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Playing to Win: Serious Games for Business--Phaedra Boinodiris
Pages 105-112

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From page 105...
... Agile businesses achieve 10–15% higher margins, up to 5% faster revenue growth, and up to 38% higher capital efficiency.1 Agility requires enterprise visibility, operational dexterity, and process integrity. Visualization, motivation, and collaboration are the components of 1  TM B Business Agility, BTM Corporation 2010 (www.btmcorporation.com)
From page 106...
... Serious games, designed for a primary purpose other than entertainment, focus on clarifying goals, excising irrelevant information, and developing tangible, measurable improvements in a particular activity or task. They create realistic environments for testing strategies, tactics, theories, and ideas, leveraging the best aspects of games to make modeling, prototyping, experimenting, training, and skill acquisition faster, cheaper, more enjoyable, and more visible.
From page 107...
... In a serious games approach, participants sort and understand real data, analyze real issues, and test real potential solutions, applying variables that can be adjusted and readjusted for different approaches. Game play preserves engagement while focusing players on important concerns and helping transform their assumptions, skills, and behaviors.
From page 108...
... Potentially hazardous work benefits from simulations in which mistakes can be made without causing actual damage or endangerment and then evaluated for future learning. Serious games techniques can also help optimize military supply chains.
From page 109...
... Simpler puzzles can also be used to explain complex systems such as molecular structures, as in the Foldit example cited earlier. This is the hardest step of the five, and unfortunately few people realize just how hard it is.
From page 110...
... The Game Developer's Conference in San Francisco, E3 (Electronic Entertainment Expo) , and the East Coast Game Conference in Raleigh, North Carolina, are fantastic venues to learn about innovation in entertainment games.
From page 111...
... Do they look engaging? Did the staff correctly match the right kind of game experience to what they are trying to teach, or did they instead create chocolate-covered broccoli -- merely creating an attractive cover (gaming)
From page 112...
... But gaming requires more than business leaders interested in adding experience points and digital merit badges to individuals who answer the most emails. It requires an investment of time and resources from a panoply of contributors -- scientists, researchers, visionaries, futurists, game designers, game developers, game testers, gamers themselves, citizens, media, political leaders, informed business leaders, artists, science fiction writers, popular science writers, universities, academia, lobbyists, and educators.


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