Articles
Business Simulation
Executive Summary
From Knowledge Dynamics http://www.knowledgedynamics.com/resourcespapersContent.htm
Early adopters of Business Simulation are using it primarily to enable
strategic change. Business Simulation applications immerse the student
in a simulated environment where he or she can practice tasks to master
skills and gain understanding. Numerous studies have shown that the
learner will achieve higher degrees of retention and cognition than
by other methods of instruction.
Game-Based E-Learning
Gets Real
From Learning Circuits
http://www.learningcircuits.org/2001/jan2001/klaila.html
Trainers, facilitators, e-learning designers, and others engaged in
knowledge development could take a lesson from the computer games industry.
Gaming shows us that long, traditionally tedious, and difficult tasks
can be engaging and fun when they're part of a good story.
True Believers:
Digital Game-Based Learning in the Military
From Learning Circuits
http://www.learningcircuits.org/2001/feb2001/prensky.html
The military has embraced digital game-based learning with all the fervor
of true believers because it works for them. And those in charge of
training at the Pentagon are a very sharp group. They have seen and
evaluated everything.
Games e-learners
play
From Fasttrak Consulting
http://www.fastrak-consulting.co.uk/tactix/features/games.htm
In this article, Clive Shepherd argues the case for simulations and
games as engaging, life-like and highly interactive learning activities
capable of providing the foundation for second-generation e-learning
products that really deliver on the hype.
Theoretical Underpinnings
of games2train's Philosophy
From Games2Train
http://www.games2train.com/site/html/theory.html
This article discusses the academic and theoretical underpinnings of
the approaches used by games2train.com. The company marries computer
games and educational content into a new "Nintendo Generation" approach
to learning. Games2train.com designs business training solutions in
the form of computer and Web-based business training games and game
templates. The underlying principle is that students learn better when
they are having fun and are engaged in the learning process.
Games and Simulations
in Workplace e-Learning Thesis
From Norwegian University of Science and Technology (PDF file) http://www.twitchspeed.com/site/download/thesis_final.pdf
The Internet is becoming natural and necessary for corporations as an
efficient way of communicating with a geographically dispersed workforce.
E-learning will reduce travel expenses and the time needed to roll out
training programs. However, content is often text-heavy with weak interactivity
and many users find e-learning boring. This thesis is written based
on a hypothesis that the use of games and simulations is one way of
making e-learning engaging.
Computer Games
as a Learning Resource
From University of Natal biology Department http://www.und.ac.za/und/biology/staff/amory/edmedia98.html
The goals of this project were to: determine the types of games enjoyed
by first- and second-year biology students; evaluate student opinions
regarding computer games; develop a game based on criteria identified
by students; and assess the role that such a game could play in teaching
undergraduate students. This paper is an overview of this project.
Digital Game-Based
Learning Transforms Military Training
From e-learning Magazine
http://www.elearningmag.com/elearning/article/articleDetail.jsp?id=4065
In this interview, Marc Prensky, the founder, president and chief creative
officer of games2train.com and Corporate Gameware LLC, spoke about digital
game-based learning and its role in the military.
Marines Learn
at the Speed of Doom
From Learning Circuits
http://www.learningcircuits.org/2001/feb2001/doom.html
In addition to allowing its officers and enlisted to play certain military-related
commercial computer games on base computers, the Marines have also been
busy creating some training games of their own. Using a version of the
commercial game DOOM, adapted with the help of Lieutenant Scott Barnett,
Marine fire teams have been training at computer labs in Virginia, Georgia,
and North Carolina, learning battlefield tactics and decision-making.
Examples
Angel Five
From Visual
Purple
http://www.visualpurple.com
Angel Five, from Visual Purple, casts the user as the FBI agent in charge
of a city threatened by a terrorist attack. Familiarizing the user with
threat assessment tactics related to domestic terrorism, Angel Five
provides an overview of the challenges encountered during such a crisis.
Joint Force Employment
http://www.dtic.mil/doctrine/jfe/
Released in May 2000, Joint Force Employment (JFE) is a multimedia CD-ROM
designed exclusively for today's U.S. military to convey the concept
that "Joint Warfare is Team Warfare." JFE represents a true multimedia
environment for joint doctrine education. Select from the computer-assisted
mode or player-controlled mode to create and control large combinations
of forces and compete against state-of-the-art computer artificial intelligence.
Adopt the role of Joint Force Command and tackle 10 scenarios to hone
your knowledge of doctrine. Adjust friendly and enemy forces in four
selectable scenarios to test varying military possibilities.
Qin: Tomb of
the Middle Kingdom
From Learn Technologies Interactive
http://www.learntech.com/products/qin/index.html
This game makes learning history into an exploration. The setting is
the still unopened 2,200-year-old tomb of the First Emperor of China.
The user explores a vast underground city inhabited only by the dead
with massive walls, gates, courtyards, arched bridges, painted palaces,
alcoves with art treasures, and rock-hewn corridors guarded by a life-size
army of clay figures. The user can consult the encyclopedia on ancient
China that explains each of the objects, with hot links to related topics.
There is also a translator for the written characters. Navigation is
easy and a locator map shows you where you have been and what you have
not yet seen.
The Logical Journey
of the Zoombinis
From TERC
http://www.terc.edu/TEMPLATE/products/item.cfm?ProductID=33
This bundle of 12 mathematics games teaches math concepts to children
eight and up. As they solve the puzzles to reach Zoombiniville, children
can develop skills in data analysis and sorting, hypotheses formation,
graphing, logical reasoning, statistical thinking, pattern recognition,
and set theory. The game is designed around an escape story - the Zoombinis
were a happy group of creatures (somewhat similar in appearance to the
old Mr. Potato Head), whose island is taken over by the Bloats. The
user's job is to help them in their escape.
Train Dispatcher
From Signal Computer Consultants
http://www.softrail.com/railsof.html
Train Dispatchers are the air traffic controllers of the railroads,
controlling movement of trains over large track territories. This game
simulates the gargantuan routing tasks a real-life dispatcher faces
daily. There are seven territories automatically installed with Train
Dispatcher 3 and more than 435 supplementary territories (215 are free)
currently available with each having its own unique set of problems.
With new territories being added periodically, the challenges continue
to mount.
SimHealth
http://www.mcli.dist.maricopa.edu/proj/sw/games/index.html
Download: http://oberon.spaceports.com/~semerex/simab/games/files/simhealth.zip
The Markle Foundation worked with Maxis and Thinking Tools in 1993 to
produce SimHealth, a computer-based simulation of health care policy
in the United States. A national health care system is extremely complex
and balancing the needs of citizens, the medical community, and insurance
companies is no easy task. SimHealth gives the user a chance to patch
up the current U.S. system, or create a new and unique system. After
the user declares values (balancing Liberty against Quality and Community
against Efficiency) new policies are created and existing ones changed.
The player must come up with answers to complex questions such as: How
will medical costs be controlled? What benefits will be provided as
part of the standard coverage? From what sources will insurance companies
receive their funding? Segments of each community suffer or flourish
as a result of these decisions and you are judged on the basis of whether
the policy decisions made are in line with the personal values you declared.
Companies
Games2Train
http://www.games2train.com/site/default.html
The company
focuses on using the game-based learning approach for corporate training.
Its goal is to foster the ability to marry the fun of playing a video
or computer game together with the information needed to accomplish
training objectives, getting away from the traditional "tell-test" method
of learning and focusing on question-led or task-led game-based learning.
Clients include Manhattan, American Express, IBM, Reuters, and Bankers
Trust.
Imparta
http://www.imparta.com/
Creator of Strategy Co-Pilot, a simulation game with an excellent coaching
feature, UK-based Imparta combines sophisticated computer game technology
and artificial intelligence with leading-edge business content. The
programs are developed in conjunction with major international companies
and allow managers to develop business skills through accelerated experience
in a highly realistic setting. The software can be used for self-paced
learning, or integrated into facilitated workshops that apply the learning
to real-life problem solving.
Knowledge Dynamics
http://www.knowledgedynamics.com/
Knowledge Dynamics is a developer, consultant, and tool provider for
advanced training simulations, integrated performance support applications,
and entertainment applications. The suite of tools is based on open
standards for Web-based and stand-alone delivery.
MÄK Technologies
http://www.mak.com/
MÄK Technologies is a leading provider of simulation networking software,
covering aspects of distributed simulation, from Web-based training
to computer-generated forces. MÄK offers a full suite of commercial,
off-the-shelf products including the best-selling VR-Link simulator
networking toolkit and VR-Forces, a flexible toolkit for creating AI
controlled virtual players. MÄK extends beyond commercial software to
customized low-cost training games using low-cost PCs, the power of
Internet technology and the interaction of video games to teach decision-making,
reinforce team-tactics, and perform mission rehearsal. MÄK's worldwide
defense customers include Boeing, Lockheed-Martin, Northrop-Grumman,
Raytheon, Alenia Marconi Systems, and Mitsubishi.
Management Possible
http://www.managementpossible.com/
The company offers management-skills training immersed in a spy game.
Course material is taught as the user navigates the game. The user becomes
a secret agent who must successfully complete a mission by learning,
integrating, and applying management skills, thereby saving the mythical
Nohital Corporation and defeating the evil Hand of Chaos. Users improve
management skills while impressing colleagues with an agile spy persona
and awesome, evil-killing knowledge put to the task. Competencies can
also be taught by live instructors in intensive 2- to 3-day modules
and can include coaching tutorials.
The Masie Center
http://www.masie.com
The Masie Center is an international e-lab and think tank dedicated
to exploring the intersection of learning and technology. It is focused
on these key areas: how people and organizations leverage technology
as a tool for learning, knowledge, and performance; the best practices
for implementing e-learning and other models of digital collaboration;
exploring the behavioral and cultural assumptions behind learning; changes
around the globe; how organizations absorb technology into their culture;
how technology works from a behavioral point of view. The company offers
keynote presentations and consulting services for organizations that
are either implementing new learning solutions or companies that are
developing/refining products for the learning marketplace.
Maxis
http://www.maxis.com
A brand of Electronic Arts, Maxis gives the user the ability to create
- virtually - a home, furnishings, family, and career. The Sims has
an established community that shares some of their creations, from love
stories to dysfunctional diaries. From the makers of SimCity, this simulation
focuses on controlling people instead of cities. As stated in a review
by USA Today, "We have met 'the Sims,' and they are us."
MBA Games
http://www.mbagames.com/default.htm
A specialist in interactive management development and training games,
simulations, and scenarios for executive development played on the web,
MBA Games provides a choice of three management skills and management
training games - Conglomerate, Team Leadership, and Test Your Management
Skills.
Monte Cristo
http://www.montecristogames.com/Us/home/intro.htm
Most notable in terms of learning simulations from Monte Cristo is Gadget
Tycoon, which allows the user to start a company with research, manufacturing,
marketing, and administration departments. The product is expected to
launch by the end of 2001.
Ninth House
Networks
http://www.ninthhouse.com/home.htm
Ninth House Network is a broadband multimedia-learning network providing
online business skills and learning programs to Fortune 500 companies
and government agencies. It currently offers six online learning channels
accessible from the corporate desktop: leadership, management, team
effectiveness, communication, project management, and business essentials,
each of which includes various courses on the topic. Ninth House creates
personalized, highly interactive, and cinematic learning experiences
using teaching techniques such as story telling, role-playing, simulations,
complex behavioral modeling, streamed videos, personalized mentor reinforcement,
and case studies. Major clients include Hewlett Packard, Intel, TechData,
First Union National Bank, Texaco, Black & Decker, Empire Blue Cross/Blue
Shield, MediaOne, U.S. Navy, the State of New Mexico, Software Spectrum,
Excite@Home, ConEdison, Insight Direct, and the U.S. Department of Justice
SimuLearn
http://www.simulearn.net/
SimuLearn offers the design and creation of simulation software for
teaching business soft skills. SimuLearn has created an engaging, experiential
simulation that transforms traditional e-learning methods. The user
"attends" meetings with staff and bosses and many factors determine
the relationships and levels of success.
Star Chefs
http://www.starchefs.com/about_us/html/games.html
Targeting tech-savvy Generations X and Y, Star Chefs offers a distance-learning
program for hospitality and foodservice operators enhanced with numerous
game-based models and simulations focusing on three areas: food safety,
restaurant profitability, and sexual harassment. Clients include American
Express, Maytag, and Evian.
TeleBeans
http://www.telebeans.com/
TeleBeans, a bioscience e-learning company, is in the production phase
of NanoWorld, an e-learning game that will teach protein science from
beginner to professional levels.
think3 Educational
Grant Program http://monkeywrench.think3.com/news/newsThinkStartL3.html
Think3, is an upstart design software company which, like Star Chefs,
is targeting younger users to its 3D software. Central to the company's
strategy is The Monkey Wrench Conspiracy, an intergalactic game-based
learning tutorial where in order to beat the evil Dr. Monkey Wrench,
players must progressively learn and use advanced 3-D design skills.
To evangelize 3-D, think3 also launched an educational grant program
to establish 3-D game-based learning labs in schools and universities.
The plan is to convert design students into "Monkey Wrenchers," so they're
more likely to remain loyal to think3 software when they advance into
professional careers.
Transmedia,
Inc.
http://www.objection.com/
TransMedia develops computerized courtroom simulations designed for
trial attorneys and approved for CLE (Continuing Legal Education) credit
in 18 states. TransMedia offers the popular trial skill games Objection!
as well as the following: Civil Objection! Autoneg; Civil Objection!
SlipFall; and Expert Witness!. TransMedia provides users with engaging
learning programs that are designed to sharpen evidentiary skills and
expand working knowledge of the rules of evidence.
Visual Purple
http://www.visualpurple.com/
Creators of Angel Five and other video-based simulation training games
for the government and military, Visual Purple's interactive simulations
sport comprehensive support materials and user-determined decision points
affecting the outcome of the story line -- all within a randomized,
dynamic construct. Since its inception in 1997, Visual Purple has primarily
focused on United States government clients (Defense and Justice departments).
The company's future growth additionally targets corporate and consumer
markets in 2000, offering Advanced Distance Learning solutions using
the Application Service Provider model: hosting, maintaining and managing
access to clients' training applications over secured networks.
WILL Interactive
http://www.thewillway.com
WILL Interactive produces and distributes interactive movie virtual
experience software for training, education, entertainment, and lifestyle
decision-making. Products are deliverable via Internet/Intranet, CD-ROM,
DVD, and interactive television.
General
Resources
American Society
for Training & Development
http://www.astd.org/
A leading
association of workplace learning and performance professionals, ASTD's
70,000 members come from more than 100 countries and 15,000 organizations.
Army Game Project
http://www.armygame.com/
The U.S. Army recently provided the NPSNET Research Group with multiyear,
multimillion-dollar support to build training and evaluation systems
atop video game technology. The Army Game Project will have two intertwined
game titles (one 3-D, one 2-D) that will share art resources and allow
character migration. It says the scope and distribution model for this
project will turn the game publishing industry on its ear. Michael V.
Capps, Ph.D., is producer and designer of the project. See his Web page
here: http://www.cs.nps.navy.mil/people/faculty/capps/
Computer-Based
War Gaming
http://www.mcu.usmc.mil/Decision/cbwc.htm
A listing and links to reviews of computer games currently being evaluated
by TECOM Technology Division of the United States Marine Corps.
Gamasutra
http://www.gamasutra.com
This is where experts from companies like Electronic Arts, Nintendo,
and Valve gather to feed their minds with fresh content updated daily,
discuss new gaming methods and technologies, and brainstorm via threaded
discussion groups. Since 1997, Gamasutra has been the premier Web portal
for game developers. Gamasutra has game designers, programmers, digital
artists, animators, producers, audio engineers, and management and marketing
specialists as signed members.
International
Game Developers Association
http://www.igda.org/
The IGDA is the independent, non-profit professional association for
developers of interactive entertainment. The mission of the group is
to build a community of game developers that leverages the expertise
of its members for the betterment of the industry and the development
of the art form.
Learning Circuits
http://www.learningcircuits.org/
This is a resource for news and in-depth articles submitted from numerous
sources - from professors to business leaders - in conjunction with
the American Society for Training & Development (http://www.astd.org/),
a leading association of workplace learning and performance.
Training Supersite
http://www.trainingsupersite.com/
This is a massive site comprising a training mall, publications center,
research, and links to many U.S.-based training sites.
Government
Reports
Opportunities
for Collaboration Between Defense and Entertainment Research Communities
from the Committee on Modeling and Simulation http://www.nap.edu/html/modeling/
In this 1996 paper, a subcommittee of the National Research Council
documented the key barriers to greater collaboration between game developers
and designers.
Schools/Academia
DigiPen
http://www.digipen.edu
In January 1998, building on the success of the Vancouver campus, DigiPen
opened the DigiPen Institute of Technology in Redmond, Washington. It
is the first school in the world to offer degree-granting programs for
video game programming. Claude Comair established DigiPen in 1988. In
1994, after several years of teaching 3-D computer animation production,
the DigiPen Applied Computer Graphics School officially accepted its
first class of video game programming students. The two-year video game
programming diploma course was the first of its kind in North America.
Offered in co-operation with Nintendo of America, this program was created
to address the need of the industry to have a formal source of qualified
personnel. The following year, DigiPen implemented a revised two-year
3-D computer animation diploma, from which students' work continues
to receive awards by many international film festivals as well as industry
organizations.
Institute for
Creative Technologies
http://www.ict.usc.edu/
In 1999 the U.S. Army awarded a five-year contract to the University
of Southern California to create the Institute for Creative Technologies
(ICT) and establish a unique partnership to develop advanced modeling
and simulation technologies to better train soldiers for future peacekeeping
missions. The ICT's mandate is to enlist the resources and talents of
the entertainment and game-development industries and work collaboratively
with computer scientists to advance the state of immersive training
simulations. The ICT works with the entertainment industry, game developers,
and the computer science community as well as several of USC's schools,
including the School of Cinema-TV and its Entertainment Technology Center,
the School of Engineering and its Information Sciences Institute (ISI)
and Integrated Media Systems Center (IMSC), and the Annenberg School
of Communication.
Books
(Links provide point of purchase)
Digital Game-Based
Learning
By Marc Prensky http://shop.barnesandnoble.com/booksearch/isbnInquiry.asp?isbn=0071363440
Recognizing
that people respond more effectively to speed, fun, and graphics, Marc
Prensky's approach melds the engagement of fast-paced video games with
serious business content to create better and more engaging training.
This book expands on his technique by explaining what digital game-based
learning is, why it is different and better, why it's not just another
fad, where it can be used, and how to implement it. It cites case studies
based on visits to companies who have already successfully utilized
this training methodology.
The Art of Computer
Game Design
By Chris Crawford
Online version: http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html
This online version of the text was originally composed in book
form in 1982. When searching in 1997 for literature on the nature of
gaming and its relationship to narrative, Prof. Sue Peabody learned
of The Art of Computer Game Design, which was then long out of
print. Prof. Peabody requested Mr. Crawford's permission to publish
an electronic version of the text on the web to make it available to
her students and to others interested in game design.
Game Architecture
and Design
By Andrew Rollings, Dave Morris http://www.coriolis.com/store/product.asp?sku=730
This book teaches design, architecture, and management - the things
programmers need to know before they can even begin writing code. It
provides real-life case studies of what works and what doesn't and takes
the reader through all the necessary game creation steps, from seeing
a game idea on paper to actually implementing that idea.
Conferences
Game Developers
Conference 2002, March 19-23 in San Jose, CA
http://www.gdconf.com/
For more than a decade, the Game Developers Conference has been the
independent and unbiased forum where game development professionals
from around the world gather to share ideas and build the skills the
industry needs. Innovative companies in the industry will be demonstrating
the latest in technology, services, and products. Industry professionals
lead more than 300 lectures, tutorials, panels, and roundtables covering
all aspects of game development for all platforms and all genres.
E3 Expo, May
22-24, 2002 in Los Angeles, California
http://www.e3expo.com/
The Electronic Entertainment Expo (E3) is the world's largest trade
event exclusively dedicated to showcasing interactive entertainment
and educational software and related products.