Automating Serious Games 73.2 Application Examples 1303
debriefing, and feedback [73.18]. Serious games rep-
resent a clear opportunity to create communities of
practice for business professionals.
In all settings or contexts, learning is about content
acquisition while games typically focus on experi-
ence [73.19]. In other words, there is content (facts,
principles, information, skills) that has to be learned.
Gee [73.18] argues that indirect teaching of content
(that is, teaching content via something else) is supe-
rior to the traditional approach used by schools, which
teach content directly. Serious games can be that some-
thing else that helps in content acquisition by providing
a variety of authentic learning experiences that mimic
those of professional societies.
New results in learning theory [73.20,21] show that
people primarily think and learn through experiences
they have had, assuming that these experiences meet
certain conditions. Gee [73.22] summarized these five
conditions as follows:
1. Experiences are most useful for future problem
solving if they are structured by specific goals
2. For best learning, experiences must be interpreted
by extracting the lessons learned
3. Learning is enhanced if immediate feedback is pro-
vided so that the learners can recognize and evaluate
their errors
4. Learners need ample new opportunitiesto apply and
reapply their previous experiences
5. Learners need to learn from interpreted experiences
and explanations of other people, both peers and
experts.
Gee’s situated learning matrix [73.18,22] refers to
the linkage between content and identity. Content is
given in the context of a goal-driven problem space.
Learners move through similar problems representing
various contexts and learn to interpret and generalize
their experiences in these contexts. In video games, for
example, players can get lots of practice at a given level
and can then apply what they have learned in less fa-
miliar situations (across levels, for example). Through
offering learning in varied contexts, the problem of
context-specific learning is solved; for example, learn-
ing through a case study may leave the learner with
knowledge that is specific to the given case but can-
not easily be generalized to other settings. On the other
end of the spectrum, learning out of context, focus-
ing on principles only, for example, may give learners
knowledge that cannot be applied.
Learning, in Gee’s view, moves from identity to
goals and norms, to tools and technologies, and only
then to content. Identity has been linked to two char-
acteristics that enhance learning. First, the ability of
the players to have microcontrol over some elements of
the game extends and creates an, as Gee [73.22]wrote,
“embodied empathy for a complex system.” The second
characteristic is the learner’s motivation for and own-
ership over the successful outcome of the game. The
often quoted saying is that success is based on experi-
ence and experience comes from failures. A lot can be
learned from a failed business or from not reaching the
next level in a game. If the players are motivated to take
risks, try out new ideas, and eventually, learn from the
experiences, then the game has a good design.
73.2 Application Examples
Two illustrative examples of serious games are intro-
duced and discussed in this section:
•
Management Enterprise ResourcePlanning (MERP)
– a dynamic, real-time-based online simulation
aimed at strategy execution
•
L’Oreal e-Strat –an onlinestrategic business market
competition game aimed at exploring various strate-
gies by teams of managers who compete in the same
market.
73.2.1 MERP
MERP was developed to facilitate learning by offering
a variety of managerial contexts in which good prac-
tices can be discovered and practised (for details, see
http://www.mbe-simulations.com).
Unlike the usual static, written case studies, the
dynamic case study scenarios (DCSS) by MBE Sim-
ulations offer a live business environment with com-
puterized scenarios that the students must manage and
thereby control the destiny of their own business op-
erations. Students participate in a virtual organization
that is made real and dynamic as minute-by-minute
business events and conditions unfold. Students must
respond to and make complex managerial decisions
in real-time based on the big picture view. While tra-
ditional strategic business games deal with results on
a periodic basis (i.e., monthly, quarterly or yearly),
the MERP experience involves real-time execution of
Part G 73.2