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How to play I – Presenteren op de werkvloer

How to play:

In dit artikel vertellen game designers Yannick en Ingrid je over de kracht van het weglaten van bepaalde informatie in een presentatie.

Presentaties geven is stiekem best tricky. Het liefst wil je natuurlijk dat alle luisteraars op het puntje van hun stoel zitten, maar soms moet je nu eenmaal taaie stof overbrengen. In deze miniserie vertellen wij jou hoe je jouw presentaties speelser, leuker én meer engaging kunt maken. 

De slide op slot: maak een mini-escape room

Het juist interpreteren van grafieken en data tabellen in presentaties kan best lastig zijn. Uiteraard doe jij je best om deze materie goed toe te lichten, maar je kunt mensen er natuurlijk ook mee laten spelen. Hoe dan? 

  • Maak een slide met een groot slot icoon
    Je collega’s of luisteraars leren zo dat er eerst iets zal moeten gebeuren voordat de presentatie verder gaat.
  • Maak een hand-out van de informatie waarvan het belangrijk is dat mensen deze begrijpen, maar laat een gedeelte van de informatie weg
    Je collega’s of luisteraars moeten de weggelaten delen afleiden uit de rest van de informatie, waardoor ze actief over de stof moeten nadenken.
  • Stel een concrete vraag op
    Laat je publiek weten wat je van ze verwacht. Wat is precies de informatie die ze moeten achterhalen om de volgende slide vrij te spelen? Zorg ervoor dat je concrete vraag duidelijk is en bijvoorbeeld op de slide staat bij het slot icoon.
  • Zet een timer
    Tijdsdruk maakt niet alleen spannend, maar zorgt ook voor efficiëntie.

Meer tips?

Meer tips? Houd dan onze Linekdin in de gaten. In het volgende deel van deze serie leren we je hoe je een rollenspel toepast in je meetings.

Interested or in need of a custom game? Get in touch!

You can leave your question and contact details with us and we will contact you as soon as possible!

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De kracht van Serious Gaming – Employer Branding

De kracht van serious gaming: Employer branding

In deze blogreeks 'de kracht van serious gaming' worden relevante en actuele onderwerpen besproken. Hoe kan serious gaming bijdragen aan het oplossen van vraagstukken in relatie tot de onderwerpen?

De kracht van serious gaming - Employer branding

Employer branding is hot topic! Hoe trek je de juiste werknemers aan in deze krappe arbeidsmark? En hoe zorg je ervoor dat huidige werknemers zich verbonden voelen met je bedrijf? Kan serious gaming een oplossing bieden voor deze vragen? Wij geloven van wel!

Wat is employer branding?
Employer branding, ook wel het werkgeversmerk, is de reputatie die de werkgever op de arbeidsmarkt heeft. Op dit moment liggen de banen in veel sectoren voor het oprapen. Daarom is het niet alleen belangrijk dat je nieuwe werknemers aantrekt, maar ook dat je huidige werknemers tevreden houdt.

Momenteel wordt er door veel bedrijven actie ondernomen op dit vlak. Je ziet de mooiste bedrijfsverhalen en video’s voorbijkomen. Maar heb je ooit gedacht aan het inzetten van een serious game voor employer branding?

Ingrid Weerts, game designer bij de Fresh Game Studio, heeft al meerdere keren ervaren dat een serious game heel effectief kan zijn voor employer branding! “Een serious game maakt je als bedrijf snel onderscheidend van de rest.” Over het algemeen zijn mensen makkelijker over te halen om een game te spelen, dan om naar een presentatie te luisteren. In een markt waarin iedereen mensen zoekt, moet je nou eenmaal opvallen zijn. Je komt er niet meer mee weg om het praatje te houden dat je altijd gedaan hebt. Je moet iets unieks doen.

Als Fresh Game Studio hebben wij al meerdere unieke games mogen ontwikkelen voor onze opdrachtgevers over Employer Branding:

Escaperoom ‘Future of Aegon’ –  Aegon
Aegon is bij het grote publiek vooral bekend uit de financiële sector. Wat de meeste mensen niet weten is dat ze ook veel doen met data en IT.  Wij ontwikkelden een game waarin mensen alle kanten van Aegon leren kennen. Zo spreken we ook potentiële werknemers aan met een achtergrond in een ander vakgebied.  Dit resulteerde in een escape room die net-afgestudeerden konden spelen op events.

 ‘Unleash Your Nature’ – Friesland Campina
FrieslandCampina’s employer brand draagt de slogan ‘Unleash your nature’. Het bedrijf onderscheidt twaalf persoonlijke ‘Natures’ die iemand in meer of mindere mate in zich kan hebben.Wij bouwden een online game waarin collega’s hun persoonlijke ‘Nature’ kunnen ontdekken. Wij hadden slechts acht vragen nodig om twaalf persoonlijkheidsprofielen van elkaar te kunnen onderscheiden. De vragen beschreven FrieslandCampina situaties, waarin de sfeer en de supply chain van het bedrijf goed naar voren komen.

Met deze game laat FrieslandCampina (potentiële) medewerkers zien dat er voor iedere persoonlijkheid plek is. Daarnaast helpt het bestaande collega’s om elkaar uit te leggen hoe zij in elkaar zitten.
Twee totaal verschillende games, maar met hetzelfde doel: het versterken van het employer brand.

Waarom is de Fresh Game Studio de geschikte samenwerkingspartner?
Wij weten een organisatievraagstuk goed te doorgronden. Tijdens de eerste gesprekken achterhalen wij de vraag achter de vraag en ontdekken we waar de crux ligt.  Daarnaast kennen wij de nieuwe generatie heel goed. Wij zijn een jong team en hebben daarom genoeg feeling met de jonge doelgroep om te weten wat zij écht belangrijk vinden. Met een team bestaande uit projectmanagers, producers, designers en developers hebben wij genoeg expertise in huis om jou probleem of vraagstuk aan te pakken!

 

Op zoek naar een andere oplossing?

Wil je aan de slag met jouw Employer Brand, maar is een serious game niet de oplossing die je zoekt? Dan kunnen onze projectmanagers van Frisse Blikken jou verder helpen. Vanuit Frisse Blikken helpen wij bijvoorbeeld ook bij:

  • Het ontwikkelen van een Employee Value Proposition (EVP)
  • Interne activatie van het Employer Brand
  • Het ontwikkelen van een arbeidsmarktcampagne
  • Recruitment marketing

Nieuwsgierig? Nee vooral een kijkje op de website van Frisse Blikken!

Enthousiast? Mooi! Neem vooral contact met ons op. Voor een kop koffie, om bij te praten of om te brainstormen over jouw uitdaging. Tot snel!

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Blog – Hoe serious gaming bijdraagt aan de implementatie van zorgtechnologie

Omring: Serious Gaming en Zorg technologie

Hoe Serious Gaming kan bijdragen aan de implementatie van zorgtechnologie

De noodzaak om vol in te zetten op zorgtechnologie en e-health is inmiddels in de hele sector, inclusief de VVT, doorgedrongen. Toch leidt besef van urgentie niet vanzelfsprekend tot versnelde implementatie. Een belangrijke factor daarbij is dat inzet van zorgtechnologie over vele verschillende schijven gaat en veel organisaties versnipperd zijn georganiseerd. Voor een succesvolle implementatie is intensieve samenwerking noodzakelijk tussen verschillende interne stakeholders (zorg, ICT, inkoop, behandeling etc.). Die weten elkaar lang niet in alle gevallen te vinden of zijn zich niet bewust van de uiteenlopende afwegingen en belangen die een rol spelen.

Hendrik’s Escape Room zorgt voor verbinding

 

In Hendrik’s Escape Room komen die verschillende aspecten bij elkaar. De spelers worden aangemoedigd samen te werken en kennis te nemen van elkaars perspectief. Uiteindelijk dienen zij gezamenlijk te bepalen welke technische zorgoplossing het meest passend zou zijn voor het probleem van Hendrik. Welk perspectief ze laten prevaleren is aan hen: het gaat om het gesprek.

Digitale game biedt onverwachte voordelen

 

Het initiatief voor het ontwikkelen van de game kwam van Omring. Omring heeft ruime ervaring met de toepassing van serious gaming als leerinstrument. Eerder ontwikkelde Omring al een pubquiz, een kennismakingsspel voor nieuwe cliënten, een onboarding game, een leiderschapsspel en Ria’s Escape Room (en game rond persoonsgerichte zorg). Dit zijn allemaal fysieke spellen, die in deze corona-tijd minder goed inzetbaar zijn. Hendrik’s Escape Room is een volledig digitale game, die onafhankelijk van locatie kan worden gespeeld.

Een bijkomende en zeer waardevolle bijvangst is dat medewerkers van verschillende disciplines makkelijker en sneller bij elkaar kunnen worden gebracht, zelfs in deze tijd met beperkende maatregelen. Daardoor wordt de game nog realistischer en komen gesprekken vanzelfsprekend op gang, ook tussen collega’s die elkaar normaal niet snel zouden ontmoeten. Zo draagt de game niet alleen bij aan bewustwording, maar ook aan verbinding. En meer verbinding zorgt voor snellere en succesvollere innovatie.

Co-creatie tussen zorg en game-studio

 

Omring ontwikkelde Hendrik’s Escape Room in co-creatie met Fresh Game Studio. Naast online escape rooms heeft de game studio ruime ervaring in het ontwikkelen van digitale en live serious games. In dit proces produceerde een team Frisse Blikkers de op maat gemaakte game, van eerste concept tot de oplevering binnen acht weken. Hierbij leverde Frisse Blikken de techniek en het game design. Het bouwteam van Omring was verantwoordelijk voor de game content.

De game werd gelanceerd tijdens de Slimme Zorg Estafette week van 8-12 februari en is inmiddels door enkele tientallen Omringers gespeeld. De respons was overweldigend positief. Na de Slimme Zorg Estafette zal de game dan ook vast onderdeel gaan uitmaken van de leerprogramma’s bij Omring.

De toepasbaarheid van de game beperkt zich niet tot de interne organisatie van Omring. Hij kan ook een belangrijke rol spelen in regionale samenwerkingstrajecten, de scholing van nieuwe medewerkers bij ROC’s en HBO-opleidingen, werving en selectie van medewerkers. De kracht nu is dat de game helemaal de look en feel van Omring heeft, maar dat jasje is vrij eenvoudig aan te passen.

Hendrik’s Escape Room beleven?

 

Wil je meer weten over Hendrik’s Escape Room of leren hoe je dit kunt inzetten bij jouw organisatie? Neem dan contact op met mij (Joeri Hegger) via JoeriH@frisseblikken.com.

Deze blog is in samenwerking met Hanneke Bonfrer van Omring en Joeri Hegger van Frisse Blikken geschreven.

Blindspot: The first version of the game  

Blindspot: The first version of the game

This blog covers our development progress in creating a scalable digital game about unconscious biases. In Blindspot 2.0 you will step into the shoes of a team of investigators. It is up to you to solve as series of mysteries that is taking place on hidden island. Each mystery contains suspects that are highly biased. Figuring out how this biases work are key in solving the mystery. Playing this game provides the player with insights in the workings of these biases. The game acts as a stepping stone for an valuable discussion about the presence of biases in real life.

In our last blog we updated you with our learnings in testing the game in a multiplayer setting (LINK). While we are implementing these changes in the current game build we are also working towards the launch of a first version of the game.

What features will be included?

 

  • Online platform: A scalable online game which can be accessed by e-mail or game code though your browser. Your employees don’t need to install an app or create an account. Purchasing a game license will provide company access based on your e-mail domain.
  • Episode based gameplay: The Blindspot mystery game is a platform in which player can experience the stories of team searchlight; the team of investigators on Project Future. Each episode stands on its own and contains a mystery concerning a specific bias.
  • Two levels at launch: The first release will contain two levels:
    • Level 1, which also acts as a tutorial will contain a similarity bias.
    • Level 2 ups the challenge with two biases to uncover: the authority bias and the halo effect.
    • Each level contains a specific storyline introduced by a video and a reflection where the bias is connected to a real life context.
  • More underway: We have the ambition to add more levels in the coming months. Currently level 3 is under construction in co-creation with some guest writers.
  • Co-create new levels with us! We are also open for ideas and suggestions on topics for future levels. We highly appreciate your ideas and insights for this!
  • Debriefing module: After playing the game we want to strengthen the learning effect by letting the players discuss what they have learned about the biases in the game. Also they will together identify where these biases are present at their own workspace and devise a strategy to diminish the effects. The ingame debriefing module will support this discussion.
  • English first, more languages to come. The game platform provides the opportunity to play the game in multiple languages. The current version is in English but we can provide additional languages when required.

Naturally we are very excited to get finally get this product out there. And also we are eager to learn where we can improve and grow. That is why we will set up a monitoring tool to channel all your feedback and suggestions back to us for further development.

The final release dates, pricing and product specifics will be communicated in our newsletter and website, so stay tuned!

Blindspot: Recap on the multiplayer experiments

Blindspot recap on the multiplayer experiments

This blog covers our development progress in creating a scalable digital game about unconscious biases. In Blindspot 2.0 you will step into the shoes of a team of investigators. It is up to you to solve as series of mysteries that is taking place on hidden island. Each mystery contains suspects that are highly biased. Figuring out how this biases work are key in solving the mystery. Playing this game provides the player with insights in the workings of these biases. The game acts as a stepping stone for an valuable discussion about the presence of biases in real life.

In the last development blog we recapped on a series of experiments that we carried out to validate the game’s usability and instructions. We learned how to simplify the game and what is required to bring the mystery theme closer to realistic topics. The last few weeks we hosted a new series of experiments in which we tested the game in a multiplayer setting. We will cover our learnings in this blog.

Insights from the multiplayer experiments

  • Multiplayer effect: As intended the multiplayer setting creates a group discussion which provides the required focus on the biases in the game level. Discussing the clue’s and how they provide insights in the characters biases support a more active learning about the bias at hand.
  • Framing is key: The game is supposed to be a platform where you can learn about multiple biases in a safe and engaging matter. First you play the game and learn about biases in a neutral matter (so it is not about your own biases). Afterwards you reflect on these biases and have an open discussion on how they can be present in your own working environment (which is about you) and what you can do to diminish the effects. We learned that it is of key importance to set up this flow on forehand to prevent people to be confused during the game.
  • Debriefing and bringing the message home: We are still experimenting with the proper way to reflect on the game and how this discussion should be structured to help players translate the learnings of the game to their own working environment. We thank the community for their ideas and insights. We will keep experimenting with this in our next version of the game to get it right.
  • Technology and usability: This recent series of experiments also provided us with a lot of insight in what happens when four people try to get into the game and play at the same time instead of one person. A lot of bugs and design flaws to go through, but hey, that’s part of the game. Thanks for your patience during testing 😉 Our developers are working hard to provide the required solutions for these issues.

 

With the last series of experiments under our belt we are moving towards the first live version of the game. This will be a fist official version of the game, ready for use and which will act as a baseline product to keep improving on. We will provide you with more information on this in the next blog.

Blog – Design principles for an unconscious bias game: II

blog: Design principles for an unconscious bias game: II

In the past weeks we have hosted over 25 test runs with the Blindspot 2.0 prototype. It was exciting and insightful! In this blog I will update you on the results on the design hypotheses we set and how they shape our next steps. If you haven’t already I recommend reading the first two development blogs to learn more about the origins of this game.

In Blindspot 2.0 you will step into the shoes of a team of investigators. You are tasked to solve a mystery that is taking place on hidden island. As a player you choose a character that you will play the game with. However, each of these characters is highly biased, leaving you with a handicap (biased assumptions) making solving this mystery a challenge. Learning to circumvent your characters bias is crucial for you as a player to succeed.

For the purpose of these tests we developed a rudimentary prototype. With this prototype we wanted to learn:

  • If the game is intuitive to the player and the instructions are clear.
  • If the concept of a detective/mystery has a fit for a narrative to have people play with unconscious biases.
  • What the overall reception was of the concept direction we choose for this game.

In addition, testing the game also gave us a lot of feedback on how players experience the actual handling of biases in this game. Although the instruction and interaction was the main validation point for us these insights proved to be a vital learning point for our next pivots.

  • Improve the game’s tutorial and instruction messages.
  • Improve various usability issues.
  • Integrate the bias mechanic with the mystery mechanic. Instead of using your characters bias to find the culprit you will now receive a much clearer objective: the secret agent has a ‘xx’ bias. Analyze the behavior of the suspects to figure out who it is. This provides us with the opportunity to integrate more common biases, and the more exciting ones.
  • Remove the support mechanic (judging your assumptions) since this is now obsolete considering the change above. This will provide the player with less work and more focus.
  • Adjust scenes and characters to bring them a bit closer to home helping players to bridge fiction to reality.

What have we learned?

Usability and instructions: We have learned a lot on how to increase the usability and instructions for the game. Most feedback was about the amount of text, fonts, visuals and we took a lot of time to test our many ideas of the game’s tutorial.

Schizophrenia in game goals: We discovered that our game mechanics are a bit demanding on the players focus resulting into less attention for the actual biases. Players experienced difficulties switching between the level goal (solving the mystery) and the supporting mechanic where you had to discover your own characters biases. We believe that this confusion is not serving the game’s purpose of providing insight in what the unconscious biases are.

Make it more real: We have heard the request to integrate more ‘real life’ dynamics and situations on our fictional story. This makes translating these situations into your own world easier which will strengthen the learning effect, as requested by some of you. This will be picked up on in the debriefing and content of the next version.

Mystery was well received: our choice for a detective/mystery was well received and the narrative is engaging. However, in line with the previous learning, we have learned that the actual situations could be closer to home.

 

In short: what will we do?

  • Improve the game’s tutorial and instruction messages.
  • Improve various usability issues.
  • Integrate the bias mechanic with the mystery mechanic. Instead of using your characters bias to find the culprit you will now receive a much clearer objective: the secret agent has a ‘xx’ bias. Analyze the behavior of the suspects to figure out who it is. This provides us with the opportunity to integrate more common biases, and the more exciting ones.
  • Remove the support mechanic (judging your assumptions) since this is now obsolete considering the change above. This will provide the player with less work and more focus.
  • Adjust scenes and characters to bring them a bit closer to home helping players to bridge fiction to reality.

 

Conclusion and next steps

Experiments are always successful since the goal is learning. Even more through all the feedback and ideas we received we see a clear line of requirements which will put us on the path for improvement.

We feel that we are on the right track but that we need to make a strong pivot as well to be able to respond to the feedback and suggestions. This results in a simpler approach of the game mission, more concrete bias situations and less extra’s for the player to worry about. We are eager to bring this new direction alive in the next demo for you to try out.

Stay tuned!

Blog: Design principles for an unconscious bias game: I

Blog design principles for an unconscious bias game: I

What was Blindspot again?

In our previous development blog we shared how we are progressing from a first pivot of the unconscious bias game ‘Blindspot’ to a second instalment. In this article we will describe what we have learned from user feedback in the first game and how this lead to design principles (anchor points for design decisions) that we choose as the foundation for the new version.

Blindspot is a playful experience that creates awareness on what biases are and how they work. This multiplayer game can be used as an intervention in programmes or activities about diversity & inclusion for organisations that want to start a conversation with their employees and customers on this topic. In this game we tried to use a compelling storyline and time pressure to actually trigger the players own biases in various settings.

The first version of this game was launched in November 2020. Player feedback has learned us that it does not yet achieve its goals. First of all: relying on triggering the players’ own biases as the core game dynamic and learning mechanism proved to be a gamble and a risk. The target audience for this game is very broad and everyone is triggered differently. If triggering the players own biases is the condition for learning, than you must be at least 90% sure that this actually happens. Also, even when a bias is triggered it often didn’t feel safe for the player to openly share that it did, thus preventing a good and open reflection.

Secondly, since the player already knows this game is about unconscious bias it makes no sense to try to hide it behind a storyline or other game content. The premise of the game keeps people on their toes preventing the natural behaviour you want in order to trigger their own biases.

And finally, in our effort to pack so much in this experience (a lot of biases, a variation of themes, and a lot…no really a lot of text..) we seem to forgot that we were building a game: a game that should actually focus on having al playful, fun and impactful learning experience

Lessons learned:

These lessons learned lead us to the design principles for Blindspot 2.0 where we try to do better.

  • Number one: explicit bias. We create awareness about implicit biases by making them explicit in the game. The player must engage with biases in a conversation in such a way that they discover the hidden constructs that create them. Biases become actual game mechanics themselves and by interacting them player experience how they work and are able to translate them to daily life.
  • Number two: safe play. To be able to learn about implicit biases within a safe space players must be able to play with them without judgement on their own character. This means that the game is not about their own biases but about constructs that are very common for daily life. During reflection we compare these biases to their own personal situation.
  • Number three: Memorable. The game must have a high desirability status because it is memorable, and people are happily sharing their experience. This seems like basic game design but especially for this topic some worth to mouth is super important.
  • Number four: Accessibility. Something that we held in high regard in the original game and remains important in this version as well. We aim to make this as much of an inclusive experience as possible by taking accessibility into account for a broad range of players. This is always work in progress and is often challenging but also a no-brainer for this topic.

The last few months we have been validating these design principles and validated various (paper) prototypes to test game mechanics and techniques. So far results are looking good so we took a next step to create a first digital prototype. This prototype combined with some basic content will help us to validate actual gameplay in a single player game setting with a larger group of test users. Once we have learned what to improve on user interaction we can further build this out in a multiplayer game that will be open to validate the group dynamics.

We will keep you updated on our progress via these blogs and other media. Stay tuned!

Blog: Blindspot – a new pivot

Blindspot A new pivot:

In the summer of 2020 we initiated an ambitious game project with the intention to develop a serious game about unconscious bias. We wanted to make an experience that creates awareness on what biases are and how they work. This game could work as an intervention in programmes or activities about diversity & inclusion for organisations that want to start a conversation with their employees and customers on this topic.

In order to do this we connected with a group of wonderful partners that acted as launching customers. They embarked on this journey with us with the intention to co-create this game. It was a challenging but valuable experience and we are grateful that this group of partners undertook this journey with us not knowing where it would lead to.

Blindspot game

‘Blindspot – an experience about unconscious bias’ is a game in which we aim to trigger the players own biases by engaging them in a set of challenges as part of a compelling storyline. This should act as a conversation starter on how these biases are present in daily life.

In all fairness, the current version of this game does not deliver on these goals. Although we are proud on the fact that we put this game out there and grateful for the trust our launching partners place in the intervention as it is, we feel like this is not the result we aim for.

First of all our ambition to put so much into the game (amount of biases and information) has resulted in complexity and information overload that diminishes the user experience and learning effect. Secondly the desired effect to actually trigger players own unconscious biases through a generic, digital and scalable intervention like this proved to be too far reach in the way that we pursued in the current game.

Our belief:

We believe that this topic is far too important to leave it to this attempt. We also believe that a game can still be a powerful intervention that helps organisations to raise awareness on unconscious bias. That is why Fresh Forces decided to initiate a new project for a new pivot of this game with the intention to create a more impactful version that we currently offer.

And we slightly changed our approach in order to learn from the first project. The most important change is the actual gameplay approach. We have done a lot of research on what can increase the learning effect of this game in a safe and playful intervention. This lead to a series of design principles that lay the foundation for this new game. Most importantly instead of hiding the biases hoping that they would be triggered in the game, we now put them on the foreground very explicitly. We will go into these principles in our next blog.

 

It took us a while to get our head around this and pivot a few first versions of the new design in order the experiment with new mechanics to find this new approach. This resulted in a bit more radio silence from our end than we are used to while we are building the first prototype.

However, the time is now to again approach our wonderful community of people and organisations that share our first prototype for this game. We want to invite you to play with us and allow us to learn from these experiments, eventually leading to a powerful intervention.

In the coming months we will provide you with the opportunity to review demo’s and engage in playtesting sessions as part of a new journey to create an impactful game that does justice to the topic of unconscious bias in the context of diversity and inclusion.

Stay tuned!

What's next?