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Developer Secrets: How to Avoid Common Mistakes when Contracting for Serious Games

Drawing upon 15 years’ experience making serious learning and assessment games for external customers, the presenter will discuss common mistakes organizations have made (or allowed their developers to make) in the procurement, design, development, and employment of serious games. Strategies for overcoming these issues will be shared to prepare stakeholders to lead successful serious game initiatives. The presentation will conclude with a discussion session where attendees will be encouraged to share their questions and experiences related to serious game efforts.

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Developer Secrets: How to Avoid Common Mistakes when Contracting for Serious Games

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  1. Jenn McNamara VP Serious Games

  2.  Custom serious game for client  Developed by a game creation partner  Highlights across all phases of a project  Driven by MY observations and experiences http://www.experimentswithsuccess.com

  3.  Procurement  Design  Development  Employment PreSolicit / RFP PreSolicit / RFP Kickoff Kickoff Design Design Develop Develop Test Test Deliver Deliver

  4. Justification Requirements Solicitation / Bid process

  5.  They provide real experiences  They reach millennials  They sound cool Justification

  6. Justification

  7. 37 33 Justification 2017 ESA Essential Facts

  8. Justification 2017 ESA Essential Facts

  9.  They are cool, but why?  Learning and assessment with: ◦ Engagement ◦ Repeated practice ◦ Record of behavior ◦ Authentic experience and environments ◦ Sense of organizational loyalty Requirements

  10.  During pre-procurement many have input: ◦ Management ◦ Customers (Internal or External) ◦ Information Technology ◦ Human Resources ◦ Training and development ◦ Marketing  More perspectives are great  More requirements, not always Requirements

  11.  Visual quality ≠ training fidelity  Platform capabilities should meet needs  Integration must be supportable  Accessibility  Ensure your budget supports requirements  Focus on the need and desired outcomes Requirements

  12.  Must be in line with needs / expectations  Secret to getting a top developer Requirements http://lifevesting.com

  13.  What are you really buying?  Goal is to select a team ◦ You can trust ◦ Feel comfortable working with ◦ Can minimize the risks  Share fixed budgets, timeframes, or scope *Similar idea for general software development in Finding a Partner to Trust: The Agile RFP, by Peter Stevens Solicitation

  14.  Talk to bidders  Incorporate orals  Ask about process and products  Define resources  Ask what is expected of you  Support required integration  Ongoing maintenance / help desk  Provide “big picture” Solicitation

  15. SERIOUS SERIOUS GAMES MARKET GAMES MARKET  Look for entertainment + serious experience Solicitation

  16. Don’t offer follow on discussion Solicitation

  17. Kickoff Analysis Iteration Artifacts Evolution

  18.  Developer and customer are a team  Customer provides dedicated resources  Clearly define roles and responsibilities Kickoff

  19.  High level definition of problem  Separate management and design meetings  Mutually agree upon schedules  Define approval and change process Kickoff

  20. Koreen Olbrish Pagano Immersive Learning Analysis

  21.  Where?  Tech?  Hosting?  Integration?  Accommodations?  Data collection? Data use?  Feedback? Analysis

  22. Speak up now – the longer you are silent, the more costly the change will be Iteration

  23. Set expectations Artifacts

  24. Evolution

  25. Evolution

  26. Evolution

  27. Iterative cycles Testing support

  28. Iterative cycles http://www.alleninteractions.com

  29. Iterative cycles http://www.strategydriven.com

  30.  Playability / usability – representative users  Content - SMEs  Quality assurance - developer  System / device compatibility - joint  Integration – joint if organization manages access / servers / systems Testing

  31. Launch and beyond

  32.  Pilot/soft launch  Push with a marketing campaign  Support other vendors or internal cost centers  Have a plan for the data produced  Plan for maintenance ◦ Content ◦ Technology Launch & Beyond

  33. Step up to the mic

  34. Jenn McNamara jmcnamara@breakawayltd.com 610 420 8812

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