Escolar Documentos
Profissional Documentos
Cultura Documentos
45
76
Lev
Sections Pages Statistics e lu
p!
IN 2018
We were originally
founded in 2015 and the
company rebranded itself
around our bestselling
learning game, Brainiup.
We design, develop and
deliver learning games for
companies across Europe.
We are currently based in
Bucharest, Romania.
You can find out more
about Brainiup by visiting
www.brainiup.com.
3
4
SUMMARY
DOES IT WORK?
Where we go through a
much needed overview of
the science behind it and
what recent studies have
found.
page 17
2017
An overview of the state of
the industry in 2017.
page 21
5
Before going forward,
here is a challenge for you:
A. 61%
B. 41%
C. 21%
61%
Lev
e l1
FORWARD
An introductory note that
answers the question:
“Why is this the future of
learning”.
8
FORWARD
In 2017 we have seen fantastic But perhaps the biggest gain for
growth of gaming in the learning the year that has just passed is the
industry, from gamification to shift from a “gimmick” mindset to
game-based and simulation based an “established field” one: people
learning solutions. have come to consider games and
game elements as being more
Also, more studies have been than just about fun, now that the
conducted and published on ROI of it all has become increasingly
games for learning and we have a clear.
lot more data about the efficiency
and the impact of these solutions In Romania the market has been
on the learner. lagging behind, with most learning
professionals not yet on board, but
Some surprising findings talk we have seen some good
about the increase in the number initiatives from a number of
of companies that have introduced training companies.
gamification and games in their
training & development portfolio This year we forecast a
and the rise of non-tech game-based continuation of this growing trend,
learning solutions. with more and more companies
and learning & development
2017 was also the year we saw a professionals getting on the
surge in gamification conferences bandwagon as it becomes clear
around the world, with events that games are here to stay (just like
taking place in multiple European they have been since the
countries and also in the United beginning of time).
States, Asia and Australia.
Robert Blaga
Geek in Charge at Brain Games
December 2017
9
True or False?
Michael Jordan once said:
WHAT IS GAME-BASED
LEARNING ANYWAY
Where we clarify common
misconceptions about
game based learning and
we compare it to classic
learning solutions and
with gamification.
12
In recent years there has been a
WHAT IS GAME BASED vigorous battle over semantics:
LEARNING ANYWAY?
gamification, game-based, serious
games, what should we call all this
madness?
The easiest way to define game-
based learning is by telling you Our position is simple: as long as
how it works: people play a game it feels like a game and it behaves
and they learn because of playing. like a game, it is a game.
That simple. If it reminds you of
something, this is probably So it would be fair to include in
because you already know that this report data from the field of
children learn the most through game-based learning,
playing games. gamification, simulations and
serious games as parts of the
While game-based learning has same ecosystem.
been around since forever, the
actual birth of games specifically Even so, we would like to take
designed to enhance learning took some time to make sure you
place in the 1970s, with a game understand the difference between
called The Oregon Trail. If you’re all of these elements and their
curios about it you can google it uglier brother, classic training (be
and be amazed. it on-line or in a classroom).
13
ANT SOM
E YED NO
I N ST DELA CK
B AC K B AC K BA B AC K
FEED FEED FEED FEED
The size of the logo represents learning efficiency measured by the overall impact of the learning solution.
On average, gamers fail 80% of
the time, but they still consider
the experience to be enjoyable.
15 25 35 45 55 65 75
35
Lev
e l3
DOES IT WORK?
Where we go through a
much needed overview of
the science behind it and
what recent studies have
found.
17
3. How about knowledge transfer?
DOES IT WORK?
In an experiment conducted at
Achen University in Germany, a
If only for the fun factor and game was developed and tested
game-based learning would still against classic training for
deserve a shot. Millennials are manufacturing workers. The results
especially sensitive to fun, was an increase of 13% in the
engaging experiences and games accuracy for the game players
are more likely to keep them versus the non-players.
interested.
4. Does it change behaviour?
However, research spanning back There are two types of behavioural
ten years has discovered that change we observe for game-
games in learning have multiple based learning: the first is a bias
positive effects. towards action during the
experience. People are more likely
1. First one is obvious: enjoyment. to contribute and interact with
Positive emotions are more likely other players, like it was found in
to happen in a game-based an experiment conducted in 2011:
situation than in a classical one. participation increased from 68 to
83% for the gamified group and
In a split experiment, participants the interaction between people
that went through a gamified increased from 3% to 37%.
experience reported almost three
times more enjoyment than The second type of change we
participants in the classic version. observe concerns action outside
the gaming experience, with
Another experiment was productivity and motivation being
conducted during the Oscars influenced by playing games.
Ceremony. In the game version, Over 60% of CEOs play games
the enjoyment increased by 50% during working hours and half of
compared with the classic version. them report an increase of
productivity after playing.
2. The second one is also obvious:
engagement. Also, people who have played
Over 89% of learners consider Investment Games over time are
even the smallest game-like more likely to invest real money on
feature to increase engagement. the stock market.
18
CEO’s also play
DOES IT WORK?
Of the 61% that take
What numbers say daily breaks
to play games, 61%
more than half
What is the impact of game elements report being more
on people’s work? productive as a result.
80%
Increased contribution
From 68% to 83%
Increased in interaction
From 3% to 37%
“I would feel more
motivated” Increase in website visits
From 2 Million to 5 Million
2017
An overview of the state of
the industry in 2017.
page 10
21
2017 - THE YEAR IT BECAME MAINSTREAM
22
TH
EW
OR
LD
$
15
Gamification,
7.9
game-based and Billion dollars is the
serious play size of the global
conferences. market
(learning & non-learning)
GROWTH
RATE FOR
GROWTH GAME BASED GLOBAL
RATE FOR SOLUTIONS GROWTH RATE
GAME BASED IN EASTERN FOR GAME OF LEADING
OF TOP SOLUTIONS BASED
1000 EUROPE TRAINING
IN LEARNING PROVIDERS
COMPANIES BUSINESS
USE GAME ARE
BASED DEVELOPING
SOLUTIONS LEARNING
37%
GAMES
36% 20%
50% 65%
MAY JUN JUL AUG
APR SEP
MAR OCT
FEB NOV
JAN DEC
23
RO
MA
ROMANIA IS CATCHING UP
NIA
Romania is still behind many western countries when it comes to
game-based solutions in business, but it’s quickly recovering
ground.
Time Management, Project Management and Change Management have seen some
good initiatives in 2017, along with financial education.
SALES training is still behind, although it probably has the highest
potential for growth.
Other topics that didn’t get enough attention are recruitment,
customer service and innovation.
4.7
500 MILLION EUROS IN
REVENUE FROM GAME-
4 APPROXIMATE
NUMBER OF
IMPLEMENTED GAME-
BASED SOLUTIONS
(BOTH LEARNING AND
NON-LEARNING)
NEW GAME-BASED
LEARNING SOLUTIONS BASED PROJECTS
RO
MA
NIA
25
Congrats for reaching this point.
Because of the intense use of your pre-frontal cortex,
you’re brain has been using a lot of glucose.
27
TECH
NON-TECH
2018 - THE OFF LINE OFFENSIVE
28
TH
EW
OR
LD
+4 GAME BASED - TECH
Estimated growth of over
20% for the next 4 years
+2 SIMULATIONS
Estimated growth of over
15% for the next 4 years
+1 MOBILE LEARNING
Estimated growth of around
12% for the next 4 years
WINNERS
-1
LOOSERS
E-LEARNING
Estimated decline of over
5% for the next 4 years
-2 CLASSIC IN-HOUSE
Significant lose in market
share of more than 12%
until 2022
29
THE GLOBAL MARKET IN 2022
The overall market for game-based solutions will more
than double in five years, mainly because of advances
in technology and the growing demand from countries
in Africa and Eastern Europe.
20%
annual increase
$18 $8
Billion Billion
Overall game-based Game-based
solutions market learning market
New technologies will allow for a VR, AR and AI. These three
better integration of game acronyms will dominate the
elements in non-game contexts, learning industry in 2022, moving
like customer service, self- the learning & development
service, healthy leaving, profession away from teachers,
parenting, medicine and scientific trainers and coaches and into the
research. realm of data scientist, engineers
and software developers.
The huge demand from African
countries will add to this figure. Non-tech solutions will also
experience a growth,
piggybacking on the “need for a
tech brake” train.
RO
MA
T
NIA
1. WIDTH
2.
D
E
P
T
H
31
RO
MA
NIA
WIDTH
We will see a great increase in the number of
topics and contexts that will be covered by game-
based learning solutions.
CONTENT:
Game-based learning providers will be forced to
curate and update their content. Today’s learner
can access high quality content in an instant, so
the challenge is to help him navigate, understand
and apply knowledge, and not to actually provide
it.
PROCESS
This is the holly grail of game-based learning and
we expect 2018 to be the year that game-play
moves beyond points and badges and more into
the field of deep human motivation.
32
This year, many more topics will
be addressed through game-
based solutions.
hello@brainiup.com
Lev
e l6
HOW TO TAKE
ADVANTAGE OF THIS
Ideas about how to make
game-based learning
work for you.
35
THINK MOTIVATION, NOT GAMES
Use the questions bellow to make you choose the right game-
based learning solution for your company.
OBJECTIVE
DOES MY OBJECTIVE MATCH THE
GAME OBJECTIVE?
PLAYERS
ARE MY EMPLOYEES LIKELY TO
ENJOY PLAYING SUCH A GAME?
ACTIONS
IF PEOPLE PLAY THE GAME, IS IT
GOING TO HAVE A +IMPACT?
MECHANICS
IS THE GAMEPLAY APPROPRIATE,
INSPIRING & MEANINGFUL?
REWARDS
IS PLAYING THE GAME
REWARDING ENOUGH?
END GAME
WHAT SHOULD WE DO AFTER THE
GAME TO KEEP MOMENTUM?
THE GAME-BASED LEARNING PROVIDER’S GUIDE
OBJECTIVE
WHAT IS THE BUSINESS METRIC
YOU ARE TRYING TO INFLUENCE?
PLAYERS
WHO ARE THE PLAYERS YOU ARE
TRYING TO ENGAGE?
ACTIONS
WHAT ARE THE DESIRED ACTIONS
YOU WANT FOR YOUR PLAYERS?
MECHANICS
WHAT GAME MECHANICS WILL
MOTIVATE THEM TO ACT?
REWARDS
WHAT TYPE OF REWARDS WILL
MAKE SENSE FOR THE PLAYERS?
END GAME
HOW WILL YOU END THE GAME
IN A MEANINGFUL WAY?
What game aspect is the
strongest motivator:
A. Fun
B. Meaning
C. Loss aversion
D. Rewards
E. Competition
F. Creativity
G. Social influence
TRICK QUESTION.
It really depends on
the type of player.
BO
SN
US
LEV
EL
BRAINIUP
An overview of our own
game based solutions
41
We have focused our approach on developing games
that have two distinct qualities:
Leadership
Half a day 8 - 18
Sales
On the market
Customer Experience
Conflict Management
Project Management
Stress Management
Brainiup Full day 8 - 18 On the market
Train The Trainers
Teamwork
Launching in
Any number Innovation
Mission to Mars One day September
larger than 12 Strategic Planning
2018
Decision Making
In
KnowWho 2 hours 4-20 TeamWork
development
Human Resources
Talent Acquisition In
Pops 2 hours 2-4
People Development development
Comp&Ben
The most ambitious project we work on will give leaders a coach Launching
Project X and a trainer in their pocket. 2019
43
CONTACT US FOR A PLAY DATE
BRAINIUP
hello@brainiup.com
www.brainiup.com
+40745384339