games for health - daniel dardani - translating research findings into the marketplace at mit: the...

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Keynote Presentation at Games for Health Europe Conference 2014

TRANSCRIPT

Translating Research Findings into the Marketplace at MIT:

The role of the university

technology transfer office

Daniel Dardani,

MIT Technology Licensing Office

Games For Health – Europe, OCT 27 - 28

Why games matter

• Surgeons make less errors after playing video games

• Visual acuity and attention is improved

• Positive impacts on health behaviors

• They are fun!

• https://www.youtube.com/watch?v=4BKHM1vxj70

What I play

What I play

What I play

My pathway ESCoNS, 2011 + 2013

Inaugural conference funded by George Rose of Activision

Neuroscientists seeking validation of therapeutic game research

My pathwayE-Virtuoses, 2012

Showcase of local and non local serious games in various sectors.

Revitalization of local industry as serious games incubator

Games compering for best in class awards

My pathwayGood Games Show, Korea 2013

Gyeonggi Province, Korea

Largest “game specific” exhibition in Korea

Focused on positive game content free from violence

My pathway Games for Health, Europe then (2012) and now

Focused on health care

Dedicated to bringing proper attention and credit to “serious” and health games

“How MIT became the most important

university in the world.” Boston Magazine 11/2012

Effective transfer of innovation technologies into the marketplace

Labs are invention nurseries

Universities are not finishing schools

Industry is the key partner for effective commercialization

UNIVERSITIES

PUBLIC

GOVT

MIT’s Technology Transfer Mission

• To transfer research results into commercialization utilization by licensing companies to promote, develop, and market the technology

Secondary Objectives:

• Economic development through introduction of new technologies into industry

• Fair return to MIT and its inventors on licensed IP

the big picture

UNIVERSITIES

PUBLIC

GOVT

IP

• 743 Invention Disclosures

• 229 Patents Filed

• 80 License Agreements

• 27 Option Agreements

• 22 startups

MIT graduates have spawned 5,800 companies *

Generated over $2 Trillion *

* Sloan School Study

• ownership via use of funds

& facilities

• Impact over income

• Innovation ecosystem

• Inventors get 33% of net

• volume

•Deals that make sense

success begets success

FY 2014 MIT Technology Licensing Statistics

• 743 Inventions disclosed to MIT

• 229 Patents filed

• 80 Licenses granted

• 27 Options granted

• 22 Companies founded using MIT IP

• Less than 1% of disclosures are game related

7/7/2014

0

100

200

300

400

500

600

700

800

2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

510 512 523487

522501

530

632

694 698743

Dis

clo

sure

s

Fiscal Year

Disclosures by Fiscal Year, 2004-2014

7/7/2014

0

50

100

150

200

250

300

350

2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

151 145

168

140153

174153

199

288

304

Issu

ed U

S P

ate

nts

Fiscal Year

Issued US Patents by Fiscal Year, 2004-2014

0

20

40

60

80

100

120

140

2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

10297

85

6867 57

79 81

59

80

20 24

32

3018 34

34 26

45

27

Ag

reem

ents

Fiscal Year

Options

Licenses

M.I.T. Licenses and Options by Fiscal Year, 2005-2014

7/7/2014

6/30/2014

0

20

40

60

80

100

120

140

160

2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

36.146.1 48.2

68.8

89.1

75.7 76.2

85.4

147.5

79.678.6

Rev

enu

e ($

M)

Fiscal Year

Total Cash Income by Fiscal Year, 2003-2012

7/7/2014

0

5

10

15

20

25

30

2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

20

2324

2018

17

26

16 16

22

Com

pan

ies

Fiscal Year

Number of Companies Started by Fiscal Year, 2005-2014

Gaming @ MIT

• MIT Media Lab

• MIT Educational Arcade

• MIT Game Lab (formerly Singapore MIT Gambit Game Lab)

• “Gamification” of research

“use of game design elements in non game contexts”

The Beer Game (1960s)

Gamification of logistics and business management

MIT Education ArcadeSocial Interaction Games

MIT Education ArcadeSTEM Education Games

https://www.youtube.com/watch?v=2fzphUwa6Lc

MIT (GAMBIT) Game Lab

“Tipping Point” Board Game “Tipping Point” Digital

GAMBIT’s “A Closed World”

GAMBIT’s “ELUDE”

Imagination, Computation, Expression (ICE) LabChimeria Platform Architecture

U.S. Patent Application No.: 61/973960

U.S. Patent Application No. 13/486762

Challenges/Opportunities

• No traction for commercial licensing to date

• Direct EULA distribution via app stores is discomforting

• Need for more commercial partners/publishers

• Opportunity for go-between company to champion final development and deployment

Challenges/Opportunities

• FDA approval of games as therapeutics – blessing and a curse

• It’s the “wild west” out there

Dank je welThanks!

questions?

ddardani@mit.edu

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