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LOGISTICS • HEALTH CARE • EDUCATION • HRM • MARKETING & COMMUNICATION

Serious New Learning Rotterdam, The Netherlands

MAGAZINE FOR BUSINESSES & ORGANIZATIONS

COMPANIES ARE DISCOVERING E-LEARNING ANSWERS TO CURRENT CHALLENGES

SMART SOLUTIONS SAVING TIME AND MONEY

WHY DO GAMES WORK SO WELL? NEW TOOLS, NEW OPPORTUNITIES

INCLUDES AN OVERVIEW OF RELEVANT GAMES AND E-LEARNING COMPANIES


Serious New Learning Rotterdam, The Netherlands Rotterdam is one of the leaders in the e-learning and serious and applied games sector in Europe. The Rotterdam Media Commission feels that there is huge innovative potential with farreaching spin-off possibilities for education, health care, logistics and other commercial sectors. With this publication, RMC aims to inform (international) businesses and organizations about the possibilities of e-learning, serious and applied games and gamification by organizations in (or close to) Rotterdam. Rotterdam Media Commission Lloydstraat 11H 3024 EA Rotterdam The Netherlands T: (+31)(0)10 - 221 4080 M: info@rmc.rotterdam.nl W: www.rmc.rotterdam.nl Jan Hoogesteijn - Managing Director Please contact the following members of the Rotterdam Media Commission for more information:

Contents Logistics & Safety logistics

Human Resource 4. Management

introduction

<<

Logistics: a new way of training Saving money with games

Production: Control Magazine Vakblad van de Nederlandse gamesindustrie Neude 5, 3512 AD Utrecht, The Netherlands T: (+31)(0)30 231 99 14 M: redactie@control-online.nl W: www.control-online.nl Matthijs Dierckx (publisher) Eric Bartelson (editor-in-chief) Contributers: Arjan Terpstra, Niels 't Hooft, René Bartelson, Arno Landsbergen, Rick Sorgdrager Textcase www.textcase.nl

finding the right personnel is a difficult and time-consuming job. so what if a game could take it off your hands? >>

"You can definitely get very seasick." Bert Visser laughs down the phone, standing in one of his employer Van Oord's dredge simulators. He has seen students turn grey when the sea billows on the giant screen on the wall. "But you generally don't have time for that. Most of them are very focused on the dredging and that's what counts." A digital dredge simulator? Envisage an office space that is transformed into a dredging ship's work station with a huge, 5 meter wide rounded off screen. Six projectors create a panoramic image of the outside world.

suction hopper dredges.

highlightEd

Dredging on these ships is computer controlled, with the crew using joy sticks, control boards and computer screens. The simulator uses exactly the same program with the exact same setup, but on dry land. Visser: "With dredging, it's all about who's the most efficient. This digital simulator allows you to start training sessions where you can make mistakes or try a new approach. You've got a major advantage over the competition when you start a new job - their personnel has to figure out what to do on the spot."

nAutis tug trainer What: A simulator to train tugboat captains. By: VSTEP, a world-renowned developer of serious games in Rotterdam. VSTEP regularly collaborates with companies in the logistics sector.

A sErious gAmE thAt AlloWs DrivErs to prActicE thEir crAnE skills on A lAptop on boArD Without lEAving thE cAfEtEriA. This is where the Rotterdam dredging company trains their personnel for their fleet of cutter suction and trailing

Van Oord's dredge simulator is just one example of a digitized learning environment in this sector. EMO, for instance, has a digitized crane simulator for dry bulk cargo transshipment, and the Offshore Simulator Centre in Ålesund, Norway, has a number of simulators for offshore cranes. The OSC provides a lot of digital training programs, from anchor handling for tugboat crews to navigation for captains, and has a 360˚ projection dome at the centre of the building. Rolls Royce Marine does things slightly different and adds a serious game to their stabilizing cranes on tugboats, so drivers can practice their crane skills on a laptop without leaving the cafeteria. And Huisman, who designed the oil drill ships Globetrotter 1 and 2 for Noble, ordered a simulator as well. Not only to train Noble's personnel in complicated Globetrotter procedures, but also to test the ships' software before they set off.

companies

And that saves money, says Martin van den Berg of MCW, a multimedia company in Rotterdam. "The same software is used for the simulator and the ship itself. So a simulation is perfect for getting rid of system bugs and training your crew, even before a ship is launched." And that's not all. "Huisman is getting an enormous amount of exposure because the simulator allows them to show their expertise. You don't just buy a ship off them, but through their specialized training programs you also acquire the knowledge to operate and work with it.' At Ivory Lake, the company in Leiden that helped develop the dredge simulator, they know that time means money at Van Oord as well. "In this industry, you earn money per cubic meter of sand moved," says Jean-Paul Franssen. "If you let personnel train with real ships,

you're effectively throwing away money. With the simulator, you can add a new crew that looks for different solutions as a team. What commands does a captain give when the engine fails, and how does the crew react? In other words, you can also train managerial skills." So digital programs are nothing but good news? E-learning is on the rise as well - theory lessons from a real book are a thing of the past. But not all digital products are successful, says Pjotr van Schothorst of VSTEP in Rotterdam. They have built an impressive range of marine transport simulations to train pilots and coast guards, for example. "It is very important that this kind of training is taken on board by the company." He refrains from naming names, but it has happened that a large technical company ordered an expensive simulator and forgot to schedule training sessions for their personnel.

"The company had asked for a simulator with a gaming element, so people would automatically like it. It didn't quite work that way when it turned out people were expected to use the simulator outside of normal working hours."

coMPAniEs Below is a list of some of the companies that are working on serious games and e-learning and logistics: VstEP Rotterdam

The Rolls Royce Marine stabilizing crane simulator was developed by Paladin Studios in The Hague and is, in fact, a pretty specific game of crane driving. Derk de Geus, CEO: "The simulator has a points-based system which allows you to get a high score for specific maneuvers on each ship. The simulator laptop is usually located in the ship's cafeteria." So let us guess - the laptops are quickly gathering dust because the crane drivers have better things to do? "Well, the opposite, actually - they're really trying to improve their high score. Even if there are only two drivers on a ship they're trying to outdo each other."

McW studios Rotterdam ivory lake Leiden Paladin studios The Hague E-semble Delft cleVr Delft check the directory (page 22-27) for more information on each company. >>

4 • sErious nEW lEArning: rottErdAM

serious new learning: rotterdam • 5

Education Education

<<

Left: Juf-in-a-Box graphics. The game, developed by Ranj Serious Games in Rotterdam, has won many prizes and is meant to help children with (physical) writing skills (see next page for more information). Far left: Enercities by Paladin in The Hague, developed for schools. The game helps children to understand complex issues involving the economy, energy and the environment.

Games & e-learning in the classroom E-learning and serious games are on the rise in education. More and more they prove to be efficient and relatively cost-effective tools. But teachers are still necessary. For years now, the Netherlands have been in the forefront of education and games, partially because of their thriving e-learning tradition. It's no wonder, really, seeing as learning and playing are so closely related. A child who is learning how to walk, feels pretty much the same thing as an adult who finishes a Mario game, according to a well-known game designer. Both are having an equally good time. "Fun is the way for our brains to make us want to learn," says the game designer. Good games remain exciting because they constantly give the gamer something new to learn. They more or less offer an automated learning process: Initially they're vast, undocumented

new worlds, yet at the end, the gamer has learnt everything he or she possibly can. The gamer thoroughly knows and understands the game.

Mechanisms

Most games teach you a lot about... the game itself. Which buttons to push in order to do a fight move, the solutions to abstract puzzles, the locations of fictional places in a fantasy world. The principle behind serious games is that you can use the same mechanisms to teach people something about the real world. Take, for example, Juf-in-a-Box (Teacher in a Box) by Ranj in Rotterdam. One in four pupils in primary school education has difficulty writing. This is a worrying development as handwriting is good for language

development, reading comprehension and fine motor skills. Plenty of reason to train the skills of writing in a playful way. Juf-in-a-Box does exactly that. It lets primary school children use a digital pen to move small monsters around on a Wacom tablet. Every exercise is based on the latest in children's physiotherapy research. The game was developed by TNO, Donders Institute, the Radboud Universiteit and Avans Hogeschool.

E-learning and gamification

2 • SERIOUS NEW LEARNING: ROTTERDAM

lucidious Rotterdam ranj serious games Rotterdam thingks Zoetermeer Vertigo games Rotterdam check the directory (page 22-27) for more information on each company.

Lawyers

In the Netherlands, a growing number of companies are using games to find new personnel. One of the most well-known examples is the Houthoff Buruma law firm. Every year, about 800 candidates need to be screened and tested. The serious games studio Ranj in Rotterdam developed a game in which candidates have to work a real case. They have to show that they know their way around the actual practice of a law firm. The game does not only help HRM to select the right candidates, it has turned out to be an excellent marketing tool as well. Houthoff Buruma The Game has won various international prizes.

We mentioned the Dutch e-learning tradition. Although serious games and e-learning use the same medium, software on a screen, they are fundamentally different. E-learning transfers analogue textbooks and exams to a digital environment. This has many advantages. It is much easier to adapt tasks on an individual basis. And also, the quicker the feedback, the quicker someone learns. In some cases, e-learning makes it possible to reduce the amount of time between task and feedback to zero. Then there is a new trend - gamification. Gamification means that gaming elements are attached to existing software, for instance receiving a reward for achieving a certain goal (let's say, a percentage of correct answers in a test). For example, e-learning is perfectly suited to hand out medals or rewards to successful students. The difference between e-learning and a (serious) game is quite obvious and literal: a serious game is a game with its own rules. The strength of a game as an educational tool lies in repetition. Repetition is an effective educational strategy, but it is often boring. Games offer an attractive package that keeps players motivated.

Teachers

E-learning and serious games will never replace teachers. They are simply means to support them. When used in the right way, they can facilitate more individual attention and help teachers to get better results. They are not tied to a certain age group. A good game development studio, and there are plenty of those in and close to Rotterdam, understands that children want to be challenged differently than, say, a professional who is asked to follow a additional training program.

above: Houthoff Buruma The Game • Ranj Serious Games in Rotterdam developed a game for a well-known law firm in which candidates are presented with a real case

Another example is the horticultural (greenhouse) sector. For years, the industry was faced with dwindling numbers of employees. Nowadays, they try to attract young people by using specific games. It's Alive is a fun game whereby young people can compete using their Facebook or Hyves account. A more serious game is Horti Business Challenge 3.0, which deals with every aspect of the horticultural industry. This business simulation had online preliminary rounds and a live final with the seven best scoring teams. The result: 16- to 24-year olds, a notoriously difficult age category to motivate, now show a greater interest in the horticultural sector.

"Tailored games are an opTion for every secTor" The Dienst Justitiële Inrichtingen (Custodial Institutions Agency) is looking for new employees by using a game about dayto-day operations in a penitentiary institution. Councils have developed the game De Nacht Van... (The Night Of...) to attract prospective personnel. The gamer becomes the events coordinator for a big festival. In short: tailored games are an option for every sector.

The game creaTes a personal profile of each parTicipanT's managerial qualiTies.

Developer - ITpreneurs CSI BV Client - Own product Link • www.werkendnederlands.nl

1. What is the aim of this project?

2. How was the 'blended learning' program created?

There are more and more non-native Dutch speakers at work in the Netherlands. A large part of this group doesn't know Dutch at all. Employers and training centers feel an increasing need for a language program to train these employees. A traditional language course is a big time investment for the employee. This is when the idea for an e-learning language program was born. With Werkend Nederlands, 70% of participants' language levels and other skills and knowledge can be improved independently. Course materials are based on work place situations, skills and knowledge.

3. What are the results?

In 2012, when the program was introduced, ITpreneurs managed to sign on a number of big companies, for example the Jumbo Academy (Jumbo supermarkets) and OTTO Workforce (an international intermediary company). There are now more than 2000 active participants, the first of whom will conclude their language course soon.

//Berenschot Business assessment game Developer - Lucidious Client - Berenschot

1. What is the aim of the game?

The Berenschot Business Assessment Game presents the participants with an explosive management conflict. Strategic insight, (inter)personal skills and analytical capacities are required to resolve this conflict. Participants are challenged and judged on their competencies, and the game creates a personal profile of their management qualities.

3. What are the results?

One very important outcome for both parties was that the game offered the possibility to make a cost-effective transition from a traditional instrument for competence development and assessment to an attractive and flexible game that provides concrete results. From now on, participants can undergo assessment whenever and wherever they choose.

2. How was the game created?

A successful collaboration between Berenschot and Lucidious made the best of both worlds come together. In just four months, Berenschot combined their knowledge about assessments and role playing with Lucidious' 3D technology and business storytelling. At the moment, the game is being validated to make trustworthy statements. The result is a fun and exciting online recruitment and assessment game that can be used by many different clients.

8 • serious new learning: rotterdam

"The resulT is a fun and exciTing online recruiTmenT and assessmenT game ThaT can be used by many differenT clienTs."

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serious new learning: rotterdam • 9

14.

health care introduction

Solutions for the health care sector

Games for doctors and patients Games are a solution to many problems in the health care sector. They are able to help both patients and medical staff. >>

Why should we invest in serious games for our health care sector? Because health care isn't fun. There is nothing funny about being confronted with your own mortality. Or with pain and discomfort. Games can make patients temporarily forget their misery. They can train them in a playful way to take their medication on time, by making them understand their disease a bit better. But games can also help prevent illness by promoting a healthier lifestyle. When it comes to patient care, games can be used in a variety of ways.

Seniors

Serious games in the health care sector aren't just suitable for patients, doctors can also benefit from game techniques in training programs and simulation. Games are a cheap and often surprisingly effective way to teach doctors to collaborate, take in knowledge and communicate better. A game can make difficult medical procedures easier to understand. Games make repetitive exercises fun by adding, for instance, a competitive element so doctors keep playing (and training) to improve their high score. That is why serious games are important for the health care sector.

Soldiers

Children

Children in hospital often seem more vulnerable. That is why dozens of games have been developed that help children deal with their situation. A wellknown example is the Re-Mission game by Pamela Kato, an American psychologist working in the Netherlands. In the game, young cancer patients battle the bad cells in their bodies and learn about the effects of the various treatments and medications. Clinical tests show that children who play the game know more about their illness and are better at taking their medication than non-gamers.

Obesity

coMpaniES

The Rotterdam studio Redmax developed an app to help obese children to change their eating habits and patterns of behaviour. Obesity is becoming a worldwide problem and the health risks to that group are considerable. It is therefore important to get overweight children to lose weight. This game helps them do that. By linking attainable goals to rewards, their behaviour really changes. The development and deployment of these kinds of mobile games is relatively cheap, but very effective.

Below are some of the companies that specialize in the field of serious games or e-learning and education ranJ Serious Games Rotterdam tygron The Hague organiq new Media Rotterdam

Snowballs

Burn victims usually have to undergo extremely painful treatments. The bandage on the wounds needs to be changed very regularly to prevent infections and the damaged skin from sticking to the bandage. It's a very precise job that patients find extremely tedious. The Snow World game provides a solution. When changing the bandage, the patient wears a pair of Virtual Reality glasses. The patient gets immersed in a snowy world where he or she throws snowballs at penguins and snow men. The game offers relief from pain.

Lucidious Rotterdam Be involved The Hague Shareworks Rotterdam check the directory (page 22-27) for more information on each company. >>

Business Services

The population of the Netherlands is rapidly growing older, which, to put it bluntly, brings with it a number of problems. The more seniors there are, the more people will eventually end up in hospital. At the moment, games are being used to keep the elderly fit. Soldiers in military hospitals all over the world are recuperating with Dutch game techniques. Learning to walk again after an attack is made possible by a specially designed treadmill with a large surrounding screen. Again, playing a game isn't seen as work or exercise, so people are able to train for much longer and with much more intensity. Post traumatic stress victims also benefit from game techniques. Patients relive stressful situations in a safe computer simulated environment and learn to cope with their fears.

above: Vertigo Games in Rotterdam developed a training game for doctors and nurses at the Rotterdam Eye Hospital (see next page for more information)

WanTinG To score Well in fronT of your colleaGues Turns ouT To be a poWerful incenTive To do some exTra sTudyinG. Safety

Not only patients, but staff benefit from games and game techniques as well. Vertigo Games in Rotterdam built a real-life simulation for the Rotterdam Eye Hospital to train their personnel in safety procedures. The game has also been made available on iPad, so it is very easy to play. The gamers receive immediate feedback about their results. Surgeons perfect their technique by playing games that are controlled by laparoscopic instruments. Anaesthesiologists test each other and themselves with online quizzes. Wanting to score well in front of your colleagues turns out to be a powerful incentive to do some extra studying. Medical operating teams learn how to communicate better in a simulator and young doctors are taught to suppress stress, which reduces the chances of them making a wrong decision. Health care benefits from a focused use of games. Whether it's about training programs, simulation, educating people, pain relief, behavioural changes or pure distraction, games are multifunctional and are becoming more and more prominent in the health care sector.

companieS Below is a list of some of the companies that are working on serious games and e-learning and health care: ranJ Serious Games Rotterdam Vertigo Games Rotterdam redmax Rotterdam dutch learning Factory Rotterdam itpreneurs Rotterdam thingks Zoetermeer cleVr Delft check the directory (page 22-27) for more information on each company. >>

14 • SeriouS new learninG: rotterdam

serious new learning: rotterdam • 15

Marketing 18. & Communication 20. marKeting & CommuniCation

introduction

introduCtion

Case studies // Business Services

"Why Not explaIN the chaNGeS IN a playful MaNNer?"

Cucumbers

"E-lEarning and sErious gaMEs will nEvEr rEplacE tEachErs"

serious new learning: rotterdam • 11

Playful Advertising

Case studies // Marketing & Communication "The app has been downloaded abouT 1700 Times"

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Games to Business

Solutions to Business Services In business there is still much to explain. New procedures? Modified legislation? Why not use a game? the following companies, among others, are active in the serious gaming area or in e-learning within business services. itpreneurs Rotterdam ranj serious games Rotterdam organiq new media Rotterdam zicht online Rotterdam identity games Rotterdam delfttech Delft consult the directory at the end of this magazine for more company information.

After a serious reorganization, there is often uncertainty among personnel and customers. What will happen to the usual way of doing business? The organization may have been streamlined, but if it has worked in the same way for years, then a change need not necessarily feel like an improvement for personnel and customers. And there the games pop up again. So why not explain the changes in a playful manner? This is exactly what is happening within a growing number of companies and organizations.

Naturalization

There are naturalization programs, for example, that with the help of gaming techniques have been adapted for use at home. Virtual Naturalization is the name given to online language courses by their developer ITpreneurs and their provider Agens. Because students follow the lessons from home, non-attendance has been almost completely abolished and the results are clearly good thanks to a complete focus on the learning material. Lessons are individually given, but it is also possible to give classroom-style lessons to a group of people spread over different locations.

Schiphol

Last year, the freight handling process at Schiphol Airport was drastically revamped. The new handling process has been named SmartGate by Customs in collaboration with the airport. By having obligatory processes (such as the clearing of goods at Customs) take place beforehand, freight handling proceeds

more quickly. In order to give SmartGate users more insight into the cargo trade chain and to engage them more in the process, the SmartGate Game was developed. Players must manage the logistics chain, paying attention to speed, efficiency, reliability, and quality. The result? Awareness of the cargo trade chain has enormously increased.

Internal Revenue

Generally the Internal Revenue Service has competent employees who possess a decent amount of knowledge about an often complex subject. But management saw that something was missing, something they called soft competences. These include language skills, people skills, communication skills, management, and leadership; talents other than subject matter and case knowledge. To train these competences, a serious gaming studio developed the game Code 4. It does not play out on the monitor, but around the participants through the use of actors, special purpose websites, telephone calls and emails. By collaborating, researching, and consulting each other, the teams could make progress within the game. There are countless examples of such games to instruct personnel, customers or consumers. These range from personnel trainings with a competitive element to tours taken in virtual cars. Also here the possibilities are limitless.

//Virtual naturalization Developer • ITpreneurs CSI BV. Client • Agens Link • www.itpreneurs.nl

1. What is the aim of the project?

The purpose of the Virtual Naturalization is to create a learning experience that is almost the same as that of a traditional classroom, but within a virtual environment. The main goal of this was to reduce both operating costs and non-attendance. Another goal was to form groups made up of geographically dispersed students.

2. How did the game come about?

//heartware the game Developer • Ranj Serious Games Client • Home-fix Singapore / NBDA Asia Link • www.ranj.com

1. What is the aim of the game?

By means of a mobile game help the sales force transition from "Smile-GreetThank-You" types to aspiring salespeople. Players are challenged in stages to speak with virtual customers and to come up with good sales advice and a transaction. During the game, knowledge of products is trained at the same time. This knowledge can be directly applied to sales pitches.

2. How did the game come about?

Agens had already been using ITpreneurs' naturalization methods for some time. Both parties recognized the possibilities and advantages in efficiency that would result from teaching courses via a virtual classroom. The first step was to adapt the learning material for the Virtual Classroom. Next, instructors and students were trained in the new way of learning. Agens teachers took it upon themselves to do the preparatory work by providing the virtual lessons. The pilot study was satisfactorily completed after 6 months and has by now become a standard component of Agens' offering.

Ranj developed a serious gaming method for Heartware called "Changing the Dialogue" which allows players to practice and experiment speaking and sales techniques in a safe environment. Cases and content were made in dialogue with the customer. Use of this method quickly leads to playable results while at the same time the game is tailored to the wishes and needs of the customer. HR managers can form teams in their own online environment, track the progress of the players and examine the results. The development process lasts about 3 months from start to a playable game.

3. What were the results?

Assessments reveal that Heartware The Game significantly raises selling ability compared to conventional classroom training. In locations where personnel had played the game, the service excellence rose to 3.5% above the level of other locations which underwent conventional training.

Participants from various Agens localities took online lessons for 6 months. Attendance was great and all students were present. Students find the new teaching method enjoyable. A major advantage is that a student can easily follow the lessons from his own home. This leads to less nonattendance and lowers the operating costs of the teaching institute.

3. What were the results?

Game & App Development in 4 phases

Directory Copyright © 2013 Rotterdam Media Commission All Rights Reserved

itpreneurs Rotterdam

Today's gamer is tomorrow's leader. This was, simply put, the conclusion of the Virtual Worlds, Real Leaders study by IBM and MIT. It might sound far fetched, but their arguments are convincing. In online role playing games like the immensely popular World of Warcraft, gamers unite in so-called Guilds to combat a host of monsters. The leaders of those Guilds slowly learn to take risks and to communicate with an international team in a playful way. Research suggests that companies should start to screen their prospective employees on gaming experience.

From complex to simple

Another important element of games is that they can slowly unravel relatively complex questions and make them easy to understand. A good example is Enercities, a game that was developed in the Netherlands. The game, developed for pupils, challenges the player to create a city, while on the one hand taking into account the needs and wishes of citizens, and on the other hand the burden on the environment. During an hour long play session, children learn a lesson of nuances. For instance that the choice for green energy is not always economically viable, but also that the cheapest and fastest solutions are not always the best ones in the long run. Enercities was developed with EU support and the game plus its materials has been used in schools throughout Europe.

10 • SEriouS nEw LEarninG: rottErdaM

Business serVices

Below is a list of some of the companies that are working on serious games and e-learning and hrm:

//werkend nederlands

The aim of Werkend Nederlands is to improve the language levels and knowledge and skills of non-native speakers. This leads to better safety guarantees in the workplace, and greater efficiency and customer satisfaction.

10. Health care

introduction

18 • serious new learning: rotterdam

Serious New Learning Rotterdam is made possible by:

Case studies // HRM

HRM: games for recruitment and selection

companies

Images: Explicit or implicit permission was obtained for all images used in this edition and it is not allowed to distribute them further. A big thank you to all companies and studios for supplying the images.

Gamers as good employees

Below: Images from NAUTIS Port Security Awareness by VSTEP. A complete 3D training tool for port security personnel, with situations both on water and land.

E-learning and serious games are advancing in the marine transport sector. What are the advantages compared to classical training methods? Dutch experts explain. >>

A new way of learning

Hedi D. Legerstee (HRM, education, health care and marketing&communications) E: h.legerstee@rmc.rotterdam.nl

introduction

left: Cutter Suction Dredger Simulator by Ivory Lake. The soil is 'cut' into sections, which are sucked up by cutter suction dredger Althea. Then the soil is transferred to the adjacent hopper barge.

Maartje Glas (business services) E: m.glas@rmc.rotterdam.nl Saskia Kagchèl (logistics&port, safety) E: s.kagchel@rmc.rotterdam.nl

hrm

8.

//Bediening Van een schakelstation Developer • DelftTech BV Client • Manager of the Rotterdam energy infrastructure

1. What is the aim of the game?

The goal was to increase personnel quality so that all kinds of complex procedures could be safely carried out in switching stations.

2. How did the game come about?

The customer manages a range of diverse equipment with which a small team of technicians have to safely work with. The consequences of a mistake are significant. There could be victims, while at the same time a city district could end up without electricity. The customer is also confronted with the retirement of the older experienced guard, which is why education and training is of importance.

3. What were the results?

This involved a pilot done at a switching station together with a number of operations. The pilot was well received and needs to be expanded in the future ('City Game') to a game in which various switching stations influence each other and in which other elements are integrated.

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"ServIce excelleNce roSe at thoSe locatIoNS Where perSoNNel played the GaMe" serious new learning: rotterdam • 19

New marketing & communication

Games can cast a product in a positive light. but then the game has to be fun. >> ComPanies the following companies, among others, are active in the serious gaming area or in e-learning within business services. Zicht online Rotterdam rnw Conceptdesign Rotterdam dpdk Rotterdam thingks Zoetermeer Consult the directory at the end of this magazine for more company information.

In our daily lives we are surrounded by advertising. Whether on television, radio, or internet, in magazines and newspapers, on billboards alongside the road, you cannot escape its presence. There is nothing wrong with this since advertising is in many ways the grease in the economic machine. But people seem to have become immune to advertising messages. With advergames, you reverse the roles. Correction: with fun advergames you reverse the roles. The consumer actively goes for a brand because "it has such a fun game that all of my friends are playing it too". And we do not, of course, mean an old game in which PacMan has been replaced by a Dr. Oetker pizza or in which a Heinz tomato ketchup bottle does double duty as a cheap Space Invader shooting aliens out of space. No, modern advergames distinguish themselves with original game concepts, good game action, and fine graphics. Above all, they have a social character whereby one press of a button informs all your Facebook cronies of the high score in your last Heineken game.

Efteling and Batman

Dutch amusement park De Efteling introduced the new Raveleijn park attraction last year. The amusement park did that with a book, a TV series

and an online game. In this way the game became an integral part of the promotion for the park show. With success. For Hollywood blockbusters (we are dealing with cinema films) millions of dollars are spent on promotion. These days a fixed component of marketing is an online game, and these are often made in the Netherlands. In the last few years we have played games like Sherlock Holmes, Batman, Wrath of the Titans, Green Lantern and Madagascar. All of them made in Holland.

Audi and enviromental protection

The list goes on. The most disparate brands and organizations profile themselves with a game. It turns out that advergame players rate the associated brand positively. This is good for the advertiser. The fact that one advergame promotes the latest Audi model while another environmental protection game tries to discourage driving, does not matter. The only thing that counts is whether you can get people to share your opinion. Games help in this respect.

above: The Rotterdam gaming studio Codeglue makes clothes for the virtual world PlayStation Home. For the Canadian clothing brand UloveGreen, the studio makes a digital version of the real collection. In the virtual world, gamers buy these garments so they can clothe their avatars. This enables UloveGreen to gain name recognition within a group of potential buyers that it can barely approach. Of course the idea is to have female gamers buy not only the virtual world garments, but also the real world stuff. www.codeglue.com

//tHe sHarPest entrePreneur in tHe netHerlands Developer • Zicht Online Client • De Zaak (Sdu uitgevers)

1. What is the aim of the project?

To have entrepreneurs learn about the De Zaak magazine in a low threshold and playful manner. The questions are representative of the magazine's editorial style and of the subjects covered.

2. How did the game come about?

In the project we made optimal use of the client' s editorial strength and our own expertise in order to relate the story of De Zaak in a playful manner. Budget was restricted and time was limited. The main conceptual threads had to be quickly worked out. The idea was to hold a knowledge quiz emphasizing De Zaak's professional know-how and to have entrepreneurs become acquainted with the magazine's editorial style. In addition to the quality of the questions, most of the attenton went to the layout and continuous optimization of conversions.

3. What were the results?

The knowledge quiz attracted 3500 visitors, 75% of which took the quiz. 42% of players registered and 10% of these signed up for the newsletter.

//eXPerienCe tHe HarBor Developer • RNW Conceptdesign together with Aldo Hoeben Client • Stadshavens Rotterdam & Havenbedrijf Rotterdam N.V. Link • www.stadshavensrotterdam.nl/ download-de-app-beleef-de-haven

1. What is the aim of the project?

To inform companies and visitors of developments in the area.

2. How did the game come about?

Approached Stadhavens on my own initiative. A year later the entire policy was incorporated in the home application.

3. What were the results?

About 1700 downloads. Companies can find each other and visitors have been informed.

20 • serious new learning: rotterdam

The Tendering Process 28. What to pay attention to?

//Karwei indoor raCe Developer • dpdk

dpdk has a 360° camera with which special photos can be made. For the renovated Karwei hardware stores, dpdk conceived and produced a 360° video campaign. Players race through a virtual Karwei store and search in different places for items to decorate their favorite room.

serious new learning: rotterdam • 21

30.

Dozens of serious games and e-learning businesses from Rotterdam and surroundings 22.


Rotterdam municipal council member Hamit Karakus on serious games and e-learning

What does it mean? What immediately struck me was the games' commercial potential, a hunch that by now has been confirmed by stats. I'm proud of the fact that Rotterdam has managed to become a global player in the field. The council is investing in a new economy in which serious games and e-learning play an important role. When I was still with the police force, I used to train with a system that you would call a serious game these days. A threatening situation would be shown on a big screen and as a trainee I had to respond and make a split-second decision. Should I draw my gun? Is someone else pulling his gun? Or are they just getting out a comb? It felt like I was really there.

At the moment, not every sector is fully using the possibilities of e-learning and serious games . Partly because many businesses don' t know what these great products can do, partly because the sector itself is still not very good at making that clear. Health care has started to take developments a bit further and is using a lot of new products. That leads to savings in various areas, but it also means that people at a more advanced age can stay at home longer and are less dependent.

ʻʻ

ʻʻ

My initial reaction was: 'Serious games, okay , that sounds like fun, but what are they exactly?' That question got answered during a work visit to the Oogziekenhuis (Eye Hospital) with other council members. I saw a game)* that was used to train doctors in crucial activities during operations. Incredibly fascinating.

Hamit Karakus (1965) is on the Rotterdam municipal council for Housing, Town Planning, Real Estate and City Economy/ project councillor Rotterdam South )* Please turn to page 16 for more information on the game

In education, too, there are a lot of possible applications. I think that a game could, for example, assist a pupil in choosing what they want to study. At the moment, kids are choosing jobs they already know, but those aren't always the ones with the best career potential. I would like to challenge the sector to develop a game that helps kids to identify the profession that suits them. I think a game like that would have great potential.

SERIOUS NEW LEARNING: ROTTERDAM • 3


LOGISTICS

INTRODUCTION

Logistics: a new way of training Saving money with games

E-learning and serious games are advancing in the marine transport sector. What are the advantages compared to classical training methods? Dutch experts explain. >> "You can definitely get very seasick." Bert Visser laughs down the phone, standing in one of his employer Van Oord's dredge simulators. He has seen students turn grey when the sea billows on the giant screen on the wall. "But you generally don't have time for that. Most of them are very focused on the dredging and that's what counts." A digital dredge simulator? Envisage an office space that is transformed into a dredging ship's work station with a huge, 5 meter wide rounded off screen. Six projectors create a panoramic image of the outside world. This is where the Rotterdam dredging company trains their personnel for their fleet

of cutter suction and trailing suction hopper dredges. Dredging on these ships is computer controlled, with the crew using joy sticks, control boards and computer screens. The simulator uses exactly the same program with the exact same setup, but on dry land. Visser: "With dredging, it's all about who's the most efficient. This digital simulator allows you to start training sessions where you can make mistakes or try a new approach. You've got a major advantage over the competition when you start a new job - their personnel has to figure out what to do on the spot."

HIGHLIGHTED

NAUTIS Tug Trainer What: A simulator to train tugboat captains. By: VSTEP, a world-renowned developer of serious games in Rotterdam. VSTEP regularly collaborates with companies in the logistics sector.

Van Oord's dredge simulator

A SERIOUS GAME THAT ALLOWS DRIVERS TO PRACTICE THEIR CRANE SKILLS ON A LAPTOP ON BOARD WITHOUT HAVINT TO LEAVE THE CAFETERIA.

4 • SERIOUS NEW LEARNING: ROTTERDAM

is just one example of a digitized learning environment in this sector. EMO, for instance, has a digitized crane simulator for dry bulk cargo transshipment, and the Offshore Simulator Centre in Ålesund, Norway, has a number of simulators for offshore cranes. The OSC provides a lot of digital training programs, from anchor handling for tugboat crews to navigation for captains, and has a 360˚ projection dome at the centre of the building. Rolls Royce Marine does things slightly different and adds a serious game to their stabilizing cranes on tugboats, so drivers can practice their crane skills on a laptop without without having to leave the cafeteria. And Huisman, who designed the oil drill ships Globetrotter 1 and 2 for Noble, ordered a simulator as well. Not only to train Noble's personnel in complicated Globetrotter procedures, but also to test the


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Left: Cutter Suction Dredger Simulator by Ivory Lake. The soil is 'cut' into sections, which are sucked up by cutter suction dredger Althea. Then the soil is transferred to the adjacent hopper barge. Below: Images from NAUTIS Port Security Awareness by VSTEP. A complete 3D training tool for port security personnel, with situations both on water and land.

ships' software before they set off. And that saves money, says Martin van den Berg of MCW, a multimedia company in Rotterdam. "The same software is used for the simulator and the ship itself. So a simulation is perfect for getting rid of system bugs and training your crew, even before a ship is launched."

ships, you're effectively throwing away money. With the simulator, you can add a new crew that looks for different solutions as a team. What commands does a captain give when the engine fails, and how does the crew react? In other words, you can also train managerial skills."

And that's not all. "Huisman is getting an enormous amount of exposure because the simulator allows them to show their expertise. You don't just buy a ship off them, but through their specialized training programs you also acquire the knowledge to operate and work with it.'

So digital programs are nothing but good news? E-learning is on the rise as well - theory lessons from a real book are a thing of the past. But not all digital products are successful, says Pjotr van Schothorst of VSTEP in Rotterdam. They have built an impressive range of marine transport simulations to train pilots and coast guards, for example. "It is very important that this kind of training is taken on board by the company." He refrains from naming names, but it has happened that a large technical company ordered an expensive simulator and forgot to schedule training

At Ivory Lake, the company in Leiden that helped develop the dredge simulator, they know that time means money at Van Oord as well. "In this industry, you earn money per cubic meter of sand moved," says Jean-Paul Franssen. "If you let personnel train with real

COMPANIES Below is a list of some of the companies that are working on serious games and e-learning and logistics: VSTEP Rotterdam MCW Studios Rotterdam Ivory Lake Leiden Paladin Studios The Hague E-semble Delft CLeVR Delft Check the directory (page 22-27) for more information on each company. >>

sessions for their personnel. "The company had asked for a simulator with a gaming element, so people would automatically like it. It didn't quite work that way when it turned out people were expected to use the simulator outside of normal working hours." The Rolls Royce Marine stabilizing crane simulator was developed by Paladin Studios in The Hague and is, in fact, a pretty specific game of crane driving. Derk de Geus, CEO: "The simulator has a points-based system which allows you to get a high score for specific maneuvers on each ship. The simulator laptop is usually located in the ship's cafeteria." So let us guess - the laptops are quickly gathering dust because the crane drivers have better things to do? "Well, the opposite, actually - they're really trying to improve their high score. Even if there are only two drivers on a ship they're trying to outdo each other."

SERIOUS NEW LEARNING: ROTTERDAM â&#x20AC;˘ 5


Case studies // Logistics & Safety

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//RESCUESIM PORT INCIDENT MANAGEMENT

"FOR THIS PROJECT, THE PORT OF ROTTERDAM WAS RECREATED IN 3D"

Developer - VSTEP Client â&#x20AC;˘ Port of Rotterdam

1. What is the aim of the game/project?

The virtual RescueSim training platform allows port authorities in the port of Rotterdam to practice with every imaginable port incident in a realistic way. Both incidents on land and water are available, ranging from a collision of two ships and on-board fires to incidents with hazardous substances. With the help of RescueSim, first aid workers and authorities can train every aspect in the decision making process.

2. How was the game created?

The Port of Rotterdam was looking for an effective and user friendly training tool for practicing a multitude of situations as a supplement to their practical training programs. After all, organizing a training session 'in the field' takes a lot of preparation, is expensive and in some instances just not

6 â&#x20AC;˘ SERIOUS NEW LEARNING: ROTTERDAM

possible. Using RescueSim's virtual training platform, virtually any incident can now be simulated, literally at the push of a button. The port of Rotterdam was recreated in 3D so users can train within the environment they know. Years of close collaboration between VSTEP and the Port of Rotterdam have led to a great synergy with regard to virtual applications, thereby increasing the overall safety of the port.

3. What are the results?

By being able to train a multitude of incidents virtually, first aid workers will be better prepared for a large amount of real possible calamities in the port. The training programs can be executed with different parameters regarding available materials and under different environmental circumstances, so first aid services are better prepared for possible escalations and/or unforeseen circumstances.


//HUISMAN MULTIPURPOSE TOWER SIMULATOR Developer - MCW Studios Client â&#x20AC;˘ Huisman Equipment B.V.

1. What is the aim of the project?

Huisman developed a special drilling tower for Noble. In order to optimally train operators to work on this tower, a comprehensive simulator was developed that allows operators to practice all the necessary procedures in real-time before going on board.

2. How was the game created?

The Training Simulator consists of a simulation of operating logics, hydraulics and mechanics, visualized in a mock-up. Besides procedural operations, the physical qualities of materials will also be programmed into the 3D model, meaning the simulator is as close to reality as possible. The cabin's mock-up is a close representation of the real cabin, with the view being replaced by a cylindrical screen of 8 by 5 meters. Training personnel to use such a big and new piece of equipment is essential to guarantee safety and efficiency on a drillship. And a simulator is the perfect way to accomplish this.

3. What are the results?

The simulator is frequently used to train operators. The result: operators can be deployed to 'do the real thing' much quicker, which is of great value in a world where every productive hour is incredibly valuable.

//3D CRIME SCENE MANAGEMENT 3DPDM

Developer - DelftTech BV Client - Rotterdam Rijnmond Police Force and Police Academy

1. What is the aim of the project?

To train police forces (Crime Scene Managers) to deal with a crime scene carefully while following procedures.

2. How was the game created?

After mistakes were made with the Schiedam Park Moord (Schiedam Park Murder), the Bureau Kwaliteit Opsporing (Quality of Investigation Bureau) of the Rotterdam police force started to use this technique. The game was developed in 2005. A crime scene in downtown Rotterdam was recreated in collaboration with the client, incorporating all known details about the scene.

3. What are the results?

The game has been frequently used because it is so recognizable (recreation of a part of downtown Rotterdam, even including a tram). The game teaches people in a fairly straightforward way how to deal with a crime scene. It is mostly concerned with safeguarding evidence and trace materials and cordoning off the scene. The game was played by almost all Crime Scene Managers in Rotterdam. In 2008, both the US Secret Service and the FBI adopted the technique. And German television reported about the technique back in 2006.

//EVIT

Safety Instruction Training Developer - thingks Client - BP

1. What is the aim of the game/project?

To digitally teach BP employees and contractors (subcontractors) to train people in their own language about the rules and regulations concerning a safe working environment.

2. How was the program created?

Every year, BP trains thousands of people. A need arose for a digital and flexible system to let people be trained when it suited them and to asses them on their knowledge of the most important safety rules. We are developing a module that suits each participant's level (distinguishing between low and high levels of education) and that encompasses all BP's golden rules about safety.

SERIOUS NEW LEARNING: ROTTERDAM â&#x20AC;˘ 7


HRM

INTRODUCTION

Gamers: great employees HRM: games for recruitment and selection Finding the right personnel is a difficult and time-consuming job. So what if a game could take it off your hands? >> COMPANIES Below is a list of some of the companies that are working on serious games and e-learning and HRM: ITpreneurs Rotterdam Lucidious Rotterdam Ranj Serious Games Rotterdam thingks Zoetermeer Vertigo Games Rotterdam Check the directory (page 22-27) for more information on each company.

Today's gamer is tomorrow's leader. This was, simply put, the conclusion of the Virtual Worlds, Real Leaders study by IBM and MIT. It might sound far fetched, but their arguments are convincing. In online role playing games like the immensely popular World of Warcraft, gamers unite in so-called Guilds to combat a host of monsters. The leaders of those Guilds slowly learn to take risks and to communicate with an international team in a playful way. Research suggests that companies should start to screen their prospective employees on gaming experience.

Lawyers

In the Netherlands, a growing number of companies are using games to find new personnel. One of the most well-known examples is the Houthoff Buruma law firm. Every year, about 800 candidates need to be screened and tested. The serious games studio Ranj in Rotterdam developed a game in which candidates have to work a real case. They have to show that they know their way around the actual practice of a law firm. The game does not only help HRM to select the right candidates, it has turned out to be an excellent marketing tool as well. Houthoff Buruma The Game has won various international prizes.

8 • SERIOUS NEW LEARNING: ROTTERDAM

Cucumbers

Another example is the horticultural (greenhouse) sector. For years, the industry was faced with dwindling numbers of employees. Nowadays, they try to attract young people by using specific games. It's Alive is a fun game whereby young people can compete using their Facebook or Hyves account. A more serious game is Horti Business Challenge 3.0, which deals with every aspect of the horticultural industry. This business simulation had online preliminary rounds and a live final with the seven best scoring teams. The result: 16- to 24-year olds, a notoriously difficult age category to motivate, now show a greater interest in the horticultural sector.

Above: Houthoff Buruma The Game • Ranj Serious Games in Rotterdam developed a game for a well-known law firm in which candidates are presented with a real case

"TAILORED GAMES ARE AN OPTION FOR EVERY SECTOR" The Dienst Justitiële Inrichtingen (Custodial Institutions Agency) is looking for new employees by using a game about dayto-day operations in a penitentiary institution. Councils have developed the game De Nacht Van... (The Night Of...) to attract prospective personnel. The gamer becomes the events coordinator for a big festival. In short: tailored games are an option for every sector.


Case studies // HRM

//WERKEND NEDERLANDS (WORKING DUTCH) Developer - ITpreneurs CSI BV Client - Own product Link â&#x20AC;˘ www.werkendnederlands.nl

1. What is the aim of this project?

The aim of Werkend Nederlands is to improve the language levels and knowledge and skills of non-native speakers. This leads to better safety guarantees in the workplace, and greater efficiency and customer satisfaction.

2. How was the 'blended learning' program created?

There are more and more non-native Dutch speakers working in the Netherlands. A large part of this group doesn't know Dutch at all. Employers and training centers feel an increasing need for a language program to train these employees. A traditional language course is a big time investment for the employee. This is when the idea for an e-learning language program was born. With Werkend Nederlands, 70% of participants' language levels and other skills and knowledge can be improved independently. Course materials are based on work place situations, skills and knowledge.

3. What are the results?

In 2012, when the program was introduced, ITpreneurs managed to sign on a number of big companies, for example the Jumbo Academy (Jumbo supermarkets) and OTTO Workforce (an international intermediary company). There are now more than 2000 active participants, the first of whom will conclude their language course soon.

THE GAME CREATES A PERSONAL PROFILE OF EACH PARTICIPANT'S MANAGERIAL QUALITIES. //BERENSCHOT BUSINESS ASSESSMENT GAME Developer - Lucidious Client - Berenschot

1. What is the aim of the game?

The Berenschot Business Assessment Game presents the participants with an explosive management conflict. Strategic insight, (inter)personal skills and analytical capacities are required to resolve this conflict. Participants are challenged and judged on their competencies, and the game creates a personal profile of their management qualities.

3. What are the results?

One very important outcome for both parties was that the game offered the possibility to make a cost-effective transition from a traditional instrument for competence development and assessment to an attractive and flexible game that provides concrete results. From now on, participants can undergo assessment whenever and wherever they choose.

2. How was the game created?

A successful collaboration between Berenschot and Lucidious made the best of both worlds come together. In just four months, Berenschot combined their knowledge about assessments and role playing with Lucidious' 3D technology and business storytelling. At the moment, the game is being validated to make trustworthy statements. The result is a fun and exciting online recruitment and assessment game that can be used by many different clients.

"THE RESULT IS A FUN AND EXCITING ONLINE RECRUITMENT AND ASSESSMENT GAME THAT CAN BE USED BY MANY DIFFERENT CLIENTS."

<<

SERIOUS NEW LEARNING: ROTTERDAM â&#x20AC;˘ 9


EDUCATION

INTRODUCTION

A new way of learning

Games & e-learning in the classroom E-learning and serious games are on the rise in education. More and more they prove to be efficient and relatively cost-effective tools. But teachers are still necessary. For years now, the Netherlands have been in the forefront of education and games, partially because of their thriving e-learning tradition. It's no wonder, really, seeing as learning and playing are so closely related. A child who is learning how to walk, feels pretty much the same thing as an adult who finishes a Mario game, according to a well-known game designer. Both are having an equally good time. "Fun is the way for our brains to make us want to learn," says the game designer. Good games remain exciting because they constantly give the gamer something new to learn. They more or less offer an automated learning process: Initially they're vast, undocumented

10 â&#x20AC;˘ SERIOUS NEW LEARNING: ROTTERDAM

new worlds, yet at the end, the gamer has learnt everything he or she possibly can. The gamer thoroughly knows and understands the game.

Mechanisms

Most games teach you a lot about... the game itself. Which buttons to push in order to do a fight move, the solutions to abstract puzzles, the locations of fictional places in a fantasy world. The principle behind serious games is that you can use the same mechanisms to teach people something about the real world. Take, for example, Juf-in-a-Box (Teacher in a Box) by Ranj in Rotterdam. One in four pupils in primary school education has difficulty writing. This is a worrying development as handwriting is good


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Left: Juf-in-a-Box (Teacher in a Box) graphics. The game, developed by Ranj Serious Games in Rotterdam, has won many prizes and is meant to help children with (physical) writing skills (see next page for more information). Far left: Enercities by Paladin in The Hague, developed for schools. The game helps children to understand complex issues involving the economy, energy and the environment.

"E-LEARNING AND SERIOUS GAMES WILL NEVER REPLACE TEACHERS" for language development, reading comprehension and fine motor skills. Plenty of reason to train the skills of writing in a playful way. Juf-in-a-Box does exactly that. It lets primary school children use a digital pen to move small monsters around on a Wacom tablet. Every exercise is based on the latest in children's physiotherapy research. The game was developed by TNO, Donders Institute, the Radboud University and Avans Professional University.

E-learning and gamification

We mentioned the Dutch e-learning tradition. Although serious games and e-learning use the same medium, software on a screen, they are fundamentally different. E-learning transfers analogue textbooks and exams to a digital environment. This has many advantages. It is much easier to adapt tasks on an individual basis. And also, the quicker the feedback, the quicker someone learns. In some cases, e-learning makes it possible to reduce the amount of time between task and feedback to zero. And then there is a new trend - gamification. Gamification means that gaming elements are attached to existing software, for instance receiving a reward for achieving a certain goal (let's say, a percentage of correct answers in a test). For example, e-learning is perfectly suited to hand out medals or rewards to successful students. The difference between e-learning and a (serious) game is quite obvious and literal: a serious game is a game with its own rules. The strength of a

game as an educational tool lies in repetition. Repetition is an effective educational strategy, but it is often boring. Games offer an attractive package that keeps players motivated.

From complex to simple

Another important element of games is that they can slowly unravel relatively complex questions and make them easy to understand. A good example is Enercities, a game that was developed in the Netherlands. The game, developed for pupils, challenges the player to create a city, while on the one hand taking into account the needs and wishes of citizens, and on the other hand the burden on the environment. During an hour long play session, children learn a lesson of nuances. For instance that the choice for green energy is not always economically viable, but also that the cheapest and fastest solutions are not always the best ones in the long run. Enercities was developed with EU support and the game plus its materials has been used in schools throughout Europe.

Teachers

E-learning and serious games will never replace teachers. They are simply means to support them. When used in the right way, they can facilitate more individual attention and help teachers to get better results. They are not tied to a certain age group. A good game development studio, and there are plenty of those in and close to Rotterdam, understands that children want to be challenged differently than, say, a professional who is asked to follow a additional training program.

COMPANIES Below are some of the companies that specialize in the field of serious games or e-learning and education RANJ Serious Games Rotterdam Tygron The Hague Organiq New Media Rotterdam Lucidious Rotterdam Be Involved The Hague Shareworks Rotterdam Check the directory (page 22-27) for more information on each company. >>

SERIOUS NEW LEARNING: ROTTERDAM â&#x20AC;˘ 11


Case studies // Education //JUF-IN-A-BOX (TEACHER-IN-A-BOX) Developer • Ranj Serious Games Client • TNO Link • www.jufinabox.com

1. What is the aim of the game?

Teacher-in-a-box is an educational game to train writing skills in a playful way. The game is based on a scientific NTT method (Neuromotor Task Training) that is widely used by children's physiotherapists. Teacher-ina-Box was developed for children aged 4-7, who do or don't have problems with their writing skills.

2. How was the game created?

<<

"WRITING SKILLS SEEM TO IMPROVE SUBSTANTIALLY"

TNO posted a public brief, asking for projects that would combine digital means and writing skills, which made Ranj develop Teacher-in-a-Box. Ranj collaborated with professionals in the field, amongst others with renowned specialist Ad van Tuijl, the Donders Institute, the Radboud University Nijmegen and TNO. The project's guideline was the scientifically proven Neuromotor Task Training. Ranj produced ten samples for various children's physiotherapists to test. It took three years to get from TNO's brief to the samples.

3. What are the results?

A first feasibility study showed that children think Teacher-in-a-Box is fun and that they manage to work on boring writing assignments with much more focus. Teachers at participating schools find it a good solution. At the beginning of 2013, we started a clinical test to establish the game's learning potential.

12 • SERIOUS NEW LEARNING: ROTTERDAM


//CLIMATEGAME

//THE DOW CHEMICAL POST-MERGER INTEGRATION GAME

Developer • Tygron Client • AgentschapNL Link • www.climategame.nl

Developer • Lucidious Client • Rotterdam School of Management / Technische Universiteit Delft

1. What is the aim of the game?

The ClimateGame was developed for higher vocational education and universities and focuses on the technical aspects and processes involved in climate adaptation. The ClimateGame is an addition to the curricula of disciplines, such as civil and architectural engineering, spatial planning, water management, public administration and communication.

2. How was the game created?

The ClimateGame was developed in collaboration with teachers and professionals in the water and climate sectors. Water and climate curricula are often complex and dry, but this game makes them exciting. The models in the game that determine the score are based on the VROM monitor for livability, hydrological models (Deltares/ Tygron), UNESCO-IHE Heat Stress models and KNMI climate scenarios. This makes the ClimateGame an excellent tool for students to get to know complex processes, and the results they get are true to life. The ClimateGame can be used by more than one teacher, and for different purposes, making it a binding factor in a curriculum.

3. What are the results?

In the Climategame, students are divided into the various parties that would work together in the real world as well. By putting constraints on their means and knowledge, they are encouraged to collaborate in order to get the best result. Students learn how to get the highest scores, but also how the interplay of water, climate, spatial planning, costs and construction works in the real world.

1. What is the aim of the project?

//LOI SUPER SPY SCHOOL Developer • Organiq New Media Client • de Leidse Onderwijs Instellingen (Educational Institutions Leiden) Link • www.superspyschool.nl

1. What is the aim of the game/project?

A number of special, fun tools were developed for a children's typing course in order to teach children to touch type using ten fingers. A tracking system registers the letters that are difficult for the child, and these will be given special attention in the exercises.

2. How was the game created?

Professional actors helped create this course, which involves an exciting story about spies and former spies. Mini games make the child really engage with the story. Examples are shooting at letters by typing them (popular with boys) or Spy Dance, in which you have to type the right letter in a short space of time. If the child fails, one of the dancing characters disappears (popular with girls).

3. What are the results?

You look for the best integration strategy for a new Dow Chemical business unit. You encounter several management obstacles along the way. You discover arguments for and against a quick and complete integration versus a temporized and partial integration. In an exciting boardroom meeting, you defend the integration strategy you think is right.

2.How was the game created?

Based on a real life case of a real industry leader (Dow Chemical), Lucidious transformed an existing business and administrative case study into a gripping and exciting business game. Lucidious collaborated with the Rotterdam School of Management and the Technische Universiteit Delft. The exciting story lets you gain experience with and knowledge of various management issues. You collect information in the form of theories, charts, books and reports that all pertain to the subject. You will need that knowledge to present the right strategy in the final board meeting.

3. What are the results?

Research has shown that gamebased learning leads to a much higher knowledge retention rate than traditional educational strategies. In the fall of 2013, this game will be used in student curricula at RSM (Business Administration) and the TU Delft (Systems Engineering, Policy Analysis & Management) (Technical Administration).

According to a client satisfaction survey of 3200 pupils and their parents, more than 92% of parents recommends this typing course. 93% of parents says the online spy story motivates their children to continue. The participants themselves are enthusiastic and happy with the quality, the level of difficulty, the spy story, and the result.

SERIOUS NEW LEARNING:ROTTERDAM • 13


HEALTH CARE INTRODUCTION

Solutions for the health care sector

Games for doctors and patients Games are a solution to many problems in the health care sector. They are able to help both patients and medical staff. >>

14 â&#x20AC;˘ SERIOUS NEW LEARNING: ROTTERDAM


Right: Vertigo Games in Rotterdam developed a training game for doctors and nurses at the Rotterdam Eye Hospital (see next page for more information)

Why should we invest in serious games for our health care sector? Because health care isn't fun. There is nothing funny about being confronted with your own mortality. Or with pain and discomfort. Games can make patients temporarily forget their misery. They can train them in a playful way to take their medication on time, by making them understand their disease a bit better. But games can also help prevent illness by promoting a healthier lifestyle. When it comes to patient care, games can be used in a variety of ways. Serious games in the health care sector aren't just suitable for patients, doctors can also benefit from game techniques in training programs and simulation. Games are a cheap and often surprisingly effective way to teach doctors to collaborate, take in knowledge and communicate better. A game can make difficult medical procedures easier to understand. Games make repetitive exercises fun by adding, for instance, a competitive element so doctors keep playing (and training) to improve their high score. That is why serious games are important for the health care sector.

Children

Children in hospital often seem more vulnerable. That is why dozens of games have been developed that help children deal with their situation. A wellknown example is the Re-Mission game by Pamela Kato, an American psychologist working in the Netherlands. In the game, young cancer patients battle the bad cells in their bodies and learn about the effects of the various treatments and medications. Clinical tests show that children who play the game know more about their illness and are better at taking their medication than non-gamers.

Obesity

The Rotterdam studio Redmax developed an app to help obese children change their eating habits and patterns of behaviour. Obesity is becoming a worldwide problem and the health risks to that group are considerable. It is therefore important to get overweight children to lose weight. This game helps them do that. By linking attainable goals to rewards, their behaviour really changes. The development and deployment of these kinds of mobile games is relatively cheap, but very effective.

Snowballs

Burn victims usually have to undergo extremely painful treatments. The bandage on the wounds needs to be changed very regularly to prevent infections and the damaged skin from sticking to the bandage. It's a very precise job that patients find extremely tedious. The Snow World game provides a solution. When changing the bandage, the patient wears a

pair of Virtual Reality glasses. The patient gets immersed in a snowy world where he or she throws snowballs at penguins and snow men. The game offers relief from pain.

Seniors

The population of the Netherlands is rapidly growing older, which, to put it bluntly, brings with it a number of problems. The more seniors there are, the more people will eventually end up in hospital. At the moment, games are being used to keep the elderly fit.

Soldiers

Soldiers in military hospitals all over the world are recuperating with Dutch game techniques. Learning to walk again after an attack is made possible by a

WANTING TO SCORE WELL IN FRONT OF YOUR COLLEAGUES TURNS OUT TO BE A POWERFUL INCENTIVE TO DO SOME EXTRA STUDYING. specially designed treadmill with a large surrounding screen. Again, playing a game isn't seen as work or exercise, so people are able to train for much longer and with much more intensity. Post traumatic stress victims also benefit from game techniques. Patients relive stressful situations in a safe computer simulated environment and learn to cope with their fears.

Safety

Not only patients, but staff benefit from games and game techniques as well. Vertigo Games in Rotterdam built a real-life simulation for the Rotterdam Eye Hospital to train their personnel in safety procedures. The game has also been made available on iPad, so it is very easy to play. The gamers receive immediate feedback about their results. Surgeons perfect their technique by playing games that are controlled by laparoscopic instruments. Anaesthesiologists test each other and themselves with online quizzes. Wanting to score well in front of your colleagues turns out to be a powerful incentive to do some extra studying. Medical operating teams learn how to communicate better in a simulator and young doctors are taught to suppress stress, which reduces the chances of them making a wrong decision. Health care benefits from a focused use of games. Whether it's about training programs, simulation, educating people, pain relief, behavioural changes or pure distraction, games are multifunctional and are becoming more and more prominent in the health care sector.

COMPANIES Below is a list of some of the companies that are working on serious games and e-learning and health care: RANJ Serious Games Rotterdam Vertigo Games Rotterdam Redmax Rotterdam Dutch Learning Factory Rotterdam ITpreneurs Rotterdam thingks Zoetermeer CLeVR Delft Check the directory (page 22-27) for more information on each company. >>

SERIOUS NEW LEARNING: ROTTERDAM â&#x20AC;˘ 15


Case studies // Health care //SAFETY GAME Developer • Vertigo Games Client • Eye Hospital Rotterdam

1. What is the aim of the game?

<<

"MEDICAL PROFESSIONALS LEARN TO RECOGNIZE AND PREVENT ALL THE BIG RISKS"

The Safety Game was developed to enable the Rotterdam Eye Hospital to train personnel and increase the awareness of safety in an efficient and cost effective manner. In realistic simulations, medical professionals learn to recognize and prevent the main risks related to their daily practice.

2. How did the game come about?

The original idea for the Safety Game emerged when professor Wim Veen of Delft Technical University and Frans Hiddema, director of the Eye Hospital discussed recent developments in their respective fields of game technology and health care. Academic, technological, and health care participants began implementing this idea in 2010. During preproduction, the original concept was elaborated in greater detail by the staff of Vertigo Games in close cooperation with the Eye Hospital. Based on this, various prototypes were implemented and tested. All these experiences were ultimately incorporated in the release version.

3. What were the results?

The game and its implementation led to new insights on safety procedures and demonstrably teaches them to medical personnel. There is a multiple player version for the iPad, which measures player behavior behind the scenes. Throughout the process different gaming sessions were held with hospital personnel, in which surgical and nursing personnel fraternally (but competitively) tackled the simulation's challenges. The Safety Game was developed with the CIMR subsidy from the Rotterdam Media Commission.

16 • SERIOUS NEW LEARNING: ROTTERDAM


//STEPPING STONE

//EVERYONE A FIRST-AIDER

Developer • ITpreneurs CSI Client • Argos Health Care Group and Senior Welfare Link • www.itpreneurs.nl/ programmas/opstap/

Developer • Dutch Learning Factory (part of Dutch Learning Company) Client• IedereenEHBO Link • www.iedereenehbo.nl

1. What is the aim of the product?

To train consumers and professionals in first aid (First Aid for Children, First Aid for Adults, First Aid for Seniors, First Aid during Maternity Care, First Aid for Foster Parents). Low threshold, easy, affordable, has a broad scope and is available throughout Holland. And the training costs are often covered by the insurer. The training sessions and subsequent certification are officially recognized (as the only trainer in Holland approved by the Dutch Red Cross).

Stepping Stone is an application that stimulates seniors to remain (or become) healthy, socially active and self-sufficient. There are endless future possibilities for the app. One can think of direct (video) contact with a senior advisor to ask questions on health care, welfare and the living situation. It can all be done with the iPad.

2. How did the program come about?

Although Apple's marketing is not directed at this target group, the iPad is the ideal computer for seniors. Why? Examples of applications abound (such as reading newspapers or watching TV close up), but above all it is its operation that is quickly understood by everyone; you simply touch that which you wish to see or do. Argos Health Care Group, Senior Welfare, and ITpreneurs recognized the immense possibilities that this device has for this group, and they jointly devised an application to stimulate seniors to remain (or become) healthy, socially active and self sufficient.

3. What were the results?

The first phase of the project was an investigation of the feasibility of developing an application for seniors. By repeated testing with members of the target group we were able to establish the conditions for a successful senior app. The investigation has been satisfactorily completed and we are now in the implementation phase.

1. What is the aim of the project?

//GAME EETGEDRAG (GAME EATING HABITS) Developer • Redmax Client • Redmax

1. What is the aim of the game? The purpose of the game is to support obese children aged 10 to 13 who are in the process of losing weight. The game should establish a link between the health care and the guidance coming from schools, dieticians and clubs. 2. How did the game come about? At this moment there is research being conducted on two fronts into the development of a concept. The guidance provided in the past and the successes booked with serious gaming are being examined on one front. On the other front, the success factors governing weight loss are being examined together with professionals and with children who have had positive and negative experiences with losing weight. The results of both investigations will form the basis of the game.

2. How did the game come about?

We ourselves thought up the concept and implemented it. The customer was central to each phase of the implementation, not the content. What does a trainee expect of this course? Which barriers exist and how can I remove them? How can I exceed the trainee's expectations? The course has been developed around a home by considering the most frequent accidents that occur in and around the home. The attention is therefore directed to the stairs, kitchen, and more. This ties in with the trainee's own perception and experiences – enhancing the course's relevance and leading to better training results. It was an innovative approach for the First Aid market.

3. What were the results?

For the first time in fifteen years, an increase in the number of First Aid practitioners has been observed (as opposed to a yearly 10% decrease), mostly thanks to Everyone a First Aider. Each year, about 30,000 trainees are instructed in First Aid at 200 locations with 120 instructors. The start was on the 13th of February 2010.

//SWEET LAKE RESCUE TEAM Developer • thingks Client • Lange Land Ziekenhuis 1. What is the aim of the project? Digitally registering pain in children aged 4 to 16. This takes place in a gaming environment in which pain scores (VAS scores) are measured and processed on an iPad. Purpose: useful data for doctors, nice game for kids. 2. How did the game come about? Following talks with doctors at the Lange Land Hospital there were discussions about improving the registration of pain levels. But how? We thought that a serious game would be the best way to motivate children to supply data so that the doctors team could build up a better picture of the state of health of their young patients. 3. What were the results? We are currently in the test phase and expect to introduce the game within the Hospital about mid 2013. In the meantime, other hospitals have expressed an interest in the game.

SERIOUS NEW LEARNING: ROTTERDAM • 17


BUSINESS SERVICES

INTRODUCTION

"WHY NOT EXPLAIN THE CHANGES IN A PLAYFUL MANNER?"

Games to Business

Solutions to Business Services In business there is still much to explain. New procedures? Modified legislation? Why not use a game? COMPANIES The following companies, among others, are active in the serious gaming area or in e-learning within business services. ITpreneurs Rotterdam Ranj Serious Games Rotterdam Organiq New Media Rotterdam Zicht Online Rotterdam Identity Games Rotterdam DelftTech Delft Consult the directory at the end of this magazine for more company information.

After a serious reorganization, there is often uncertainty among personnel and customers. What will happen to the usual way of doing business? The organization may have been streamlined, but if it has worked in the same way for years, then a change need not necessarily feel like an improvement for personnel and customers. And there the games pop up again. So why not explain the changes in a playful manner? This is exactly what is happening within a growing number of companies and organizations.

Naturalization

There are naturalization programs, for example, that with the help of gaming techniques have been adapted for use at home. Virtual Naturalization is the name given to online language courses by their developer ITpreneurs and their provider Agens. Because students follow the lessons from home, non-attendance has been almost completely abolished and the results are clearly good thanks to a complete focus on the learning material. Lessons are individually given, but it is also possible to give classroom-style lessons to a group of people spread over different locations.

Schiphol

Last year, the freight handling process at Schiphol Airport was drastically revamped. The new handling process has been named SmartGate by Customs in collaboration with the airport. By having obligatory processes (such as the clearing of goods at Customs)

18 â&#x20AC;˘ SERIOUS NEW LEARNING: ROTTERDAM

take place beforehand, freight handling proceeds more quickly. In order to give SmartGate users more insight into the cargo trade chain and to engage them more in the process, the SmartGate Game was developed. Players must manage the logistics chain, paying attention to speed, efficiency, reliability, and quality. The result? Awareness of the cargo trade chain has enormously increased.

Internal Revenue

Generally the Internal Revenue Service has competent employees who possess a decent amount of knowledge about an often complex subject. But management saw that something was missing, something they called soft competences. These include language skills, people skills, communication skills, management, and leadership; talents other than subject matter and case knowledge. To train these competences, a serious gaming studio developed the game Code 4. It does not play out on the monitor, but around the participants through the use of actors, special purpose websites, telephone calls and emails. By collaborating, researching, and consulting each other, the teams could make progress within the game. There are countless examples of such games to instruct personnel, customers or consumers. These range from personnel trainings with a competitive element to tours taken in virtual cars. Also here, the possibilities are limitless.


Case studies // Business Services

//VIRTUAL NATURALIZATION Developer • ITpreneurs CSI Client • Agens Link • www.itpreneurs.nl

1. What is the aim of the project?

//HEARTWARE THE GAME Developer • Ranj Serious Games Client • Home-fix Singapore / NBDA Asia Link • www.ranj.com

1. What is the aim of the game?

The purpose of the Virtual Naturalization is to create a learning experience that is almost the same as that of a traditional classroom, but within a virtual environment. The main goal of this was to reduce both operating costs and non-attendance. Another goal was to form groups made up of geographically dispersed students.

By means of a mobile game, help the sales force transition from "Smile-GreetThank-You" types to aspiring salespeople. Players are challenged in stages to speak with virtual customers and to come up with good sales advice and a transaction. During the game, knowledge of products is trained at the same time. This knowledge can be directly applied to sales pitches.

2. How did the game come about?

2. How did the game come about?

Agens had already been using ITpreneurs' naturalization methods for some time. Both parties recognized the possibilities and advantages in efficiency that would result from teaching courses in a virtual classroom. The first step was to adapt the learning material for the Virtual Classroom. Next, instructors and students were trained in the new way of learning. Agens teachers took it upon themselves to do the preparatory work by providing the virtual lessons. The pilot study was satisfactorily completed after 6 months and has by now become a standard component of Agens' offering.

3. What were the results?

Participants from various Agens localities took online lessons for 6 months. Attendance was great and all students were present. Students find the new teaching method enjoyable. A major advantage is that a student can easily follow the lessons from his or her own home. This leads to more attendance and lowers the operating costs of the teaching institute.

Ranj developed a serious gaming method for Heartware called "Changing the Dialogue" which allows players to practice and experiment speaking and sales techniques in a safe environment. Cases and content were made in dialogue with the customer. Use of this method quickly leads to playable results while at the same time the game is tailored to the wishes and needs of the customer. HR managers can form teams in their own online environment, track the progress of the players and examine the results. The development process lasts about 3 months from start to a playable game.

3. What were the results?

Assessments reveal that Heartware The Game significantly raises selling ability compared to conventional classroom training. In locations where personnel had played the game, the service excellence rose to 3.5% above the level of other locations which underwent conventional training.

//BEDIENING VAN EEN SCHAKELSTATION (OPERATING A SWITCHING STATION) Developer • DelftTech Client • Manager of the Rotterdam energy infrastructure

1. What is the aim of the game?

The goal was to increase personnel quality so that all kinds of complex procedures could be safely carried out in switching stations.

2. How did the game come about?

The customer manages a range of diverse equipment with which a small team of technicians have to safely work with. The consequences of a mistake are significant. There could be victims, while at the same time a city district could end up without electricity. The customer is also confronted with the retirement of the older experienced guard, which is why education and training is of importance.

3. What were the results?

This involved a pilot done at a switching station together with a number of operations. The pilot was well received and needs to be expanded in the future ('City Game') to a game in which various switching stations influence each other and in which other elements are integrated.

<<

"SERVICE EXCELLENCE ROSE AT THOSE LOCATIONS WHERE PERSONNEL PLAYED THE GAME" SERIOUS NEW LEARNING: ROTTERDAM • 19


MARKETING & COMMUNICATION

INTRODUCTION

Playful Advertising

New marketing & communication

Games can cast a positive light on a product. But the game has to be fun. >> COMPANIES The following companies, among others, are active in the serious gaming area or in e-learning within business services. Zicht Online Rotterdam RNW Conceptdesign Rotterdam dpdk Rotterdam thingks Zoetermeer Consult the directory at the end of this magazine for more company information.

In our daily lives we are surrounded by advertising. Whether on television, radio, or internet, in magazines and newspapers, on billboards alongside the road, you cannot escape its presence. There is nothing wrong with this since advertising is in many ways the grease in the economic machine. But people seem to have become immune to advertising messages. With advergames, you reverse the roles. Correction: with fun advergames you reverse the roles. The consumer actively goes for a brand because "it has such a fun game that all of my friends are playing it too". And we do not, of course, mean an old game in which PacMan has been replaced by a Dr. Oetker pizza or in which a Heinz tomato ketchup bottle does double duty as a cheap Space Invader shooting aliens out of space. No, modern advergames distinguish themselves with original game concepts, good game action, and fine graphics. Above all, they have a social character whereby one press of a button informs all your Facebook cronies of the high score in your last Heineken game.

attraction last year. The amusement park did that with a book, a TV series and an online game. In this way the game became an integral part of the promotion for the park show. With success.

Efteling and Batman

The only thing that counts is whether you can get people to share your opinion. Games help in this respect.

Dutch amusement park De Efteling introduced the new Raveleijn park

20 â&#x20AC;˘ SERIOUS NEW LEARNING: ROTTERDAM

For Hollywood blockbusters millions of dollars are spent on promotion. These days a fixed component of marketing is an online game, and these are often made in the Netherlands. In the last few years we may have played games like Sherlock Holmes, Batman, Wrath of the Titans, Green Lantern and Madagascar. All of them made in Holland.

Audi and enviromental protection

The list goes on. The most disparate brands and organizations profile themselves with a game. It turns out that advergame players rate the associated brand positively. This is good for the advertiser. The fact that one advergame promotes the latest Audi model while another environmental protection game tries to discourage driving, does not matter.

Above: The Rotterdam gaming studio Codeglue makes clothes for the virtual world PlayStation Home. For the Canadian clothing brand UloveGreen, the studio makes a digital version of the real collection. In the virtual world, gamers buy these garments so they can clothe their avatars. This enables UloveGreen to gain name recognition within a group of potential buyers that it can barely approach. Of course the idea is to have female gamers buy not only the virtual world garments, but also the real world stuff. www.codeglue.com


Case studies // Marketing & Communication "THE APP HAS BEEN DOWNLOADED ABOUT 1700 TIMES"

<<

//THE SHARPEST ENTREPRENEUR IN THE NETHERLANDS Developer • Zicht Online Client • De Zaak (Sdu uitgevers)

1. What is the aim of the project?

To have entrepreneurs learn about the De Zaak magazine in an easy accessible and playful manner. The questions are representative of the magazine's editorial style and of the subjects covered.

2. How did the game come about?

In the project we made optimal use of the client' s editorial strength and our own expertise in order to relate the story of De Zaak in a playful manner. Budget was restricted and time was limited. The main conceptual threads had to be quickly worked out. The idea was to hold a knowledge quiz emphasizing De Zaak's professional know-how and to have entrepreneurs become acquainted with the magazine's editorial style. In addition to the quality of the questions, most of the attenton went to the layout and continuous optimization of conversions.

3. What were the results?

The knowledge quiz attracted 3500 visitors, 75% of which took the quiz. 42% of players registered and 10% of these signed up for the newsletter.

//EXPERIENCE THE HARBOR Developer • RNW Conceptdesign together with Aldo Hoeben Client • Stadshavens Rotterdam & Havenbedrijf Rotterdam N.V. Link • www.stadshavensrotterdam.nl/ download-de-app-beleef-de-haven

1. What is the aim of the project?

To inform companies and visitors of developments in the area.

2. How did the game come about?

The developer approached Stadshavens on their own initiative. A year later the entire policy was incorporated in the home application.

3. What were the results?

About 1700 downloads. Companies can find each other and visitors have been informed.

//KARWEI INDOOR RACE Developer • dpdk

dpdk has a 360° camera with which special photos can be made. For the renovated Karwei hardware stores, dpdk conceived and produced a 360° video campaign. Players race through a virtual Karwei store and search in different places for items to decorate their favorite room.

SERIOUS NEW LEARNING: ROTTERDAM • 21


DIRECTORY

Directory E-learning & Serious Game studios

in Rotterdam and surroundings Tens of relevant companies present themselves on the following pages. If you are considering acquiring an e-learning solution or a serious game for your company or establishment, then this is your ideal starting point. >>

aNewSpring WITH ANEWSPRING, YOU CREATE ADAPTIVE COURSES THAT ADAPT THEMSELVES TO EACH STUDENT. AnewSpring is the adaptive learning solution with which designers and authors can easily create and sell courses that adapt themselves to the individual student. ANewSpring also focuses on interaction, gamification and blended learning. More than two hundred leading teachers and training agencies make use of aNewSpring worldwide!

22 • SERIOUS NEW LEARNING ROTTERDAM

Be Involved CONTACT Paul van Helmond, Sales Manager E-mail: paul@anewspring.nl Telephone: +31 (0)10 244 74 60 Website: www.anewspring.nl Address: Kratonkade 21-23 3024 ES Rotterdam (NL)

SOCIAL INTERACTION IS THE FUEL BEHIND THE SERIOUS GAMES OF BE INVOLVED. Be involved makes analog serious games for secondary education and company education. With our games we let players experience learning outcomes in such way that the analog playing materials ensure a focus on interaction, cooperation, and communication.

CONTACT Kees Meershoek, Serious Game Designer – Partner E-mail: cjmeershoek@ beinvolved.nl Telephone: +31 (0)70 206 01 02 Website: www.beinvolved.nl Address: Lulofsstraat 55 2521 AL The Hague (NL)


CleVR RAISE HEALTH CARE PRODUCTIVITY THROUGH INTERACTIVE VR TECHNOLOGY. CleVR is an innovative organization that develops software for the treatment of various anxiety disorders such as airplane anxiety and acrophobia. Our strength is in bridging psychology and technology and in so doing we can provide a complete package for therapists. We not only develop software, but also deliver the hardware and provide training and support.

CONTACT Guntur Sandino, CEO and Business Consultant E-mail: mgsandino@ clevr.net Telephone: +31 (0)85 401 06 30 +31 (0)6 141 188 13 Website: www.clevr.net Address: Molengraaffsingel 12-14 2629 JD Delft (NL)

Common Simplicity Consult GAMES IN THE FIELD OF HEALTH PROMOTION, EDUCATION, AND HRM.

Common Simplicity Consult -Partner in Bewustwording & Waterproof Veranderen represents common, daily simplicity: back to basics! Common Simplicity Consult is a business practice for organizational consulting, coaching & game design situated in Rotterdam and is active in the field of human and social resources development, management and health advancement.

DelftTech

dpdk

FAITHFULLY REPRODUCE AN EXISTING WORK ENVIRONMENT WITH 3D LASER SCANNING IN ORDER TO TRAIN PEOPLE IN SECURITY WITH A 3D SERIOUS GAME.

DPDK DOES SOCIAL, INNOVATIVE AND RELEVANT WORK FOR SMALL AND LARGE BRANDS.

DelftTech has over 10 years' specialized experience in 3D engineering and interactive systems (simulations and games) in the oil and gas industry, energy, infrastructure, architecture, shipbuilding, heritage & archeology, and forensic applications.

CONTACT ir. Willem van Spanje E-mail: wvspanje@ delfttech.com Telephone: +31 (0)6 547 66 926 Website: www.delfttech.com Address: Motorenweg 12 2623 CR Delft (NL)

Develops, offers and provides blended learning courses in all of Holland. By continuously striving for operational excellence, courses (in First Aid, Emergency Services, and Contractor Safety Checklists) can be offered at competitive rates in combination with high customer satisfaction. More than 30,000 courses per year.

CONTACT Beppie van Vliet, director/owner E-mail: b.vanvliet@ commonsimplicity consult.nl Telephone: +31 (0)6 423 712 33 Website: www.common simplicityconsult.nl Address: Oude Kleiweg 65 3043 LE Rotterdam (NL)

CONTACT Pim van Helten, managing director E-mail: pim@dpdk.nl Telephone: +31 (0)10 440 09 60 Website: www.dpdk.nl Address: Calandstraat 5a 3016 CA Rotterdam (NL)

easygenerator

Dutch Learning Company BLENDED LEARNING COURSES IN THE AREAS OF SAFETY, AND HEALTH CARE THROUGHOUT HOLLAND.

Dpdk is a creative digital agency that devises, creates, and develops concepts. In the relationship between our customers and their consumers, we give center stage to a good concept and the right user experience. We give ourselves a direction by listening, doing that which we are good in, and continuing to pursue innovation.

Common Simplicity Consult

ELEARNING AUTHORING SOFTWARE. CONTACT

CONTACT Eugène Kuipers E-mail: Eugene.kuipers@ dutchlearning.com Telephone: +31 (0)10 42 30 600 Website: dutchlearning.com Address: Piekstraat 21 c 3071 EL Rotterdam (NL)

Easygenerator is an online eLearning authoring environment. Our goal is to make authors able to produce better elearning material based on didactical principles, in a way that is easy to understand.

Kasper Spiro, CEO E-mail: K.Spiro@ easygenerator.com Telephone: +31 (0)10 243 60 71 Website: www. easygenerator.com Address: Van Nelleweg 1 3044 BC Rotterdam (NL)

SERIOUS NEW LEARNING ROTTERDAM• 23


E-Semble

Fun 2Change

SIMULATION SOFTWARE FOR THE EDUCATION, TRAINING AND TESTING OF CAREGIVERS.

WE SET ORGANIZATIONS IN MOTION THROUGH BUSINESS GAMING IN THE WORKPLACE.

CONTACT

E-Semble develops simulation software – Serious Gaming – for the education, training and testing of caregivers and accident services such as the fire brigade, police, and medical services. The driving force behind E-Semble is the wish to improve the knowledge and skills of caregivers so as to lower the number of victims of incidents and disasters.

Martijn Boosman, Director of Sales & Business Strategy E-mail: info@e-semble.com Telephone: +31 (0)15 212 52 76 Website: www.e-semble.com Address: Papsouwselaan 119-T 2624 AK Delft (NL)

Identity Games SPECIALIZED IN BOARD GAMES FOR MORE THAN 20 YEARS.

For organizations, we can develop a custom game for each budget, each message, and each target group. A private game can be used as a year-end gift, Christmas gift, anniversary gift, giveaway, incentive, savings campaign, loyalty campaign, training tool, or as part of communication campaigns.

Fun2Change's game masters are experienced professionals who, in a unique manner, help companies to permanently change. We do this not by spending a day in a room, but by organizing a game in the workplace – a game with exercises completely tied to working practice.

CONTACT Patricia van Bergeijk E-mail: info@fun2change.nl Telephone: +31 (0)6 49 251 661 Website: www.fun2change.nl Address: Jan Willem Frisostraat 30b, 3051EL Rotterdam (NL)

InThere Studios CONTACT Jan-Maurits Duparc, Sales and creation E-mail: janmaurits@ identitygames.nl Telephone: +31 (0)10 201 45 55 Website: www. identitygames.nl Address: Heemraadssingel 180 3021 DL Rotterdam (NL)

WE DEVELOP MICROGAMES: SHORT AND POWERFUL SERIOUS GAMES THAT CAN BE USED IN CHANGE AND LEARNING PROCESSES.

We start with the goal, that which we aim to achieve, and we then determine the most efficient method to achieve it. The route is pure and we ensure that no superfluous steps are taken. We restrict ourselves to the essence and whatever is needed to achieve the goal.

CONTACT Daan Groen, Creative Director E-mail: D.groen@inthere.nl Telephone: +31 (0)70 880 00 00 Website: www.Inthere.nl Address: Saturnusstraat 60 2516 AH The Hague (NL)

ITpreneurs

Ivory Lake

ITPRENEURS DEVISES AND DEVELOPS ENDURING MULTIMEDIA LEARNING SOLUTIONS.

3D SIMULATORS, TRAINING APPLICATIONS, MULTI-PROJECTION SOLUTIONS.

ITpreneurs is an organization devoted to the creation and development of learning concepts. We see and experience the rapid rise of multimedia, internet, and mobile devices as an opportunity to improve the personal and social development of people. We see possibilities to inspire and advance people through technology.

24 • SERIOUS NEW LEARNING ROTTERDAM

CONTACT Andrew Alihusain, Business Unit Manager E-mail: andrew@itpreneurs.nl Telephone: +31 (0)10 711 02 60 Website: www.itpreneurs.nl Address: Weena 324-326, 3012 NJ Rotterdam (NL)

Ivory Lake develops high-end 3D simulators and virtual reality training applications for, among other areas, the maritime sector. Following a training with these, specialists can perform their tasks more safely and efficiently. Solutions may vary from desktop applications to 360° projection systems. Example projects include simulators for hoisting cranes, handling of anchors, and dredging.

CONTACT Jean-Paul Franssen, CEO E-mail: info@ivorylake.com Telephone: +31 (0)71 514 77 99 Website: www.ivorylake.com Address: Schipholweg 11 F 2316XB Leiden (NL)


LeQuest

Lucidious

MEDICAL EQUIPMENT TRAINING FOR HEALTH CARE PROFESSIONALS.

LUCIDIOUS MAKES INTERACTIVE LEARNING EXPERIENCES FOR EDUCATION AND TRAINING. CONTACT

CONTACT

LeQuest develops online training to help health care professionals acquire experience and certification in the use of medical equipment. The student learns through virtual instructions how to operate the relevant device. Through an adaptive approach, the wish to become "demonstrably competent" turns into reality in an efficient and motivating manner.

Hicham Shatou, Director E-mail: shatou@lequest.nl Telephone: +31 (0)70 319 35 12 Website: www.lequest.nl Address: Delftweg 69a 2289 BA Rijswijk (NL)

Adapted to needs and tailored to measure, Luciduous is the outfit that translates complex issues to fun and educational games and simulations. Through the use of smart technologies, Luciduous makes powerful and flexible learning experiences for use anywhere and at any time. In this way you work on the competences that you want in the manner that you wish.

MCW Studio’s

New Learning Factory

DIGITAL COMMUNICATION, MULTIMEDIA, 3D AND AUDIO-VIDEO PRODUCTION BUREAU.

CONTACT

MCW Studios is a unique bureau composed of 5 cooperating studios: Internet, Multimedia, 3D Visuals & Animations, Film, and Sound. We have the in-house expertise to make an effective mix of various media, such as internet, social media, interactive media, 3D, and video.

Martin van den Berg, Director E-mail: m.van.den. berg@mcw.nl Telephone: +31 (0)10 452 25 26 Website: www.mcw.nl Address: Willebrordusstraat 126 • 3037 TX Rotterdam (NL)

NEW LEARNING FACTORY SPECIALIZES IN THE DEVELOPMENT OF AFFORDABLE VISUAL E-LEARNING CONTENT. Although a young company, NLF possesses years of experience making e-learning. A combination of specialists in the areas of interactive design, e-learning, e-didactics, film and animation as well as experience with classroom training, ensure the development of practical and effective courses. We make use of "proven technologies" to keep development costs low.

ONWIJS

Organiq

ONWIJS IS A MULTITOUCH SPECIALIST AND DEVELOPS SERIOUS GAMES FOR MUSEUMS AND LIBRARIES, AMONG OTHERS.

ORGANIQ IS A FULL-SERVICE CREATIVE COMMUNICATION AND PRODUCTION OFFICE.

ONWIJS is originally a Rotterdam based company, that is also happy to operate abroad. As a multitouch specialist, Onwijs is regularly asked to develop serious games and learning concepts for multitouch, since multitouch tables contribute significantly to education and communication. Onwijs works together with museums, schools, libraries, government and health care institutions. In all products, the emphasis lies on usability, originality, layout and a purposeful and inventive use of various media.

We are a dynamic company made up of enthusiastic professionals working in multidisciplinary teams. We find it important to deliver added value. The nice thing about our work is that we are allowed to contribute ideas and collaborate on functionally stimulating solutions and expressions. We are a solid, collaborative partner at your side that thinks along with you, implements and cooperates organically.

CONTACT Edith Zuiderent, General Manager E-mail: edith@onwijs.com Telephone: +31 (0)187 643 864 Website: www.onwijs.com Address: Julianastraat 9, 3255 BG Oude-Tonge (NL)

Rob van Rijn, Managing Director E-mail: info@lucidious.nl Telephone: +31 (0)10 244 96 20 Website: www.lucidious.nl Address: Mathenesserdijk 412-F • 3026 GV Rotterdam (NL)

CONTACT Arnold Einhaus, Project manager E-mail: arnold@new learningfactory.nl Telephone: +31 (0)10 842 13 40 +31 (0)6 203 620 71 Website: www.new learningfactory.nl Address: Rembrandtweg 257 2981 CZ Ridderkerk (NL)

CONTACT Andries van Vugt, Director E-mail: andries@organiq.nl Telephone: +31 (0)10 891 72 90 Website: www.organiq.nl Address: Oostplein 224 A-B 3063 CE Rotterdam (NL)

SERIOUS NEW LEARNING ROTTERDAM• 25


Paladin Studios PALADIN IS A GAME STUDIO BASED IN THE HAGUE, WITH A FOCUS ON UNITY GAMES FOR MOBILE DEVICES. Paladin is a game studio based in The Hague. The team develops 3D games for mobiles, tablets, and desktop PCs. Since its inception in 2005, Paladin has been busy with all forms of gaming: serious games, brand games, and entertainment games.

POI Creatives

PRODUCTION OF INTERACTIVE DIGITAL MEDIA. Experienced TV, film, web, and app maker. Generalist with own facilities at broadcasting level.

Redmax

IMPROVE ONLINE CARE THROUGH THE CREATION OF SOLUTIONS AND PROVIDING ADVICE IN THE AREAS OF EHEALTH AND SOCIAL MEDIA.

Redmax helps health care institutions become better online. Based on the cornerstones "Creation" and "Advice", we conceive befitting and creative solutions for health care. We do this in the areas of concepting, creation, e-Health, social media and strategic advice, always with passion for the patients.

CONTACT Derk de Geus, Directeur E-mail: derk@ paladinstudios.com Telephone: +31 (0)71 513 22 22 Website: www. paladinstudios.com Address: Saturnusstraat 60 unit 77 • 2516 AH The Hague (NL)

CONTACT Eelco Romeijn, digital media prod. E-mail: eelco@poicreatives.nl Telephone: +31 (0)10 212 10 68 Website: http://storyboard. me/eelcoromeijn Address: Taxusstraat 20 3061 HT Rotterdam (NL) CONTACT Jan Willem Faessen, Managing partner E-mail: janwillem.faessen@ redmax.nl Telephone: +31 (0)6 557 556 66 Website: www.redmax.nl Address: Westersingel 93 3015 LC Rotterdam (NL)

Redmax

Shareworks DEVELOPMENT OF A UNIQUE WEB PLATFORM FOR PROJECT-BASED HIGHER EDUCATION.

Existing learning environments do not offer good solutions for project-based learning nor for privacy-observing knowledge sharing within and outside the campus. Shareworks wants to solve this with an innovative Software-as-a-Service web platform. Shareworks is a young TU Delft spin-off, recently admitted to Yes!Delft and the Rotterdam Internet Valley.

26 • SERIOUS NEW LEARNING ROTTERDAM

Pixelfarm PIXELFARM CONCEIVES AND MAKES DIGITAL SOLUTIONS THAT COUNT. Pixelfarm conceives and makes startling digital solutions for web, mobile devices, and social media. Think of websites, apps, and games. We do this for, among others, the Erasmus University, Sunweb, and Houthoff Buruma. We believe in digital creativity made relevant for the brand as well as the target audience.

Ranj Serious Games DEVELOPER OF SERIOUS GAMES IN THE AREA OF HEALTH CARE, EDUCATION, AND TRAINING.

Ranj wants to help people and organizations develop in an efficient and enjoyable manner with serious games. We create user experiences in which players are challenged to solve problems. During the game users can experiment, thereby gaining the knowledge and skills to help them confront challenges in real life.

RNW Conceptdesign INTERACTIVE, GRAPHIC, SPATIAL IMAGE ENHANCEMENT AND PUBLIC COMMUNICATION Involved fascination for content and user experience.

Studio Kromhout CONTACT Flip van Haaren, Founder E-mail: flip@shareworks.nl Telephone: +31 (0)6 421 472 07 Website: www.shareworks.nl Address: Schiekade 105 3033 BH Rotterdam (NL)

CONTACT Stephan de Graaf, Creative Director E-mail: stephan@pixelfarm.nl Telephone: +31 (0)180 64 20 60 Website: pixelfarm.nl Address: Bijdorp-Oost 42 2992 LA Barendrecht (NL)

STUDIO KROMHOUT IS A DESIGN AGENCY THAT DESIGNS AND IMPLEMENTS EDUCATIONAL AND PLAYFUL COMPUTER APPLICATIONS.

Studio Kromhout is a design agency that designs and implements educational and playful computer applications. This is done in-house, on commission, as well as in cooperation with third parties.

CONTACT Albert-Jan Pomper, COO E-mail: sales@ranj.nl Telephone: +31 (0)10 212 31 01 Website: www.ranj.nl Address: Lloydstraat 21m 3024 EA Rotterdam (NL)

[conceptdesign]

CONTACT Wouter Storm, pa. E-mail: Wouter@RNW conceptdesign.nl Telephone: +31 (0)6 430 449 06 Website: RNWconceptdesign.nl Address: Schiedamsesingel 217 3012 BC Rotterdam (NL) CONTACT Gerard Kromhout, Founder E-mail: gerard@ studiokromhout.nl Telephone: +31 (0)6 194 081 75 Website: studiokromhout.nl Address: Vijverhofstraat 47, unit 413 • 3023 SB Rotterdam (NL)


thingks

CREATIVE CROSSMEDIA AGENCY. THINGKS INSPIRES, EXCITES, AND TURNS ON.

Thingks is a creative crossmedia agency, expert in the development of memorable concepts and solutions. We blend various media forms to produce the most powerful solution. Thingks inspires, excites, and turns on.

Tygron TYGRON DEVELOPS SERIOUS GAMES GEARED TOWARDS THE CHALLENGES CONNECTED TO AREA DEVELOPMENT.

Tygron makes area development realistic through modern gaming and visualization techniques. Insight is given not only in the here and now, but cause and effect are also calculated in real time. The result is a virtual but realistic 3D world in which stakeholders can play and plan, each one from his own perspective and interests.

CONTACT Maarten van den Heuvel, Project manager E-mail: mail@thingks.nl Telephone: +31 (0)6 418 404 70 Website: www.thingks.nl Address: Innovatiefabriek, Bleiswijkseweg 37 2712 PB Zoetermeer (NL) CONTACT Annebeth Loois, Project manager and trainer E-mail: annebeth@ tygron.com Telephone: +31 (0)6 390 175 41 Website: www.tygron.com Address: Saturnusstraat 60/ U63 • 2516 AH The Hague (NL)

VSTEP

CONTACT VSTEP IS AN INTERNATIONALLY Frank Dolmans OPERATING DEVELOPER OF E-mail: SIMULATORS AND SERIOUS GAMES info@vstep FOR PROFESSIONALS. simulation.com VSTEP makes 3D training applications and Telephone: simulators to train personnel in a practical and cost +31 (0)10 201 45 20 effective manner. VSTEP has a number of core Website: products such as virtual incident training www.vstep (RescueSim), maritime training for civilian and simulation.com military shipping (NAUTIS), and training simulators Address: for security personnel who learn to recognize suspicious behavior of people via a camera, so as to Weena 598 • 3012 CN Rotterdam (NL) prevent terrorist attacks (EyeObserve).

Yes2web YES2WEB, A FULL SERVICE INTERNET AGENCY.

As a full service internet agency, we are specialized in web sites, e-commerce, social media and online marketing campaigns. Yes2Web is affiliated with the Platform Internet Bureaus Nederland, Interactive Advertising Bureau Nederland, and is one of the few parties in the Netherlands that can call itself a Facebook Preferred Marketing Developer.

CONTACT Hans Maltha Managing partner E-mail: hans@yes2web.nl Telephone: +31 (0)10 820 01 40 Website: www.yes2web.nl Address: Kratonkade 9a 3024 ES Rotterdam (NL)

twnkls | augmented reality TWNKLS | AUGMENTED REALITY IS A FULL-SERVICE AR AGENCY.

twnkls | augmented reality is a full-service Augmented Reality agency with a focus on creation, development, production, and implementation of mobile or non-mobile AR application. Edutainment, retail, marketing, construction and industrial firms make up our client base. Twnkls is creative and innovative and has considerable experience and technical knowledge in the area of Augmented Reality.

Vertigo Games

SERIOUS 3D GAME DEVELOPER.

VERTIGOGAMES

Vertigo Games is a serious games developer from Rotterdam that makes simulations, interactive visualizations and virtual training software voor a diverse customer base. By our use of the latest technologies from the games industry, our customers can expect the highest audiovisual quality in their products.

Vuurrood – Communicatie Ontwerp VUURROOD CAN REACH A TARGET GROUP FOR ITS CUSTOMERS USING SPECIAL RESOURCES.

We engage our thinking power to translate our customers' requests for special resources or experiences that can touch our customers' target group.

Zicht online

ZICHT IS A FULL SERVICE AGENCY FOR ONLINE COMMUNICATION

How online can one be? We know that at Zicht like no one else does. We are a full service agency for online communication and we create platforms, campaigns and apps. Zicht conceives, designs, and implements with a realistic view and a creative spirit.

CONTACT Gerben Harmsen, CEO E-mail: gerben@twnkls.com info@twnkls.com Telephone: +31 (0)10 260 02 00 Website: www.twnkls.com Address: Delftsestraat 33 3013 AE Rotterdam (NL) CONTACT Tristan Lambert, directeur E-mail: tristan@vertigogames.com Telephone: +31 (0)10 841 46 23 Website: www.vertigogames.com Address: Mathenesserdijk 412 H • 3026 GV Rotterdam (NL)

CONTACT Hans Foks, Director E-mail: hans@vuurrood.nl Telephone: +31 (0)10 476 35 56 Website: www.vuurrood.nl Address: Korte Hoogstraat 15e • 3011 GJ Rotterdam (NL)

CONTACT Seb van Deursen E-mail: seb@zicht.nl Telephone: +31 (0)10 221 02 00 Website: www.zicht.nl Address: Coolsingel 65 3012 AC Rotterdam (NL)

SERIOUS NEW LEARNING ROTTERDAM• 27


FEATURE

INTRODUCTION

How do you make a game?

Game & App Development in 4 phases There is no fixed method that takes you from concept to game. Nevertheless, most development processes roughly follow the same four phases. >>

For those unfamiliar with the process, the development of a game or app may seem challenging. In this article we explain the basic principles of a typical development process to potential customers. Every process is unique so in the real world you will encounter countless variations on this theme. If the studio starts from software they developed in the past, then the process is simpler. The phases described in this article give a reasonable impression of what you can expect.

Understanding the terms

We first start with a couple of terms that often lead to confusion. Development is one of these. What does it mean in the gaming industry? Simply said: the complete process from idea to implementation. This is different from

28 â&#x20AC;˘ SERIOUS NEW LEARNING: ROTTERDAM

for instance the film industry where development primarily refers to the process of gathering the right people and funds. The actual making of the film takes place after development. In game and app development, the making of the game is an integral part of "development". Another term that elicits problems: the game designer. This is not the person responsible for the looks of the game â&#x20AC;&#x201C; the game artist or art director does that. A game designer designs the game itself, the gameplay, the set of rules that make a game a game. The game designer is in most cases the most important point of contact in a game studio. Which leads us to our four phases. In this description we are going to assume that you have sorted out the financing (how that goes you can read in the following pages).

Phase 1: Pre-production: the sharing of knowledge You know everything about your own area of practice and the e-learning studio knows everything about making games. But developing a serious game or application is done jointly. That is why it is important that the studio acquires as much knowledge as possible about your area of practice and at the same time teaches you the possibilities of games and applications. Armed with this knowledge, both parties can make the right decisions in subsequent phases.

The picture shown above comes from a serious game made for children


Phase 2: The artists make a first draft of the layout of the game or e-learning application based on the concept. This is often not the final look, but is an important tool to see if the client and the studio are on the same wavelength.

Phase 2: Pre-production: concept, prototype, look & feel A concept emerges based on your list of wishes and the experience of the studio. This describes how the game is played and in which way the customer's goals are achieved. Based on the concept, the studio often makes a simple version of the game, a prototype, in a very short time. This will not have a visual dressing (and as a result looks crude), but it does execute the most important rules of the game, it has the main gameplay elements. The prototype allows you to see if the concept works at an early stage. A prototype prevents you concluding that the seemingly brilliant concept did not yield a good game much closer to the game's completion date. Trying to get things right at that stage is often an expensive undertaking. So the important thing to remember is: do not be discouraged by the often simple and even ugly looks of the prototype; instead, you need to determine if the prototype plays the game the way you want it to. Artists will often work in parallel with the development of the prototype to produce their first work. They will try to translate the concept not into gameplay, but into visuals instead. How will the game end up looking? The development of gameplay and the layout go hand in hand – a simulation should not look like a cartoon, and an e-learning application for children cannot look boring.

Phase 3: Game development proceeds partly by trial and error, which means that in the third phase you will regularly receive a new version intended for testing and providing feedback. These different versions are called iterations.

Phase 4: In principle the game or e-learning app is now ready, but this does not complete the process. Also after the launch, it is still possible to make adjustments and in some cases they will be necessary. The game has to, of course, deliver results.

"BASED ON THE CONCEPT, THE STUDIO MAKES A SIMPLE VERSION OF THE GAME: THE PROTOTYPE" Phase 3: Production: Milestones & test versions

Phase 4: Implementation, training & fine tuning

It is usual to agree on a number of so-called milestones. A milestone is the moment when an important part of the development has been completed. This could be the first test version, for instance. Developers usually call it the beta version, often simply abbreviated to beta.

The last phase consists of the deployment of the game or application. Sometimes this amounts to no more than installing it "live" on a server; in other cases the studio deploys a complete installation on location.

The beta would in this case be a playable version that incorporates a large part of the visuals and game elements. A small group of end users – your employees, for example – will test this version. Do they understand the game or application? Do they learn what they have to learn? The technical aspects are also an important part of the test. Are there bugs in the program? Does it work in the way its makers intended? The studio uses the test results to improve the application. This should ultimately lead to a version that is technically and visually compelling and achieves its original design goals.

TIP: The more you teach the studio about your area of practice, the better the app or game will turn out

If it is software that many employees will use, then the studio will often train "power users" who then can explain the application to the rest of the personnel. When a game is given to a large group of users for the first time, there will be a big chance that errors and ambiguities will surface. This is a logical consequence of the fact that it is impossible for a small group of test users to try out all conceivable situations that occur in the application. By executing a final round of corrections and with some fine tuning, the studio will resolve these problems. The development process concludes here unless the game is part of a long and big process.

SERIOUS NEW LEARNING: ROTTERDAM • 29


FEATURE

INTRODUCTION

I want a game, so what's next?

The quotation process: What to look out for? What are the most important points to consider during the quotation process for your serious game or e-learning solution? >> The quotation process for a game or an app will not differ much from that in other developments. As usual, you will check up on the company's experience, its references, the proposal itself, of

course and possibly also the "match". There are, however, three factors in the quotation process for games and e-learning solutions that are more important than usual.

1. The proposed development process. A studio can adopt roughly three approaches to the development of the game or app. For all three there are advantages and disadvantages. 1. Fully custom made Together with you, the studio devises a concept that has never before been implemented, and then makes it. Advantages: Innovation. With a completely new solution for typical problems in your business sector you can boost your competitiveness in one fell swoop. The final result is also completely tuned to the needs of your company. You will have exceptional say in the development process, particularly in the initial phase. At that stage everything is still possible insofar the budget allows it. Disavantages: Risk. Something that works on paper is no guarantee for the final reality. Time overruns are not uncommon in these kinds of projects and undertaking such a project with an inexperienced studio carries extra risk. Finally: the software can only be modified by the developing studio, which can be a disadvantage.

30 â&#x20AC;˘ SERIOUS NEW LEARNING: ROTTERDAM

2. The studio uses its own platform as a foundation This is the most common situation. The studio has completed various projects successfully and uses the knowledge and software from these projects for your own project. The condition for doing this is that the goals you set are achievable with the studio's platform.

3. The studio uses a thirdparty platform By platform we do not mean the basic development tools; almost every game makes use of the same third-party tools (Flash, for instance). Here we mean, for example, an existing online test system that the studio does not develop but configures for your situation.

Advantages: Low risk since the method and the software have already been tested. Faster turnaround, lower costs. Other companies underwent the risk and you reap the benefits of this without paying extra money.

Advantages: Depending on the license costs of the third-party software, this is often a relatively cheap alternative. You can easily switch contractors since knowledge of the software is not exclusive.

Disadvantages: Less innovative and less flexible. The studio may not be open to solutions that cannot be implemented with its platform and will not necessarily give you the best advice in this regard. Also here you are tied to the studio [if you need modifications or enhancements].

Disadvantages: Scarcely any flexibility. The existing platform must completely fulfill your wishes. You may ask yourself if it would not be better to hire someone to do the development in-house so that you are no longer dependent on third parties.


"WHAT WORKS FOR YOUR COMPANY MAY ALSO BE INTERESTING FOR PEERS IN YOUR SECTOR" 2. Who runs the risk?

3. I.P. - Intellectual Property

Just as in any other customer/contractor relationship, things can go wrong during the development of the game or app. By this we do not mean slamming doors and raised voices. It sometimes happens – luckily not often, but still – that midway in the development process, the chosen solution turns out not to be the best one. The certainty that a new concept will work in reality can only be had by the client and studio after the first tests. This may happen after some time and after costs have been made. It is therefore important to make clear agreements beforehand.

IP stands for Intellectual Property. It covers the question of who has ownership of everything thought out by someone, and to what extent this can be protected. This can be of significance in your relationship with a studio.

If the client lays full responsibility on the studio, the studio will then tend to be less critical of the project's test results. After all, it is in the studio's financial interest not to have to do rework. It is sensible to jointly share the risks, especially when both the client and studio both decide to develop a new solution. Some studios jointly agree to exploit a successful new concept, since what works for your firm can also be interesting to peers in your sector. In this way you share not only the risks but also possible benefits. This construction does occur but is more often the exception than the rule.

Above: Entering the contract is a first step in the development process between you and your chosen studio. You can read more in the article that starts on page 28.

Suppose that your company thinks up a clever concept for a serious game. You hire a studio to implement it and it seems to work. Can the studio use the same concept to build a game for another company? No! you exclaim immediately. But was your concept that unique after all? And didn't the studio seriously tweak the idea before it worked? So whose concept is it really? Another issue: you wish to modify the game after two years to conform to new circumstances and new data. The original developer is too busy and says he can do nothing for you. But he will not release the source code, the files that are needed to generate and modify the program. If nothing was agreed upon beforehand, the studio can claim to be in its right and you will then have to go searching for a more expensive solution. So discuss the IP issue during the quotation process, it can after all have an effect on the price.

SERIOUS NEW LEARNING: ROTTERDAM • 31


Serious New Learning Rotterdam, The Netherlands More information? Please contact the Rotterdam Media Commission. +31 (0)10 221 4080 â&#x20AC;˘ info@rmc.rotterdam.nl â&#x20AC;˘ www.rmc.rotterdam.nl

Serious New Learning Rotterdam (English)  

A special magazine showcasing a wide variety of Serious Games and E-learning. Produced by Rotterdam, The Netherlands, one of the worldwide l...

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