Title: Eurosatory%20
1Eurosatory HPC Conference A cultural review
of the use of Serious Games
- Olivier Rampnoux
- Business Management Department
- University of Poitiers
- olivier.rampnoux_at_univ-poitiers.fr
2Plan of the Presentation
- A few general observations
- The diversity of Serious Games
- An alternative view of the subject
3What I am not going to cover
- A catalogue of the latest SG available on the
market - An approach to technical solutions for developing
effective SG - A description of an ideal scenario to achieve
your objectives - A path to follow to guarantee the success of your
next SG
4Some guidelines - 1
- A real need to understand this product
- SG are without doubt an economic reality based
on - the volume of output
- the number of contributors currently in the SG
market - the increasing turnover in SG within the video
games market - During the last 6 years this term has spread
throughout the various sectors of the market - Development of professional conferences
- Ever increasing RD budgets for this sector
- Production of good quality scientific publications
5Some guidelines- 2
- Also,
- Today the SG sector is very much in fashion
- In strategic decision-making committees, in
institutions and organisations, its more
credible to talk about SG than about video games - The proactive strategy of innovation of certain
major video game producers is changing the image
of the video game - A new users group is emerging the casual gamer
- Because of the genders question, a review of the
strategic vision of SG is taking place
6Understanding the purpose of a SG
- To invite a user to interact with a computer
programme - To mix a serious goal with a video ludic script
- There is a wide variety of potential
applications - Education, teaching
- Training
- Simulation
- Information, communication
- Implementation of a double scenario in the SG
- An educational scenario
- An video ludic scenario
7How to identify a SG - 1
- As distinguished from a video game
- It is possible to modify a video game in order to
create a SG - However it is only a cognitive modification
- A video game has no utilitarian scenario but has
solely a fun scenario - Therefore in a SG it is ESSENTIAL that the
utilitarian and the fun scenarios are coherent
and compatible
8How to identify a SG - 2
- As distinguished from a simulation
- A simulation is a representation of a world
or a universe where every detail is crucial - Simulations convey normative consumer values and
models - In a simulation, there is no implemented
scenario, it is constructed separately from the
programme - In a SG, it is ESSENTIAL to have a fixed
reference system which propose a judgement and an
evaluation of users performance
9Characteristics of an educational scenario in a SG
- Associative objective conveyed through a graphic
image - Illustrative objective enhanced with interaction
- Demonstrative dedicated programme which allows a
total immersion in the subject
10Characteristics of game play in a SG
- The objective is to use fun strategies familiar
to the user - The game play ensures contact and consistency
between the entertainment element of the video
and the utilitarian scenario - It is necessary for there to be a balance between
the level of constraints imposed by the
persuasive element and the flow linked to the
ludic element
11The concept of Flow
- A concept defined by Mihaly Csikszentmihalyi,
Hungarian psychologist - The state in which people are so involved in an
activity that nothing else seems to matter,
totally unaware of their surroundings but
enjoying the task and having fun while doing it -
- in Flow, the Psychology of Optimal Experience
- Thus we define the concept of game flow as
taking on some of the principle characteristics
of Flow
12The characteristics of game flow for a SG
- Compatibility of the input and output interfaces
in phase with the users characteristics and the
context of use - Contents adapted and adaptable to the various
targets - Optimal orientation of the user within his
experience - It makes you forget the effort associated with
learning - Potential to set the parameters of the SG
according to the user context and the public
profile targeted - Optimal management of errors by a modifiable
programme - Intrinsic coherence of the interfaces and
consistency between the two scenarios
13Plan of the presentation
- A few general observations
- The diversity of Serious Games
- An alternative view of the subject
14The diversity of Serious Games
- The variety of applications of SG is vast and
even today we are unaware of all its
possibilities - Identified applications for SG
- Defence and the Armed Forces
- Education and training
- Publicity and marketing
- Information and communication
- Culture
- Health
- Political activism et lobbying
- We propose to organise the SG into 4 large
families
15 The edugames
- Games with an educational objective
- The aim is to pass on information or a learning
skill using games - Example Education Arcade developed by the
M.I.T. and the University of Wisconsin - TEA explores games that promote learning through
authentic and engaging play. TEA's research and
development projects focus both on the learning
that naturally occurs in popular commercial
games, and on the design of games that more
vigorously address the educational needs of
players - Project create educational programmes utilising
actual entertainment sources
16The advergames
- Games with an advertising objective
- The objective is to take a gameplay from a
classic video game and use it as a communication
tool - The player should be freed from learning the
gameplay so that he focuses on the graphics or
sound environment - It is the graphics and sound that convey the
brand image and/or the messages selected to be
emphasised
17Commitment games
- These Serious Games convey messages of a
political, religious or ideological nature - To achieve them, one must
- Reverse the usual goals found in classic games
(i.e. lose in order to win) - Modify by mods the graphics or sound to challenge
the user
18Informational Serious Games
- Serious Games whose objectives are
- To inform a wider public
- To make users aware of a socio-educational type
of message - Highlight an item of news judged as important by
the sponsor - A prevention policy
- A public health policy
- Sustainable development
- Humanitarian aid
- Broadcasts on best or good practices
19Focus on a particular family of SG the
edumarket games
- Regrouping of a set of ludic programmes whose
purpose is to inform and make the users aware of
a socio-educational message by means of a video
game - Purpose of the edumarket games
- To understand clearly what is socially stake
within specific activities - To examine how to build the values of a
citizen-consumer - To re-inforce the permitted freedom of choice
20Plan of the Presentation
- A few general observations
- The diversity of Serious Games
- An alternative view of the subject
21An alternative view of the SG
- The term SG is polymorphous and there are
numerous possible applications - As a teaching tool
- As a company communication tool
- As a training tool
- But what is more, the SG is a cultural product
and become - A communicator of cultural values
- A builder of social representations
- A conveyor of a normative approach
- Thus the SG is a powerful tool and an efficient
mechanism - Multi-channel broadcasting to the public at
large lends weight to the potential of this
communication tool
22A few paths to explore
- The SG is a small part of a much bigger narrative
system - It is necessary to understand all of the various
dimensions of the potential applications of SG - It is possible to build a multi-media strategy
around SG
23Why talk about storytelling ?
- We need to dissect this environment in order to
fabricate stories - Digital storytelling grabs an individuals
imagination - Storytelling replaces rational reasoning as it
has a strong power of immersion - Immersion is an evaluations criteria for the
video games quality - There is a strong similarity between the goal of
storytelling and SG
24A few ways of understanding the emergence of
storytelling
- Stories are no longer just for children
- Today narrative thought competes with logical
thought without any difficulty - Information technology creates the potential for
developing narrative thought - There is no longer any way of distinguishing
between the concept of narrative and stories - There is a desire to create confusion between
these two concepts
25Opportune conditions
- The time spent in front of the television is
ever-increasing (3h45/day on average in France) - The television still remains the most popular
media for the population, however among younger
viewers other screens have a much larger share of
the audience - Connecting (web, mobile) is the norm today, and
this increases the speed at which stories are
spread
26An example of a breakdown of the story the case
of marketing
- In the early 2000s, marketing was in serious
crisis due to - the development of new media which detracted from
the power of advertising - the lessening in persuasive power of advertising
- Information spread by viral communication
- The consumer became resistant
- NO LOGO were the leading book, that conveyor of
good sense and rejector of all marketing attempts - Dismissal of pseudo innovations, permanent
promotions, standardisation goods - Search for alternative products (organic) or
other ways of purchasing (fair trade)
27Nike an example of this rejection
- At the end of the 90s an important anti-brand
influence emerged - The NGOs appealed to the consumers to make them
aware of their power to change the state of
things - Numerous surveys and studies on sweatshops were
published - Legal lawsuits against misleading advertisements
took place in California - Nike was obliged to accept responsibility for
their low wages, slave labour and arbitrary
management
28Nikes reaction
- Recruitment of the Director for the Fight
against Child Labour programme - A strategy of alternative stories introduced to
counter anti-brand remarks - Definition of a new brand identity
- Change of slogan
- Just do it becomes just in time
- Ecologists engagement are taken
- Setting a new labour policy
- Above all
- Association of the brand with a less volatile
strategy in its slogan and advertising - Changing the narration and the story of the brand
29The narrative world of brands
- Globalisation creates a strong degree of
homogenisation of products - Therefore it is necessary to
- Pass from the product to the logo to the story
- Work from the brand image to the brand story
- Demonstrate value for the consumer through the
story associated with the product - However the consumer is not easily duped, on the
contrary, they want to believe in the stories
30A few facts to deal with
- The success of a brand lies in the tales and
stories it tells - To its clients
- To its employees
- To its partners
- In a more general way, to its customers
- Its no longer the case of seducing or convincing
an audience - They have to present a story to the consumer in
which he will be able to identify himself - The brand should have the capacity to generate
belief, a real-life story in which the act of
purchasing takes place
31Why does the consumer accept ?
- The consumer is no longer faithful and he becomes
disorientated faced with an over-excessive offer - For the individual, his relationship with the
world is through consumption and in particular
the consumption of brands - The consumer experience should translate into a
fictional world - The brand proposes its own vision of the world
which potentially alleviates for the consumer to
even question it
32To what purpose ?
- The objective of narrative marketing is to
synchronise peoples view of the world - Marketing suggests its own view and its own
interpretation of the world - Consuming the ideals of America, is to embody the
most powerful myth of all time, the American dream
33How can SG be suitable for Storytelling ?
- There is a very close link between the video game
and the Armed Forces - This link is even more meaningful in the case of
SG - It is SG which was partnered by the Armed Forces
which has had the greatest success with the wider
public - Are we here dealing with Storytelling or with
historical truth?
34A culturally-based perspective
- In the United States, the link between SG and the
Armed Forces is supported and demonstrated - In Japan, SG do exist but they are developed
principally by video game producers - In France, the SGS offer is polymorphic as are
its supporters - Thus it appears at least that the SG is as much a
marketing concept as a real technological
innovation
35The wealth of narrative of a SG
- The two necessary scenarios required to create a
SG enable a much wider artistic freedom for the
story - The dynamics image, the sound quality and the
dimension of immersion, increase the narrative
potential of a SG - The styles of communication of a SG are familiar
and easily accessible to specific targets
(children, young people, adults)
36The SG, a counter narration tool
- The SG allows a virtual view of reality thanks to
its digital technology - Within the dynamics of a educational scenario, it
is easier to produce a narrative and give the
narrative some meaning - The fun dimension partly sets aside the critical
analysis of the player - The SG enhances and orientates the experience of
the player by proposing an intrinsically solid
approach
37Thoughts on pluri media management of SG - 1
- The commercial success of a story and of a SG is
uncertain, because the sensitivity dimension of
the individual needs to be taken into account - However, success can result from a different
management strategy - Diffuse the same story via different media
resources (TV, mobile, internet, cinema, books,) - Build in different timescales according to the
media resource - Build a licensing strategy with the help of a
positioning charts - Explore the potential of distributing the licence
through all consumer target groups
38Thoughts on multimedia management of SG - 2
- Incorporate the player in the process of building
the story by giving him a role - Allow for a modification of the SG and its
scenarios according to the media resource - Ensure the intrinsic coherence of the scenarios
according to the variation of the media resource - Constantly being aware of the suitability of the
media resource, as perceived by the player, with
regard to the teaching scenario and video
entertainment element
39Points to note in order to create an effective SG
- Have available the means to produce a SG
appropriate to the strategy of your organisation - Define the specifications without any
preconceived ideas of the expected result - Define precisely the objective that is to be
implemented within the SG - A SG is not in any way, shape or form, a video
game, and they should not therefore be compared - The aim of a SG is to build or to modify a
belief, a representation, an ability thus you
must not be mistaken as to the objective that is
to be achieved
40Conclusion
- SG are the perfect tools to integrate into any
organisational strategy - SG still have a huge potential to evolve in terms
of performance and diffusion to the wider public - Integrating innovative or modified interfaces
into SG offers many developmental opportunities - Mobile technology allows for innovations in SG
scenarios
41However
- With regard to developing SG which are to be
targeted at a wider public, it is more difficult
to control all of the parameters - The consumer has a wonderful capacity to accept
innovation and to adapt, but also to reject,
resist, even boycott
42Thank you for your attention