developed to be suitable for the summarization and evaluation
of the users’ results on individual and on group level beside the game itself.
Directs the story and operates
the evaluation according to
user’s decisions
FLIGBY is hosted through
the Amazon Cloud Services
The comparison of the decision
alternatives chosen by the user
and the leadership skill values
belonging to them.
www.fligby.com - www.facebook.com/fligby
45. 45
Player’s Feedback System
FLIGBY provides a unique Flow-based self-assessment
tool on three different levels to the Player:
1.FLOW-Gauge – The performance of the player
(the appropriateness of decisions) is measured from
several perspectives. The actual Flow-state of the
employees as well as the Profitability of the company
both serve as continuous feedback.
2.Mr. Fligby – In the event of mistakes in the
decision making process, Mr. Fligby, the virtual coach
of the simulation gives us advice holding back no
punches. As the player’s personal consultant, he helps
the interpretation and resolution of complex conflicts.
3.Spirit of the Wine Award – The real aim of the
game is the harmonization of goals connected to
business and organizational development. The goal to
be reached by the end of the game is to win the
prestigious international "Spirit of the Wine Award"
using Flow-based management practices.
www.fligby.com - www.facebook.com/fligby
46. Professional Reporting
The “FLIGBY®” simulation is more than just
an online game even regarding the technical
aspects.
To be able to show the individual and group
learning process in great detail -even for
benchmarking- we developed the complex
Reporting Module.
With this:
• Numerical reports can be created (in PDF or
Excel) about the users’ individual and group
performance during the simulation.
• The decision alternatives made at the
turning points of the simulation game can
be listed in an individual or group viewpoint.
The information obtained from the Reporting
Module will help the professional preparation
of the blended learning programs connected
to the simulation.
With the help of the Reporting Module the
blended partners can continuously monitor
and control the learning process in the
simulation area.
FLIGBY® Reporting Module
46www.fligby.com - www.facebook.com/fligby
47. 47
Reporting - What the Player Cannot See
This part of FLIGBY®’s feedback system is for professional use: Several Leadership Skills are
tested at the same time at the Strategic Decision Points of the game. If the player makes a right
decision the system raises the values of the skills belonging to that certain decision point on the
player’s assessment sheet. This means that the „relative strength” of the certain skills in the players’
leadership styles can be concluded from the decisions they make.
The strategic decision points test
several relevant leadership skills at
the same time.
The game tests each
skill on the basis of
several decisions. This
multiple testing
ensures the reliability
of the feedback.
48. Company’s
Leadership
Compe-
tencies
48
FLIGBY’s Skills and Company’s Competences
1.
Active
listening
2.
Analytical
skills
3.
Assertive-
ness
4.
Balancing
skill
5. Engage-
ment and
trust
6.
Business-
oriented
thinking
7.
Commu-
nication
8.
Conflict-
mana-
gement
9.
Delegating
10.
Diplomacy
11.
Emotional
intelli-
gence
12.
Empower-
ment
13.
Enterpre-
nuership 14.
Execution
15.
Feedback
16.
Future
orientation
17.
Information
gathering
18.
Intuitive
thinking
19.
Involvement
20.
Motivation
21.
Organizing
22.
Prioritizing
23.
Timely
Decision-
making
24.
Applying
personal
strengths
25. Social
system
thinking
26. Social
responsi-
bility
27.
Strategic
thinking
28.
Teamwork
29. Time
manage-
ment
Tracking, testing and
analyzing relevant skills
(No. 2, 6, 16, 25, 27)
Example: The company wish to improve its change management capability
FLIGBY
Leadership
Skillset
Strategi
c
thinking
skills
Analytical
ability
The ability
to make
sound
decisions
Commu-
nication
skills
Influence
and
persuasion
Ability to
manage
diversity
Delegation
Ability to
develop,
talent Personal
adaptability
1.
2.
FLIGBY Leadership
Skills Engine
3.
www.fligby.com - www.facebook.com/fligby
49. Narrative Context – The Turul Winery
49
Good Games have Good Backstories
The backstory has several important psychological advantages that help keep people engaged:
• Business case studies work best as stories – We love to hear and tell stories. You can’t just give facts. You need to place them in the
context of events sequenced with a beginning, middle, and end, some tension about how things will resolve, and detail about the
people involved – that will engage audiences in something that becomes real because they can imagine themselves in the same
narrative space.
• Narratives tell players what to do – Game narratives give players hints about what to do, and that helps with execution and tactics
applied to larger goals. Game stories are designed as unfinished frameworks where players complete the narrative by living it.
• Narrative increases Excitement and Attention – The uncertainty that all good stories have, creates excitement and tension that
sustains player involvement, and it focuses players on resolution and release (players attempt to reduce this excitement, especially if
its source is a conflict).
• Stories are effective – It’s easier to remember information when it’s presented in a narrative format.
The player takes on the role of the General Manager of
the well-established and well-known Turul Winery, in
California and faces the challenging task of having to
achieve a state of harmony and co-operation in a team
significantly weakened by internal conflicts. Will it be
possible to win the international "Spirit of Wine
Award" as a direct result of leadership skills and
efforts?
Check out Turul’s website (www.turulwinery.com)
www.fligby.com - www.facebook.com/fligby
50. FLIGBY® Blended Program
Synergistic mix of the Online Simulation and
Classroom Trainings
7.1. Definition of the Blended Program
7.2. Blended Program – Examples
7.3. Possible Learning Points of the Blended
Program
7.4. Characteristics of the Blended Program
7.
51. 51www.fligby.com - www.facebook.com/fligby
• High-level cooperation – The FLIGBY
Blended Program is carried out in close
cooperation of ALEAS and the Solution
Provider.
• The combination of the Simulation and
the Onsite Program – The FLIGBY
Solution Provider is not a simple reseller
but a highly qualified expert. The
Solution Provider combines its existing
leadership training/consulting approach
and experience with the FLIGBY Online
Simulation. Thus it appears with a new
and innovative development portfolio
on the market.
• Common development – ALEAS, if
required, can help the Solution Provider
with active counseling to make its own
Blended Program.
What is a FLIGBY® Blended Program? (1.)
The FLIGBY Blended Program is closely connected to
the Simulation, includes special trainings, workshops
and consultancy.
Its role is to underline the message of the Simulation in a
personal way, to put it into a classical organization/leadership
development context and to integrate it into other types of
learning processes such as coaching.
52. What is a FLIGBY® Blended Program? (2.)
FLIGBY Blended Learning Solution could
integrate seemingly opposite approaches,
such as formal and informal learning, face-
to-face and online experiences, directed
paths and reliance on self-direction, and
digital references and collegial connections,
in order to achieve individual and
organizational goals.
FLIGBY Solution Provider could blend
together the following learning tools:
• Simulation (Online Serious Game);
• Leadership Skills and Attitudes developing
workshops / trainings;
• Individual and Team Coaching;
• Management / Leadership Competency
Assessment (and re-assessment).
52www.fligby.com - www.facebook.com/fligby
53. Blended Program – Examples (1.)
ALEAS allows the Solution Provider a free hand to configure the Blended Learning Program, and if required ALEAS
provides methodological support for it. The following examples are defined on the basis of existing experience
53www.fligby.com - www.facebook.com/fligby
Basic: This is for presenting
the Flow concept and
supporting participants to
turn it into action
Assessment: Built on the
Basic Solution, this
program format translates
the Flow concept into
Leadership Competencies
and trains participants to
develop their ”Flow Leader
Attitude”.
Development: Based on the above
two solutions, this is a full Leadership
Development Process that starts with
a diagnosis, deals with the Leadership
Competencies and company culture
issues and creates individual
development paths.
54. 54www.fligby.com - www.facebook.com/fligby
The Simulation requires app. 4-6 hrs individual learning time (net), depending on the
individual learning speed. The simulation consists of 24 chapters that can be
covered in a week.
Blended (classroom)
time requirement
1+2 days
2+2 days
2+2+1 days (+time
required for diagnosis
and the optional
individual and/or team
coaching)
Blended Program – Examples (2.)
55. Possible Learning Points of a Blended Program
• Understanding Flow principles and the
added value of Flow in business and
corporate environment;
• Creating a blueprint for Flow in good
business through the application of an
inspiring vision, mission statement and
attractive goals that are good both
materially and spiritually;
• Understanding and learning visionary
leader characteristics;
• Active participation in the Flow-based
change management processes;
• Using leadership techniques to enhance
Flow (successful management styles and
techniques).
55www.fligby.com - www.facebook.com/fligby
56. Characteristics of the Blended Program
• Targets mid- and upper level management;
• Provides a unique Flow-based self-assessment opportunity;
• Helps to understand and reshape the system of goals and
strategies in your organization with respect of Flow;
• Guides on a path towards optimizing a „Flow-centric”
corporate culture
• Allows to test your decision-making skills as a manager of a
virtual winery;
• Special features include: exclusive interviews and lectures
from Prof. Csikszentmihalyi and expert tutorials on related
leadership competences which facilitate Flow;
• Offers multimedia-based edutainment for user engagement
and effective learning.
Blended
Learning
provides a good
mix of
environments,
technologies and
interactions
resulting in a
constructive,
effective
accelerated
learning
experience.
56www.fligby.com - www.facebook.com/fligby
57. Sales and Account
Management
8.1. Traditional B2B
8.2. B2B Sales Model
8.3. FLIGBY’s Workflow
Consideration for Selling FLIGBY®
57
8.
58. FLIGBY from Traditional B2B Point of View
58
What is FLIGBY (in classical B2B aspect)?
• Leadership development program (competing services: classical leadership
development programs and soft skills trainings);
• Blended learning approach with opening and closing sessions.
FLIGBY’s unique selling points
• It’s Content – Flow-based business
• It’s Method – Serious Game (NOT e-learning);
• It’s format – High quality interactive movie played in a Californian Winery;
• The man behind the whole story – Prof. Csikszentmihalyi is on board.
Other selling points
• FLOW Metrix – Assessment toolset;
• Competency-based learning process (29 leadership skills);
• Extended learning process in time and space.
www.fligby.com - www.facebook.com/fligby
59. Ow transfer
59www.fligby.com - www.facebook.com/fligby
Serious Games (Interactive Movies)
for B2B market segment
ALEAS Simulations, Inc.,
California
SolutionProviderNetwork
FLIGBY™ Simulation and
Merchandizing
License Fee
BlendedLearningSolutions
(withFloworientation)
Local
Solution
Provider
Local
Solution
Provider
Local
Solution
Provider
Local
Solution
Provider
Local
Solution
Provider
FLIGBY® B2B Sales Channel (1.)
60. www.fligby.com - www.facebook.com/fligby 60
ALEAS Simulations,
Inc., California
Professor
Csikszentmihalyi
Pre-sales activity based on Csikszentmihalyi Professor’s Personal Network
(Contacting potential clients on executive level)
Exclusive cooperation
for developing and
selling Flow-based
interactive online
contents
FLIGBY® Simulation Hosting and Technical Support
Solution
Provider
FLIGBY®
Blended
Learning
Programs
Client
Access to
FLIGBY®
Reporting
Module
Networking, Service- and Knowledge Transfer inside the B2B Sales Channel
FLIGBY® B2B Sales Channel (2.)
61. Characteristics of ideal Solution Providers:
• Renowned and successful leadership development
and organizational development companies in their
own local market;
• Looking for competitive blended learning solutions;
• Knowing and using Professor Csikszentmihalyi’s
approaches (Flow, Creativity);
• Actively using licenses, having adapted them to
local conditions;
• They are ready to be active members of an efficient
international network; they are willing to take part
in common clients projects and professional
developments related to Flow;
• They are willing to share their experience with the
members of the international FLIGBY team.
www.fligby.com - www.facebook.com/fligby 61
SolutionProviderNetwork
Characteristics of Ideal Solution Providers
63. FLIGBY®’s Market
9.1. The Size of the Serious Game Market
9.2. Between Two Large Markets
9.3. Serious Gaming Trends
Serious Gaming Trends
63
9.
64. The Serious Game Phenomenon
• Serious Game – Digital Games used for purposes other than mere
entertainment (Computer Games that are intended not only
entertain users, but have additional purposes such as education and
training). A Serious Game is usually a simulation which has the look
and feel of a game, but is actually a simulation of real-world events or
processes.
The aim is leveraging the power of computer games to captivate and
engage end-users for a specific purpose, such as develop new
knowledge and skills.
„The application of gaming technology, process, and design to the solution of
problems faced by businesses and other organizations. Serious games promote
the transfer and cross fertilization of game development knowledge and
techniques in traditionally non-game markets such as training, product design,
sales, marketing, etc.” (lostgarden.com)
Application areas (market segments): military, government,
educational, corporate, healthcare.
64www.fligby.com - www.facebook.com/fligby
66. Serious Gaming Trends
• „Serious Games go mainstream”
• More professional and more expensive solutions – The current
Serious Game solutions are content-based with relatively low-
cost technical solutions. A possible trend is going from low-cost
technologies to more expensive and spectacular tools
(videogame technology). It is further reinforced by the fact that
video-game providers are entering the Serious Game business
(Microsoft, Digital Domain).
• Growing complexity – Stronger need for added services (the
market of services connected to the online product is growing).
• New markets and distribution channels – Moving from the
current B2B concentration to B2C. It requires developing new
business models.
66www.fligby.com - www.facebook.com/fligby
69. Account Management – Step by Step
69
1. Creating a Group (ALEAS)
2. Sending out the Registration mails (ALEAS)
3. Registration (Participant)
4. Tracking the Progress (ALEAS, Solution Provider)
5. Helpdesk, if it’s needed (ALEAS)
6. Reporting (Solution Provider)
The Account Management System of FLIGBY is working currently
manually. The new “online model” is under development, will be
available till the end of 2014.
www.fligby.com - www.facebook.com/fligby
70. User Interface
11.1. Main User’s Interface
11.2. Media Library
11.3. Flow Gauge
How to play FLIGBY®?
70
11.
71. FLIGBY’s Screen Structure (Main User Interface)
71
“Magic
FLIGBY
Button”
“Full
Screen”
Button
Control
Panel
Next
Button
Flow
Gauge
Button
FLIGBY
Media
Library
Subtitle
Field
Virtual
Time in the
Story
Link to
Turul
Winery’s
external
website
Flow
Trophies
www.fligby.com - www.facebook.com/fligby
72. FLIGBY’s Screen Structure (Media Library)
72
Built-in Search Engine
Direct link to
Flow
Leadership
Competence
related
contents
Type of the content (Text
or Video)
Quick Filter
Content Category (Flow,
Management, Viniculture)
Font Size Adjustment
Quick
Links to
Personal
Profiles
www.fligby.com - www.facebook.com/fligby
73. FLIGBY’s Screen Structure (Flow Gauge - 1)
73
The
PROFITABILITY
INDEX shows
how a player's
decision
impacts Turul
Winery's
revenue gener
ating ability.
“Flow Status / Personal Profile” Switch FLOW Meter of the
Winery
Quick Links to
Personal Profiles
Changes in the Flow State
"Flow Meter"
is the
CORPORATE
ATMOSPHERE
METER of the
Turul Winery
which shows
the average
mood inside
the
organization.
Profitability Index of
the Winery
www.fligby.com - www.facebook.com/fligby
75. 7575www.fligby.com - www.facebook.com/fligby
Contacts
For more information, please contact our FLIGBY management!
Zsadany „ZAD” Vecsey
Founder and CEO
vecseyzs@aleasgroup.com
ALEAS Simulations, Inc., California
12121 Wilshire Blvd, Los Angeles, CA 90025
www.aleasgroup.com
www.fligby.com