john a. paravantis€¦ · 79% of companies that introduced at least one innovation since 2011...
TRANSCRIPT
John A. Paravantis
Associate Professor, Department of International & European Studies
Motivation for this research was provided by the intriguing thought that
learning and playing are connected (Leo Buscaglia quote, cited by
Engler, 2012).
This talk:
outlines a review of innovation, gaming, and gamification research
globally
attempts to synthesize the above into a research and policies agenda
for gamification in education (for Greece and the EU).
Research literature is examined for
innovation (globally and in the EU)
(the) gaming (revolution)
gamification (in education).
is the practical application of creative ideas.
Sources of innovation mentioned by Drucker (1985):
process needs
industry and market changes
changes in perception
new knowledge
incongruities
unexpected occurrences.
Nations need a comparative advantage, so the (EU)
decreed 2007 to be the year of innovation, on the state of which
(https://ec.europa.eu/growth/industry/innovation_en):
71% of Small & Medium Enterprises ( ) with between 1 and 9
employees encountered difficulties commercializing their innovations
due to a lack of financial resources, compared to 48% of companies
with 500 employees or more
of SMEs (with between 1 and 9 employees) introduced at least
one innovation since 2011, compared to of companies with 500
employees or more.
79% of companies that introduced at least one innovation since 2011
experienced an increase of their by more than 25% by 2014
so, companies that innovate make more money, but European SMEs
do not innovate enough.
European problems as presented by (engineer, banker;
MBA, Harvard, 2000),
(https://ec.europa.eu/commission/commissioners/2014-
2019/moedas/announcements/science-research-and-innovation-
performance-eu-2016_en):
EU has emerged from the financial , but is elusive
EU has a fundamental problem with (15% gap among
US and EU productivity; widened during the financial crisis)
without productivity growth, Europe will not succeed in creating
and raising living standards
the main reason for poor productivity growth is (what economists
call multifactor productivity) the low impact of innovation
and are fundamental to solving the productivity
problem in Europe.
More and more people are being drawn to the power of
, finding themselves engaged by them for longer and
longer periods of time, for greater and greater stretches of their lives
(McGonical, 2011).
A typical gamer plays for just an hour or two a day.
More than 5 million extreme gamers in the United States play on
average forty-five (45) hours a week.
More than 6 million people in China spend at least twenty-two (22)
hours a week gaming, which is the equivalent of a part-time job!
The planet is now spending more than 3 billion hours a week
gaming.
Nongamers still make up nearly half of the U.S. population and their
numbers are rapidly decreasing.
Across 8 major European nations
surveyed, have played
video games in the last 6 months, a total
of 79.2 million gamers (ISFE, 2010).
This percentage varies from in
to in and (
in the , according to new report).
Using these data, we estimate there are
adult Video Gamers across
all covered by the Gamer
Survey.
of and of are
Gamers.
of play video
games.
Market reports on gaming show that the gap between gamers and
nongamers is growing smaller all the time:
97% of play computer and video games.
69% of all heads of play computer and video games.
40% of all gamers are .
One out of four gamers is over the .
The average game player is and has been
playing for twelve years.
61% of surveyed , , and other say they
take daily game breaks at work.
Most gamers expect to continue playing games for the rest of their
lives.
Games do not watch television!
Games are , and us in ways that reality
cannot, e.g.
the Vespers text adventure, a surprising gem
(http://textadventures.co.uk/games/view/2krk8w0kseohyakssnaekq/v
espers) teaching us about life, death, morality and God
«Set in a 15th-century Italian monastery, it is chiefly a horror-
themed morality game, where the player takes moral decisions,
which then affect the ending. However, whilst playing the game, it
isn't obvious that these are moral dilemmas, and the game actively
encourages the player to take the evil path»
(https://en.wikipedia.org/wiki/Vespers_(video_game)).
Many of us use games to important , indicating a hunger
for more and better engagement from the broken reality of the world
around us (McGonigal, 2011):
more satisfying
stronger sense of
more engaging and meaningful .
Games can teach us about our true self:
what our core are
what really us
what make us .
Games bring together different findings from
(ToP).
The power of games may be leveraged to reinvent
government
health care
traditional media
marketing
entrepreneurship
world peace.
Large companies and organizations that have adopted game design as
an strategy:
World Bank
American Heart Association
National Academy of Sciences
U.S. Department of Defense
McDonald’s
Intel
Corporation for Public Broadcasting (CBC)
International Olympic Committee.
Types of games that have appeared:
games for and
games
games
games (this is what we are talking about here)
games (solving global climate change).
Games will help build hybrid industries and unconventional partnerships:
Game researchers, game designers, and game developers
Engineers, policy makers, and executives.
Types of gamers with different motivations, in game-behaviors, and
playing styles (Bartle, 1996; Dixon, 2011; Engler, 2012):
: choose a game because of social interactions, not
because of the game itself
: like gaining points, levels, equipment and other items
reflecting success
: enjoy discovering areas, creating maps, and learning
about hidden places
That’s me!
: aim to compete with other players.
Kallio, Mäyrä and Kaipainen (2010) determined the following player
behavior types:
mentalities:
gaming with kids
gaming with mates
gaming for company
mentalities:
killing time
filling gaps
relaxing
mentalities:
having fun
entertainment
immersion.
Klug and Schell (2006), presented nine player types used in the industry:
competitor
explorer
collector
achiever
joker
director
storyteller
performer
craftsman.
Likely directions of future gaming:
games that reduce our stress at and dramatically increase our
satisfaction
games that fix our systems
games that treat , , , and
games that help the feel engaged and socially connected
games that raise rates of
games that tackle global-scale problems like and
.
Innovation holds the keys to miracle solutions to some of the biggest
challenges facing our world. World challenges that need innovative
solutions (Brynteson, 2010). Regarding failing educational systems:
What products, services and processes can speed the learning
process while enriching it and making it more ?
What processes and systems can work for children of many
, , and ?
Research on positive psychology, or happiness, suggests that curiosity
increases happiness.
« discovered that people find genuine
satisfaction during a state of consciousness called . In this state, they
are completely absorbed in an activity, especially an activity which
involves their creative abilities. During this optimal experience they feel
strong, alert, in effortless control, unselfconscious, and at the peak of their
abilities» (http://www.pursuit-of-happiness.org/history-of-
happiness/mihaly-csikszentmihalyi).
«The best moments in our lives are not the passive, receptive, relaxing
times … The best moments usually occur if a person’s body or mind is
stretched to its limits in a voluntary effort to accomplish something
difficult and worthwhile» (Mihaly Csikszentmihalyi, 1997)
«Creativity is so fascinating that when we are involved in it, we feel that
we are living more fully than during the rest of life» (Mihaly
Csikszentmihalyi, 1997).
Let us turn to gamification in education research.
Paper distribution by age of publication (Dicheva et al., 2014)
Paper distribution by age of publication (Caponetto, Earp & Ott, 2014)
(Caponetto, Earp & Ott, 2014)
Paper distribution by target (Caponetto, Earp & Ott, 2014)
Paper distribution by subject (Dicheva et al., 2014)
Paper distribution by type of application (Dicheva et al., 2014)
Paper distribution by gamification design principles (Dicheva et al., 2014)
Paper distribution by game mechanism (Dicheva et al., 2014)
Some thoughts on how gamification may be introduced as an innovative
tool in education.
Here is how different people enable innovation (Morris, 2007):
Paper distribution by reported results (Dicheva et al., 2014)
Points to take away from this presentation:
The world is changing, so is changing.
Although education has been a late bloomer, will be the
name of the game in 21st Century education, especially in an EU that
suffers from (SMEs) innovation and productivity deficits.
Entertainment will be the heavy industry of the 21st Century,
are the most important medium of the twenty-first century, requiring
multidisciplinary approaches, and addressing multicultural audiences.
A gaming is quietly taking place:
millions of gamers lead virtual lives
these gamers are from all walks of life
nearly everybody is destined to become a gamer.
When we are gaming (be that in business, everyday life, education,
entertainment), we are « », i.e. we are happiest.
Gaming research is peaking, but the is lagging (to North America
and the world). More is needed, more will be driven by market forces.
Educators may their classes, thinking of their students as
groups of (different types of excited) gamers.
Technology-wise, all students carry a personal computer with
them, at all times: their .
Academics ( , ) will need to
gamification by becoming innovation geniuses.
Education and will need to
gamification by becoming innovation enablers.
Educators ( , ) will need to gamification by
becoming innovation leaders.
We cannot go back: the past is another country.
More gamification research is needed, particularly in the EU.
1. Bartle, R. (1996). Hearts, clubs, diamonds, spades: players who suit
MUDs. Journal of MUD Research, 1(1), (1996).
2. Brynteson, R. (2010). The manager's pocket guide to innovation. Kindle
Edition, HRD Press, Inc.
3. Caponetto, I., Earp, J., & Ott, M. (2014, October 9-10). Gamification and
education: a literature review. Paper presented at The 8th European
Conference on Games Based Learning (ECGBL 2014), Berlin, Germany.
Retrieved from
http://www.itd.cnr.it/download/gamificationECGBL2014.pdf.
4. Dicheva, D., Dichev, C., Agre, G. & Angelova, G. (2014). Gamification in
education: a systematic mapping study. Educational Technology &
Society, 18(3), 75–88. Retrieved from
http://www.ifets.info/journals/18_3/6.pdf.
5. Dixon, D. (2011, May 7-12). Player types and gamification. ACM CHI
Conference on Human Factors in Computing Systems, Vancouver, BC,
Canada. Retrieved from http://gamification-research.org/wp-
content/uploads/2011/04/11-Dixon.pdf.
6. Drucker, P. (1985). The discipline of innovation. Harvard Business School
Journal.
7. Engler, R. (2012). Serious games – gamification of education. Faculteit
der Exacte Wetenschappen, Vrije Universiteit Amsterdam. Retrieved
from http://www.cs.vu.nl/~eliens/serious/local/essay/12/08.pdf.
8. Interactive Software Federation of Europe (ISFE) (2010). Video gaming in
Europe 2010. Prepared for ISFE by GameVision Europe. Retrieved from
http://www.isfe.eu/sites/isfe.eu/files/isfe_final_combined.pdf.
9. Kallio, K. P., Mäyrä, F., & Kaipainen, K. (2010). At Least Nine Ways to Play:
Approaching Gamer Mentalities. Games and Culture. Games and
Culture, 6(4), 327–353. Retrieved from http://uta32-
kk.lib.helsinki.fi/bitstream/handle/10024/65823/at_least_nine_ways_to_pl
ay_2011.pdf.
10. Klug, G, & Schell, J. (2006). Why People Play Games: An Industry
Perspective. In Playing Video Games: Motives, Responses, and
Consequences, P. Varderer & J. Bryant (eds), 91-100.
11. McGonigal, J. (2011). Reality is broken: why games make us better and
how they can change the world. Random House, Kindle Edition.
12. Morris, L. (2007). Creating the innovation culture – Geniuses, champions,
and leaders. An InnovationsLab white paper, InnovationsLab. Retrieved
from http://innovationmanagement.se/wp-
content/uploads/pdf/CreatingInnovationCulture.pdf.
Associate Professor
Department of International & European Studies, UNIVERSITY of PIRAEUS
Uses quantitative techniques (multivariate statistics, econometric
modeling, time series forecasting, game theory & computer simulation) to
(1) analyze the global energy impacts of technological systems (such as
buildings & transportation) on the natural & man-made environment, &
(2) synthesize policy directions
&