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PROFESSIONAL GAMING
BASED UPON THE 3DE5 FRAMEWORK
A hybrid Game to engage participants of AFCEA TechNet 2016
Starting by registration, Ending at the ss Rotterdam
THE MIGRATION TO ACTION LEARNING
Professional Gaming
Work experience
Training and exercising
Working group
Thesis
College
Reading
Retention value
K S A E
Action Learning
• The effectiveness of classical
learning methods is not
convincing
• Interaction is a necessary
condition for involvement
• The digitalization of learning is
powerful as an extra dimension
for cognitive issues
• Action Learning is dependant of
challenging cases as part of a
storyline
THE LONG TERM VISION
THE BENEFITS OF A VIRTUAL 25TH HOUR
• The complex task environments of organisations
demand for new approaches for learning and
development
• Action Learning and online Scenario Building
• Professional Gaming is a mixture of simulation
and gameplay
• Relevance, actuality en flexibility are keywords
• A game covers a certain period parallel to reality
• The concept of the 25th hour, seductive
involvement in an alternate reality’ for informing,
learning and developing
ORGANISATIE POLICY DEVELOPMENT 2.0
A COMBINATION OF REAL TIME INTELLIGENCE AND REAL TIME POLICY DEVELOPMENT
1. Policy:
The paper
reality
Practice:
The empirical
reality
2. Social Media
The digital reality
3. Gaming:
The simulated
reality
• The policy cycle of organisations
challenged by a a complex task
environment and political sensitivity
requires the capacity to fore play of
possible realities
• Gaming can add an extra
dimension as supplement of the
empirical, policy driven and digital
approach of reality
• The essence van gaming is to get
engagement and commitment of
participants by using virtual realities,
to stimulate cognition and skills in
order to get sustainable learning
results
PROFESSIONAL GAMING
• Efficient added value of an Alternate Reality
based upon the 25/7 philosophy
• The investment is 1 hour par day and night, making use
of the human ability of multi-tasking
• Continuous exchange between Reality and
Virtuality
• Due to the availability of mobile devices
• Games and simulations stimulated by powerful
storylines
• The possibility of real time interventions in order to
respond at events or incidents in reality life
• Competition: Players and counter players
• The possibility of user generated content
• Collaboration within different teams
ESSENTIALS OF A PROFESSIONAL GAME6
Characteristics of games:
• A Purpose
• A learning goal
• A development
• Barriers
• Challenges
• Levels
• Rules
• Partly direct available
• Partly to discover by playing
• Feedback
• Every round
• At the end
• Modes:
• Single user
• Multi user
• Voluntary participation
• Immersion
• Tension and addiction
Effects of gaming:
• Breakthrough physical boundaries
• Playing with time dimension
• Purpose and Meaning
• Motivation
• Creativity
• Team play and counter play
• Structure and Rules
• Temporary completeness
• Development
• Influence of Dopamine
A GAME FOCUSSED ON DECISION
MAKING AT TACTICAL LEVEL
• The target groups of the gameplay are
tactical managers in different
organizations;
• The focus is at the decision making process;
• The challenge is conditioned by the need
to face opponents, to make analyses of
the events in the time line and to
collaborate or negotiate with partner
organizations;
• The aim is to optimize the levels of the
Essential Five of the 3DE5 Framework
A GENERIC BEHAVIOURAL THEORY
3DE5
Three D’s or 3T’s:
1. Doelen
>Targeting
2. Denken
>Thinking
3. Doen
>Transaction
Five Essentials
1. Body
2. Cooperation
3. Status
4. Identity
5. Knowledge
15 Fundamentals
Think Pattern
Autodigma
Automotive
Goals
Person
Organisation
Behaviour
Group
digma
Group
motive
Situation
Desired
Undesired
THE 3DE5 FRAMEWORK
• Different tools
• Action Learning and Business Simulations
• Autodigma
• Goals and Personal ambitions
• Group digma
• The meaning of fundamental behavioural patterns
• Automotions
• The connection between Ratio en Emotions
• De Middle way
• Using the balance of effective behaviour
GAME MECHANICS
• Game mechanics are necessary to make a game
attractive and immersive
• An attractive game will stimulate learning effects because
cognition is interfered with behavioural skills
• We use a scheme with three main categories and six sub-
categories
• See: http://www.transreality.com/
• In the games for the safety domain we use mainly the
following mechanisms:
• Battle Players and counter players
• Queeste A survey to complex solutions
• Trade Negotiations between parties
Progression
Track
Queeste
Action
Adventure
Battle
Composition
Trade
Puzzle
CIRCULAR STORYLINES
• Cases from the occupational practice
• Decomposition
• Manipulation of time
• Focussing on dilemmas
• Enlargement of effects and outcomes
• Input of players
• Assignments
• Action and counter action
• Motivation
• Reflection
• Unforeseeable storylines
THE 3DE5 PLATFORM / ENGINE
FOR PROFESSIONAL GAMING
Beheer game
Tijdlijn en scoreboards
Kaart met gebeurtenissen
Gaga Community

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Pres professional gaming ipeek foundation pdf

  • 1. PROFESSIONAL GAMING BASED UPON THE 3DE5 FRAMEWORK A hybrid Game to engage participants of AFCEA TechNet 2016 Starting by registration, Ending at the ss Rotterdam
  • 2. THE MIGRATION TO ACTION LEARNING Professional Gaming Work experience Training and exercising Working group Thesis College Reading Retention value K S A E Action Learning • The effectiveness of classical learning methods is not convincing • Interaction is a necessary condition for involvement • The digitalization of learning is powerful as an extra dimension for cognitive issues • Action Learning is dependant of challenging cases as part of a storyline
  • 3. THE LONG TERM VISION THE BENEFITS OF A VIRTUAL 25TH HOUR • The complex task environments of organisations demand for new approaches for learning and development • Action Learning and online Scenario Building • Professional Gaming is a mixture of simulation and gameplay • Relevance, actuality en flexibility are keywords • A game covers a certain period parallel to reality • The concept of the 25th hour, seductive involvement in an alternate reality’ for informing, learning and developing
  • 4. ORGANISATIE POLICY DEVELOPMENT 2.0 A COMBINATION OF REAL TIME INTELLIGENCE AND REAL TIME POLICY DEVELOPMENT 1. Policy: The paper reality Practice: The empirical reality 2. Social Media The digital reality 3. Gaming: The simulated reality • The policy cycle of organisations challenged by a a complex task environment and political sensitivity requires the capacity to fore play of possible realities • Gaming can add an extra dimension as supplement of the empirical, policy driven and digital approach of reality • The essence van gaming is to get engagement and commitment of participants by using virtual realities, to stimulate cognition and skills in order to get sustainable learning results
  • 5. PROFESSIONAL GAMING • Efficient added value of an Alternate Reality based upon the 25/7 philosophy • The investment is 1 hour par day and night, making use of the human ability of multi-tasking • Continuous exchange between Reality and Virtuality • Due to the availability of mobile devices • Games and simulations stimulated by powerful storylines • The possibility of real time interventions in order to respond at events or incidents in reality life • Competition: Players and counter players • The possibility of user generated content • Collaboration within different teams
  • 6. ESSENTIALS OF A PROFESSIONAL GAME6 Characteristics of games: • A Purpose • A learning goal • A development • Barriers • Challenges • Levels • Rules • Partly direct available • Partly to discover by playing • Feedback • Every round • At the end • Modes: • Single user • Multi user • Voluntary participation • Immersion • Tension and addiction Effects of gaming: • Breakthrough physical boundaries • Playing with time dimension • Purpose and Meaning • Motivation • Creativity • Team play and counter play • Structure and Rules • Temporary completeness • Development • Influence of Dopamine
  • 7. A GAME FOCUSSED ON DECISION MAKING AT TACTICAL LEVEL • The target groups of the gameplay are tactical managers in different organizations; • The focus is at the decision making process; • The challenge is conditioned by the need to face opponents, to make analyses of the events in the time line and to collaborate or negotiate with partner organizations; • The aim is to optimize the levels of the Essential Five of the 3DE5 Framework
  • 8. A GENERIC BEHAVIOURAL THEORY 3DE5 Three D’s or 3T’s: 1. Doelen >Targeting 2. Denken >Thinking 3. Doen >Transaction Five Essentials 1. Body 2. Cooperation 3. Status 4. Identity 5. Knowledge 15 Fundamentals Think Pattern Autodigma Automotive Goals Person Organisation Behaviour Group digma Group motive Situation Desired Undesired
  • 9. THE 3DE5 FRAMEWORK • Different tools • Action Learning and Business Simulations • Autodigma • Goals and Personal ambitions • Group digma • The meaning of fundamental behavioural patterns • Automotions • The connection between Ratio en Emotions • De Middle way • Using the balance of effective behaviour
  • 10. GAME MECHANICS • Game mechanics are necessary to make a game attractive and immersive • An attractive game will stimulate learning effects because cognition is interfered with behavioural skills • We use a scheme with three main categories and six sub- categories • See: http://www.transreality.com/ • In the games for the safety domain we use mainly the following mechanisms: • Battle Players and counter players • Queeste A survey to complex solutions • Trade Negotiations between parties Progression Track Queeste Action Adventure Battle Composition Trade Puzzle
  • 11. CIRCULAR STORYLINES • Cases from the occupational practice • Decomposition • Manipulation of time • Focussing on dilemmas • Enlargement of effects and outcomes • Input of players • Assignments • Action and counter action • Motivation • Reflection • Unforeseeable storylines
  • 12. THE 3DE5 PLATFORM / ENGINE FOR PROFESSIONAL GAMING Beheer game Tijdlijn en scoreboards Kaart met gebeurtenissen Gaga Community