Developing Serious Games: from Face-to-Face to a Computer-based Modality
Developing a Serious Game for PSS
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Transcript of Developing a Serious Game for PSS
Business models
Costs Income
Equipment Sales
Spares
Production costs
Costs Income
Spares
Production costs
Pay Per Use
Traditional Manufacturer PSS
Design for Service
Improve:
Efficiency
Reliability
Ease of Servicing
Production costs may rise to reduce whole life costs
…this is counter intuitive for many designers
…but essential for economic viability of PSS.
History
Developed by Rolls-Royce
Used in scheduled Design for Service training sessions in the company
Also used at Cranfield University
Language of participants shifts towards PSS rather than manufacturing focus
First steps in cultural change
Engaging and memorable
Scenario
The game concerns the design and servicing of washing machines for a customer who runs a chain of laundrettes. Teams each represent competitors in the washing machine market and the aim is to maximise profits.
Round 1
3 design choices from catalogue of parts
Low cost options typically chosen
Feedback provided as Analyst’s report produced using Monte Carlo simulation
Learning point – understanding the requirement is key
Round 2
Interview a service engineer
remake 3 design choices considering component lifetime and cost per year
Learning point – a little service information goes a long way
Round 3
Only 2 design choices available
Players must be more selective and focus efforts on KPIs
Learning point – service costs aren’t linear, a few key drivers are key
Round 4
Only 1 design choice available
No longer constrained by the catalogue – facilitator applies cost & lifetime based on the catalogue
Learning point – innovation is a major opportunity
Limitations of the Face to Face game
Only suitable for scheduled training
Not usable for on-boarding
Not usable remotely, e.g. as part of a MOOC
Need to redesign the game as a self-contained virtual learning environment.
Requirements
1. Taught elements to be embedded within the game environment.
2. Interview with the service engineer to be delivered virtually, e.g. using an avatar.
3. Illusion of competition to be maintained even in a single player game.
Proposed Architecture
Drives the simulation,provides & interprets each step of the game
Stores scenarios and game data
Renders the game environment in Unity 3D, generates end-of-round reports, handles interactions between player & NPC
Abstracts the logic to access data, interacts with offline services e.g. caching