G4 applied gaming consortium
Transcription
G4 applied gaming consortium
G4 applied gaming consortium G4 is a partnership of four leading applied/serious game companies in the Netherlands: &ranj, IJsfontein, Little Chicken Game Company and Grendel Games. Together, G4 has a combined portfolio that is nationally and internationally leading in its field. Many of their games received awards, such as the Japan Prize, BAFTA award, US legal marketing award, Heritage in Motion award, Spin Awards, EduMedia Award, Interactive Media Award, Esprix and European Innovative Game Awards. The four serious game companies have developed digital productions the past 18 years for clients in business, government, industry, museums, schools and healthcare. The projects have objectives ranging from awareness, through education and training, to behavior change. They thereby gained a wealth of experience. Initiated by independent consultant Monique van Reijen, they have decided to maximize the overlap and join forces. Within G4 best practices are shared; a common platform is provided for business-‐ and market development, validation, and education and training of game developers. G4 combines specific strengths of its members in an optimal way so that large projects can be integrally handled. Based on G4’s long standing experience they are very well qualified to offer solutions that improve the effectiveness of processes and reduce costs. Therefore G4 applies psychological concepts and methodologies, powerful game mechanics and from games derived technology. To illustrate this, please find attached separate company information and some outstanding showcases. Why serious games Serious games are an important innovation in professional development due to their powerful impact. Games are “experience simulators”. A serious game provides a highly believable and engaging setting that stimulates experiential learning. Players are forced to take an active role, having to make decisions that have genuine impact, and are confronted with the consequences of their actions or inaction. Furthermore, serious games facilitate safe and free experimentation. Players can be placed in very risky or stressful situations that would be costly or even hazardous to train in actual practice. The player can freely explore alternate strategies and their consequences without fear of damaging equipment and client relations. Serious games are especially suited to adaptive learning by monitoring player progress and offering learning content tailored to a specific player’s learning needs. Website: http://g4appliedgames.com IJsfontein – Amsterdam, est. 1997 IJsfontein makes media interactive. We are convinced that people are naturally curious and intrinsically motivated to develop themselves. In our view, play is one of the most effective ways to encourage this natural behavior. Our projects have objectives ranging from creating awareness to education and from training to educational entertainment. Think, for instance, of a serious game as a training tool for (medical) staff, interactive exhibits and apps for museums or a cross platform digital method for primary education. Playful solutions, serious communication Our lives are becoming increasingly digital and the boundary between physical and digital is disappearing. That is why we think interaction is not only limited to a serious game, a website or an interactive installation. It’s the combination that makes our work particularly powerful. We evaluate the various types of interactivity and play for each assignment and utilize those elements that are most appropriate for that particular assignment and its objectives. Our clients are varied, but they share a complexity of content. We translate this into interactive concepts that are accessible for the target group. This approach has resulted in award-‐winning products we’ve been proud of since 1997. A target group with a special place within IJsfontein is Children and Young People. Provided they are utilized well, play and interaction are especially suitable for this target group. From toddler to adolescent. Many years of experience have resulted in expert knowledge and an insight into Children and Young People that we like to share with our clients. Procedure Each project is different and we adjust our procedure, strategy and the team accordingly. We guarantee a personal approach in which we work hard and collaborate with our clients to achieve an effective end product. A ‘linear’ method, for instance, is suitable for small-‐scale projects. We follow the process step by step and there is one delivery at the end. For large-‐scale and more complex projects, we often use an ‘iterative’, more agile approach. The production phase is divided into several steps and deliveries. If research is an important part of the project, we agree in advance when this will be done and what the impact will be on the rest of the project. Website: http://www.ijsfontein.com Little Chicken Game Company – Amsterdam, est. 2001 Playing is fun! We all understand it, we all love to play. We also play more and more, in real life as well as in the digital world. We enjoy playing, because when we play we are free; we feel free to experiment, learn, explore, fail, cheat and ultimately improve ourselves. Our mission is to unlock the power of play together with you, applying it so we can reach your audience, teach them and transform them. Join us and start a journey to unlock the power of play. Grendel Games – Leeuwarden, est. 1998 Grendel Games is a development studio of both entertainment and serious games. Our games are all fun, innovative and immersive experiences. Sometimes they change the world. Company Trailer: https://www.youtube.com/watch?v=XGRBx9d2e08&feature=youtu.be Tech Talk for Google : https://www.youtube.com/watch?v=rpSvDvYvJGk Showcase: trailer Underground: https://www.youtube.com/watch?v=1x-‐zldtFIok Official website Underground: http://www.undergroundthegame.com Clients and partners Olympus Medical Covedien/Medtronic (partnership creating the future of medical education) Kongsberg Maritime Brook Medical Army Center/Walther Reed Medical Army Center (for the USA Department of Defense – revalidation games) Vitens & more &ranj – Rotterdam, est. 1999 &ranj is a leading international serious games company. We design and develop serious games with impact for a variety of industries in various countries, following our Mission: “Achieve positive behavioral change through play” Facts • Founded in 1999 • Successfully designed & developed over 400 games • Focus on corporate training, recruitment, and health • 30+ employees • Offices in Rotterdam, Hamburg, Kuala Lumpur • &samhoud 50% shareholder since 2015 Awards We always try to push the limits through our designs and continuously look for innovation, which is noticed. We received numerous awards for our games. For us this is recognition for our abilities. Especially the international prizes like the Japan Prize for education and the European Innovative Games Award mean a lot to us. More information about &ranj: http://www.ranj.com/content/ranj Who do we work for: http://www.ranj.com/content/clients#.VUIkvSHtlHw Global Partner USA Practising Law Institute CEB (global partner) Preferred supplier UK Shell (global) Crown Estate (Marin Shipping) Canada Smart Belgium Johnson & Johnson (global) Janssen Pharmaceutica France Sanofi Mexico TenStep Copyright © - Ranj Serious Games, Rotterdam Germany Siemens (global) Munich RE (global) Bosch Worldwide (global) KnowHow AG Netherlands Erasmus Medical Centre Accenture ABN Amro AgentschapNL TNO Capgemini ING Royal Netherlands Airforce Houthoff Buruma Heineken Philips KPN Dutch Telecom TNT Wuppermann Steel Singapore HomeFix Australia PwC SHOWCASES: SMART HEALTHCARE UNDERGROUND Training laparoscopic surgery skills Grendel Practice makes perfect. Surgical doctors-‐in-‐training residents all around the world have access to various box trainers and virtual reality simulators to train and maintain their laparoscopic skill set. However, due to a high workload, at the end of the day not everyone has time and energy to Company Trailer: practice on these repetitive https://www.youtube.com/watch?v=XGRBx9d2e08&fea machines. By turning these drills ture=youtu.be into a fun and engaging video game, experienced doctors and Website: http://www.undergroundthegame.com doctors-‐in-‐training can practice TechTalk for Google: them at home, and, more http://www.youtube.com/watch%3Fv=rpSvDvYvJGk importantly, have fun while doing so. Effective While playing this spectacular puzzle-‐ action game, The Underground hardware has players subconsciously train their basic been scientifically validated laparoscopic skills, such as depth perception, eye-‐ through its stages of development. hand coordination, inverse movements and bi-‐ manual dexterity. Not only does it possess solid face By packaging serious matter, such as laparoscopic validity, but it also possesses a very skills training, in a fun and easily accessible strong construct and concurrent package, surgeons and residents can practice their validity. A basic level of the game operating skills while playing a video game. It’s a was able to distinguish various win-‐win situation! levels of laparoscopic expertise and showed a high and significant Training Surgical doctors-‐in-‐training residents all around the correlation (r = 0.812, P < 0.001) to the FLS Peg Transfer task, a gold world can play Underground from any location, even their homes. Making this an easily accessible standard for measuring a wide array of laparoscopic skills. training tool. Coordination, inverse movements Underground is also a validated training tool. Its hardware has been scientifically validated through and bi-‐manual dexterity. its stages of development. Not only does it possess solid face validity, but it also possesses a very strong construct and concurrent validity. All in all making this an effective training. Affordable We believe that training solutions should be reliable and affordable. That is why we chose to develop our game on a commercially available, consumer-‐ grade video game console. The game can be played using the Wii U GamePad (non medical) and with the specially developed (separately sold) laparoscopic controller for medical purposes. Off course actual training only takes place when using the laparoscopic controller. Validation: http://www.rug.nl/research/portal/publica tions/validation-‐of-‐a-‐video-‐game-‐made-‐ for-‐training-‐laparoscopic-‐skills(f91797aa-‐ 951f-‐4b02-‐b16d-‐d845864b0aa8).html SONGS OF ELSTRYN: OATH OF THE GRYPHON Grendel more information: http://www.grendel-‐ games.com/index.php/products/serious-‐games/50-‐ seriousgames-‐oathofthegryphon Oath of the Gryphon is a serious game being developed, in cooperation with Rehabilitation Medical Centre Groot Klimmendaal, for children that are coping with acquired disturbance of equilibrium, or in layman’s terms, have trouble keeping their balance. The purpose of the game is to support and help children while going through the rehabilitation process of regaining control over their balance. ABCDEsim IJsfontein In this game players have 15 minutes to stabilize a virtual patient. The problem is, like in real life, unknown. To find out what the complications are, and which ones have to be treated first, the players have to follow the ABCDE method properly. To simulate the interaction between all processes well, we have built a true-‐to-‐life cardiovascular, respiratory and medication model into the game. The model for the blood circulation, for instance, simulates the pumping of the heart and uses the amount of blood to determine what the blood pressure is. Based on the measurement of the dose chosen by the user, the influence of the virtually administered medication on the well being of the patient can also be determined to an exact level. Players can use all aids and professionals available in an ER. And all without a doctor having to be present. Trailer: https://dl.dropboxusercontent.com/u/2693313/abcdeSI M/Film-‐abcdeSIM-‐international.mov Documentation: https://dl.dropboxusercontent.com/u/2693313/abcdeSI M/What_is_abcdeSIM-‐jan_2014.pdf DELIRIUM EXPERIENCE IJsfontein Trailer: https://www.youtube.com/watch?v=A-‐ lLLP8Me0E When experiencing delirium, people become confused, see things that are not there and behave irrationally. A good diagnosis and acting accordingly are crucial for becoming clear-‐ headed again as soon as possible. Unfortunately, many medical professionals are ill informed of this condition and the possible interventions. In cooperation with the Academic Medical Center (AMC), IJsfontein has developed “Delirium Experience”. This interactive video game allows nursing staff to experience a delirium episode not only as a nurse but as a patient as well. INTO D’MENTIA IJsfontein Trailer: https://youtu.be/xzmFJsXvsB0?list=PL-‐ S1jQItTZ18MsHox_SobxBUr3GIUarOS DE-‐ESCALATION SIMULATION IJsfontein Into D’mentia helps to create understanding for people with dementia. The experience has been built in a mobile container. Audio-‐ visual means, an interactive story and a clever layout provide informal caregivers and family members with a clear picture of the world as perceived by patients. In a cosy open kitchen, users are immersed in the world of someone with dementia. Invisible techniques experience. The ensure a lifelike user experiences that things are not working the way they are used to and get confused. The story is based on interviews with informal caregivers and people with dementia and was developed with the aid of scientists and research in this field. The experience evokes emotions and encourages visitors to share stories. Health care providers increasingly face insults, threats and violence. Radboud university medical centre wants to prepare staff members the best they can, but the current training took up too much time. Our training presents the theory in a simulation that allows staff members to experiment with different situations themselves. This way, people are better prepared for role-‐play, making it Players see a situation that spirals out of possible to achieve better results in control and have to assess the type of aggression they are dealing with. They can use less time. their theory modules to look up what the appropriate reaction is and why. When the same scenario is presented again, the players can handle it. The people who react in accordance with the method will reduce aggression and prevent a possible escalation. WRITING SKILLS Juf-‐in-‐a-‐Box Monsterzoo &ranj Juf-in-a-Box website : http://www.jufinabox.com/ More information : http://www.ranj.com/content/werk/juf-in-a-boxteacher-in-a-box#.VUNTCvntlHw SELF-‐ MANAGEMENT Gamification ‘Hows’ &ranj Challenge: One out of four primary school students struggle with writing. How do you help them to write better in an effective, innovative and fun way? Solution: In Juf-‐in-‐a-‐Box -‐ Monsterzoo approaches writing lessons in a playful and educational way by combining the challenge, feedback and fun of games with an adaptive teaching method. Students write using a stylus, equal to a regular pen in size, on a writing tablet and screen all-‐in-‐one. The method is used by both physical therapists and teachers. Impact: Researchers at the Radboud University analysed the data of the pilot study to the usability of Juf in a Box. The data from the study confirms that practicing with Juf in a Box appeals to children and makes it possible for them to perform the exercises independently. Trailer : https://youtu.be/AmHi3dnFlbo Challenge: Motivates youngsters with an autism spectrum disorder to learn and fulfill household skills Solution: In ‘Hows’ &ranj integrates game principles in the daily life of the youngsters with autism spectrum disorder to increase their involvement and to help them solve the problems they Trailer: https://www.youtube.com/watch?v=yeiD71rIg_4 have maintaining a household. The player gains reward points by More information : completing tasks in the real world. http://www.ranj.com/content/werk/hows#.VUNTZfntlH w Quote client: “Hows helps me to organize my household tasks” Impact “Tasks seem a lot less difficult now Quote autism support: “Hows provides us it’s split up in small bits” with new information about how our clients functions. This helps in the conversations with “Especially for occasional tasks it our clients and providing them with the tools helps me a lot...I don’t forget take out the trash anymore.” they need to manage themselves.” COACH 4 LIFE Little Chicken MEDIALIS Little Chicken For the Dutch Nierstichting, Little Chicken worked with patients and healthcare professionals to create the Coach4Life app. Coach4Life supports and motivates patients with chronic kidney failure towards a healthy lifestyle and prevents further degradation of their kidneys. Development was made possible by a grant from the Vrienden Loterij, and is freely available for smartphones and tablets. How to train young people studying in the field of anesthesiology? Or in any medical field for that matter? In our modern world, students have a growing number of diversions: Facebook, Twitter and mobile phones all vie for the attention of these students. The answer to this is to reach this group of students on the platforms that they carry with them all the time. Little Chicken developed the concept of Medialis together with AMC during a week long boot camp session organized by Dutch Game Garden. During that bootcamp, Little Chicken developed the concept and prototype for Medialis. This concept, which received a warm reception from the panel of bootcamp judges, was further developed into a full game to be launched in the Apple Appstore. GERIATRIX Little Chicken The Geriatrix game plays with the delicate balance of medical protocols and the patient’s well being. Aimed at young doctors in training, the game helps to navigate the often complicated process of diagnosis and treatment of the elderly. Prof. Dr. Marcel Olde Rikkert of The Radboud University Nijmegen Medical Centre in Nijmegen initiated this project to help medical students learn to balance the various aspects of geriatric diagnostics and treatment. EXPEDITION COGNITION Little Chicken Expedition Cognition, is a set of games brought together in a user friendly app that tests the user’s cognitive function over time. In the current iteration that data is stored for use by the Radboud medical hospital’s Alzheimers centre. The goal of this research project is to gather a large enough dataset with the goal of analysis and developing an algorithm to indicate the symptoms of early onset Alzheimer’s disease. Expedition Cognition is part of a long term research study, and is available as a mobile app for participants in the study. SHOWCASES : SMART WORKING ABN AMRO RETAILGAME IJsfontein Jesse Zuurmond in his research for Utrecht University and The Netherlands Study Centre for Technology Trends (STT): “This game is a perfect example of how a game world, in which employees can learn relevant skills in a secure environment, can be utilized on a large scale. Customer friendliness cannot be randomly experimented with in physical banks.” The target group consisted of 4,200 professionals, but in the end 4,500 unique players joined. This means that many people in the head office have also played the game. Most players returned a number of times to experiment further and to improve their scores. On average they played 2.7 sessions per person. KPN CITY LINK IJsfontein Trailer: https://youtu.be/OluuOIe3mDw More information: http://www.ijsfontein.com/projecten/city-‐link/ How is organizational policy translated into concrete action in the work place? The games we have developed for ABN AMRO show how the core values are incorporated in actual practice. Serious games help ABN AMRO to support changes. They offer all employees the same training at their own pace, to ensure that all clients receive the same treatment in all offices. Serious games are also a safe and secure environment to make mistakes in. In addition, it is easier to discuss the behaviour of employees in the game than their actual behaviour in the workplace. When managers and superiors are enthusiastic, a game is used well. We have, therefore, paid particular attention to the introduction: in a kick-‐off event the managers were informed about serious gaming and they battled each other. How can you shake up employees who have been used to the same interaction with clients for years? By having them experience the advantages of a new approach for themselves! In City Link players react to questions asked by virtual clients. They can earn credits by scoring on customer satisfaction and customer relationship. SALES TRAINING: sales excellence game &ranj Example sales training game ‘Heartware’ More information: http://www.ranj.com/content/werk/heartware#.VUIeZC HtlHw Trailer: https://www.youtube.com/watch?v=OpyMtNt_bHQ Example sales training game ‘Fashion Factor’: More information: http://www.ranj.com/content/werk/fashion-‐ factor#.VUNH3_ntlHw Trailer : https://www.youtube.com/watch?v=nKxXiBoyixw Challenge: Get inexperienced employees up-‐to-‐speed in basic consultative sales skills in <30 minutes Solution: A mobile sales excellence game for retail personnel. In several scenario’s players go through various stages of the commercial process and are made aware of the role they have in their store or restaurant. -‐ 5 minutes of fun: Train sales skills in realistic simulations of real life cases -‐ Score on sales competences -‐ Receive direct constructive feedback -‐ Connecting theory to practice: Receive tips & tricks related to the challenge -‐ Competition: Compare scores in a leaderboard -‐ Product knowledge: Train product knowledge in a fun quiz and push products for up/cross selling Impact: -‐ 5% increase in sales -‐ Significant higher increase in the abilities of the sales representatives compared to class room training -‐ Quote: “I like it because I can play a fun and entertaining 5 to 10 min game and meanwhile experiment with interesting dialogue strategies.” PROJECT MANAGEMENT: Sharkworld PMI &ranj Challenge: Managing complex projects is not about paperwork -‐ it's about communication skills. How do you let young project managers experience reality with a game? Solution: Sharkworld is one of the first project management games that, next to the traditional sides of project management, focuses on soft skills and stakeholders. It gives PM grads a very realistic experience of managing an international and demanding project in dire straits. The game has been awarded many times, for instance with the Japan Prize and the European Innovative Games Award. Review the game: http://www.sharkworld-‐ game.com Trailer: https://www.youtube.com/watch?v=qvDe3SMADzg&fea ture=em-‐share_video_user COLLABORATION CHAIN GAME &ranj Challenge: -‐ -‐ Make employees aware of the value of cross chain collaboration. Train employees in desired cross chain collaborative behaviour. Solution: A turn based game for teams existing of 5 people. The teams have to fulfil a question from a client as optimal as possible. The only way to achieve this is by working together. Game metaphor: A ship represents a client with a question, 4 islands represent departments of your organization, and the blocks are the department’s resources. -‐ Quotes "Especially finding alignment with your team makes the game entertaining and valuable.“ “Nice, the COO really has to own his role as director in order to succeed” “Let’s play level 1 one more time, we can do better than this!” “Personal gain, that won’t work here…Team interest above right!” “It really stimulates and improves team communication” Experience different roles: Department manager or COO. -‐ Communicate with team members -‐ Score on individual and team parameters -‐ Experience time pressure -‐ Experiment with strategies to optimize cross chain processes -‐ Transfer to real life setting through informative video’s -‐ Trailer: https://www.youtube.com/watch?v=f 0JSrq9MJcQ COMPLIANCE healthcare compliance experience &ranj Challenge: How to increase compliance awareness in an organisation? Solution: The Healthcare Compliance Experience is a video-‐ based serious game combined with a workshop. When playing the game the players are confronted with compliance dilemmas and difficult situations that are part of the grey area between chances and risks. The players are a key influence in the storyline. The choices made by them determine the outcome of the game. GAMIFICATION COMMITMENT factory heartbeat &ranj’s Impact: The touch screen has become a place where workers discuss the results of their own and other shifts. This increases the involvement of employees, which results in better production and ultimately in cost reduction. More information: http://www.ranj.com/content/werk/health care-‐compliance-‐experience#.VUI80iHtlHw Challenge: how can we give their factory workers more insight in the background of their work and to get them more involved in the production process? How can we to increase employees' motivation and to create more dedicated teams? Solution: Based on the challenges, &ranj used gamification principles to design an interactive solution. By way of an interactive touch screen that shows easy to understand infographics containing real-‐time data. The information that is shown has three points of focus: volume, quality and safety. More information: http://www.ranj.com/content/werk/wupp ermann-‐staal-‐nederland#.VUNmoPntlHw KENTEQ CRAFT Little Chicken CRAFT is a full digital curriculum combining simulation and games for vocational training. Teaching students the basic theoretical knowledge and skills for such subjects as welding, lathing and electronics. Students learn the skills to produce virtual pieces for their own theme park they get to design and install. The project proved that skills could be taught effectively by a combination of virtual and actual procedural training, and intrinsically motivating gameplay. Results show a significant increase in theoretical knowledge and practical performance. The game concept was developed in close collaboration with Kenteq, Technical University of Delft, and Trailer: https://youtu.be/B8RZuPBHT5Q Little Chicken. And is currently being used by companies such as Kroon Electro technics. CHAINGAME Problem Developing and maintaining ING Domestic complex computer systems in a Bank Netherlands modern financial institution is not easy. How do you keep the 3D simulation overview and how do you foresee game, the consequences of planned web portal of interventions? Knowledge base, smartphone app Solution Learning Blend Chain awareness is needed: a Insight-‐activation-‐transfer-‐retention Little Chicken better understanding of the The serious game provides knowledge and interaction between different ICT insight in a playful and motivating way. Players applications. learn to co-‐operate, and teams can compete against e ach o ther. T his v aluable m eans o f Scenario based learning informal learning, encourages the sharing of Chain consciousness is not easy to knowledge and experience. learn from a book. It is a A m etaphor c an h elp t o v isualise a nd s hare multidimensional phenomenon, ideas. which is difficult to comprehend. Little Chicken Game Company, in in addition to the simulation game, the player close cooperation with QLVR, ING is stimulated with one minute challenges in an and the Centrum Math & app: short little tasks. This further embeds learning. On the game portal he can also find relevant information, such as mathematical theory and case-‐studies. The player uses the game to gain insights, the portal to increase his knowledge, and the app to activate and embed his knowledge. Informatics (CWI) developed a serious game that lets the player gradually experience how IT chains work. In different, life-‐based scenarios, players are being challenged to detect errors, improve systems and design new networks. While playing, the programmer discovers bottlenecks in the system, and learns how customizing one software component has impact further down the chain. SHOWCASES : SUPPLY CHAIN LOGISTICS ACN SMART GATE Air Cargo Netherlands, Schiphol Airport IJsfontein SMART CITIES + Trailer: https://www.youtube.com/watch?t=18&v=HKwp3dHnVJ k LIFESAVERS PRORAIL Improving employees’ security awareness IJsfontein After each level, players are told whether they obtained the maximum score or whether they only just passed to the next level. By giving the players an insight into their scores, we created replay value. Employees voluntarily play the game again to discover how to best use their ‘lifesavers’. While developing the game, we assessed Prorail employees’ current attitude towards security, so as to gain a good insight into the kind of behavioural changes to be expected. We then integrated the game into Prorail’s overall approach to security. Thanks to this fully integrated approach, the game will ensure a high pass rate and excellent knowledge retention. In Smart gate a player controls the logistical supply chain on Schiphol Airport Amsterdam. In the game a player needs to handle cargo according to current procedures. The game, how does it work? Players are challenged to make money by transporting goods from A to B with the right channels and efficient use of means of transportation. Players, inspectors and current regulations for critical cargo loads are very important. Challenge Players of the game can see the dependencies in the supply chain and experience why current rules and cooperation are critical for success. Prorail is committed to reducing the number of avoidable accidents in and around its railways to zero. As part of the company’s internal security campaign, IJsfontein developed Lifesavers, a game based on real incidents. The objective of the game is to determine how the accidents in question could have been avoided. Each level of the game opens with a testimonial from someone involved in the accident. By providing players with personal stories told by colleagues, Lifesavers ensures that players immediately get into the right mind-‐set. Each level follows the scenario of a real-‐life accident and confronts players with the various dilemmas involved in this particular accident. At each level, players may choose to use ‘lifesavers’. The trick is to use one’s ‘lifesavers’ for the right dilemmas, so as to achieve the greatest possible impact. SECURITY SHELL IJsfontein We were asked by Shell to create four different 3D animated films to help Shell staff identify security risks. We created two videos for various Shell departments: Offshore, Manufacturing, Marine, and Office and Road Safety. While watching the first video, which does not contain any prompts, staff is asked to identify all potential security risks. The second video is exactly the same, but this time potential security risks are identified by means of a red or green light, thus allowing staff to check whether they identified all the risks present in the scenario the first time round. Both videos were used as part of a Shell security seminar. Quote: ‘The materials with speaker notes were very useful in prepping us for the discussions and the videos were very professional and just the right length. We plan to use this common experience as a point of reference in follow-‐on safety engagements. Not only did the materials create a good learning event, but they will leave a lasting impression. Very concise. Very professional. Very well done!’ Dick Nijen Twilhaar, Shell Group Manager, HSSE&SP Strategic Systems WATERMUSEUM IJsfontein If you choose to lower the water, residents feel safer, but the shipping industry is a lot less happy. How do you find a balanced solution? The reactions of visitors are extremely positive. What used to be a 'forgotten corner' in the museum is now a big attraction. In collaboration with the Watermuseum in Arnhem, IJsfontein developed an interactive table with a multiplayer game where four visitors play together to protect Holland against major floods and severe droughts. Each of the four players makes their own choices and has to cooperate to build a solution in a realistic 3D world. Various playful characters challenge the players about their choices in an understandable and fun way. Thus, it quickly becomes apparent that the relocation of a dike will be valued in very different ways by a citizen, a marine contractor, a skipper or a farmer. LOYALTY AVIATION EMPIRE Royal Dutch Airlines Little Chicken Aviation Empire is the mobile exponent KLM strategy of innovating. Combining time-‐ honoured trail-‐blazing with the new, digital realm. The game is part of KLM’s “acts not ads” strategy. Aviation Empire is a 3D real time strategy game for iOS and Android, which offers players the opportunity to experience the complexity of running an airline from the perspective of KLM’s CEO The game was downloaded over half a million times from Appstore and Playstores, without media expenditures and achieving an average score of 4,5 out of 5. It is played by people from 147 countries (out of 195 official countries) with an average playing session of 12.5 minutes and an average of over 3 hours spent in the game per user! The game was released with very favourable reviews from the gaming press, with an impressive metacritic score of 74 Trailer: https://youtu.be/OdLfMqoMOqw