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Csikszentmihalyi’s
FLOW is Good Business™
the ultimate leadership simulation game
and blended learning solution
Version: v7.0
Date: 20 January 2016
© ALEAS Simulations, Inc., Los Angeles
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
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.
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.
FLOW is Good Business
Leadership
Csíkszentmihályi
Online simulation
Skill development
Blended Learning
Serious gaming
Innovation
California
Creativity
Interactive learning
Sonoma Valley
Personalfeedback
Multimedia
Being in the zone
Balance between challenges and skills
Increasedperformance
Positive
psychology
Making of meaning
Strategic thinking
Motivatingothers
Clear goals
Leading change
Leading teams
Entrepreneurship
Enhancingselfesteem
Competences
©2012 ALEAS Simulations, Inc., California 5
Why FLIGBY®?
Learning by Doing – For anyone who understands that “being fully engaged”
is a key ingredient of the future of business, games are the definitive model.
People learn better when they don't know they are learning.
“Flow” Makes Your Business Stronger – Flow is one of the most crucial
conditions for good leadership and sustainable business today. When Flow is
achieved by its stakeholders, company will generate more profit.
FLIGBY Saves You Money – 180-days complex leadership development
experience with great blended learning possibilities.
©2013 ALEAS Simulations, Inc., California 6
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.
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.)
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• 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
• 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
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
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.)
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®
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.
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
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
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
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
FLIGBY® – Meeting the Challenges
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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.
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
Who is playing? (1.)
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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
• 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
‘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
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
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.
“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
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
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
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
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
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.
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.
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
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.)
• 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
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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
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
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
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
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
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
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
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
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
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.
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
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
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.
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.
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
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.
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.)
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
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
Sales and Account
Management
8.1. Traditional B2B
8.2. B2B Sales Model
8.3. FLIGBY’s Workflow
Consideration for Selling FLIGBY®
57
8.
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
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.)
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.)
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
FLIGBY’s workflow – Traditional B2B Sales
62
1. Presales 2. Sales
• Conference leads
• Prof’s leads
• Limited email
campaign
• ALEAS’ leads
• Trial access
3. Program
• Account
management
• Technical
helpdesk
4. Feedback
ALEASSimulations,Inc.
• Case study
SolutionProvider
2. Sales
• Offer, contract
3. Program
• Opening WS
• Tracking
(Shutterfly)
• Closing WS
4. Feedback
• Reporting (Ind.
reports)
• Certificates
• Billing
Three weeks
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.
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
65
Video
Gaming
Business
„Serious
Game”
Business Leadership
Development
Simulations
„Training and
Development”
Business
Teaching and
Training Segment
Between two large Markets
Other Serious Game
Segments: Marketing,
Healthcare, Defence, Public
safety
www.fligby.com - www.facebook.com/fligby
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
Technical Background
10.1. FLIGBY’s Hosting Service
10.2. FLIGBY’s Account Management
How FLIGBY® is hosted
67
10.
FLIGBY’s Hosting Service
MediaServer
MediaServer
MediaServer
MediaServer
MediaServer
FLIGBY
Web/Database
Server
The simulation engine refers to the certain
MP4 file from the media server that ensures
the most optimal download speed.
All the media files (video and audio) are
stored on several media servers powered
by Amazon Web Services (AWS) in order to
ensure the fastest download speed. 68www.fligby.com - www.facebook.com/fligby
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
User Interface
11.1. Main User’s Interface
11.2. Media Library
11.3. Flow Gauge
How to play FLIGBY®?
70
11.
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
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
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
74
FLIGBY’s Screen Structure (Flow Gauge - 2)
www.fligby.com - www.facebook.com/fligby
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

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Presenting FLIGBY for potential Solution Providers v6.0 (8 September 2013)

  • 1. Csikszentmihalyi’s FLOW is Good Business™ the ultimate leadership simulation game and blended learning solution Version: v7.0 Date: 20 January 2016 © ALEAS Simulations, Inc., Los Angeles
  • 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.
  • 5. FLOW is Good Business Leadership Csíkszentmihályi Online simulation Skill development Blended Learning Serious gaming Innovation California Creativity Interactive learning Sonoma Valley Personalfeedback Multimedia Being in the zone Balance between challenges and skills Increasedperformance Positive psychology Making of meaning Strategic thinking Motivatingothers Clear goals Leading change Leading teams Entrepreneurship Enhancingselfesteem Competences ©2012 ALEAS Simulations, Inc., California 5
  • 6. Why FLIGBY®? Learning by Doing – For anyone who understands that “being fully engaged” is a key ingredient of the future of business, games are the definitive model. People learn better when they don't know they are learning. “Flow” Makes Your Business Stronger – Flow is one of the most crucial conditions for good leadership and sustainable business today. When Flow is achieved by its stakeholders, company will generate more profit. FLIGBY Saves You Money – 180-days complex leadership development experience with great blended learning possibilities. ©2013 ALEAS Simulations, Inc., California 6
  • 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
  • 62. FLIGBY’s workflow – Traditional B2B Sales 62 1. Presales 2. Sales • Conference leads • Prof’s leads • Limited email campaign • ALEAS’ leads • Trial access 3. Program • Account management • Technical helpdesk 4. Feedback ALEASSimulations,Inc. • Case study SolutionProvider 2. Sales • Offer, contract 3. Program • Opening WS • Tracking (Shutterfly) • Closing WS 4. Feedback • Reporting (Ind. reports) • Certificates • Billing Three weeks
  • 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
  • 65. 65 Video Gaming Business „Serious Game” Business Leadership Development Simulations „Training and Development” Business Teaching and Training Segment Between two large Markets Other Serious Game Segments: Marketing, Healthcare, Defence, Public safety www.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
  • 67. Technical Background 10.1. FLIGBY’s Hosting Service 10.2. FLIGBY’s Account Management How FLIGBY® is hosted 67 10.
  • 68. FLIGBY’s Hosting Service MediaServer MediaServer MediaServer MediaServer MediaServer FLIGBY Web/Database Server The simulation engine refers to the certain MP4 file from the media server that ensures the most optimal download speed. All the media files (video and audio) are stored on several media servers powered by Amazon Web Services (AWS) in order to ensure the fastest download speed. 68www.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
  • 74. 74 FLIGBY’s Screen Structure (Flow Gauge - 2) 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