SBIR-STTR Award

A Game-Based Leadership Program
Award last edited on: 8/12/2016

Sponsored Program
SBIR
Awarding Agency
NSF
Total Award Amount
$814,682
Award Phase
2
Solicitation Topic Code
-----

Principal Investigator
Robert Brown

Company Information

Triad Interactive Media Inc (AKA: Thinkzone LLC~TDM~Triad Interactive Media~Triad Digital Media Inc )

1601 Guilford College Road
Jamestown, NC 27282
Location: Single
Congr. District: 13
County: Guilford

Phase I

Contract Number: ----------
Start Date: ----    Completed: ----
Phase I year
2014
Phase I Amount
$155,000
This SBIR Phase I project proposes to adapt a proven research-based leadership model to a youth audience and merges it with an online interactive game environment to teach leadership to high school students. The empirically tested model developed by a global leader in corporate, military, and education training uses three basic strategies and six practices to expand perspectives and collaborative problem-solving. The result will be a highly effective leadership program that engages 21st-century learners and provides them with the skills to build respect across boundaries, resolve conflict, and achieve transformation. Far-Plane: Beyond Boundaries is a single-player online action-adventure, narrative-based game where the player becomes the game's hero. Video lessons within game metaphor introduce players to the leadership model; fast-paced mini-games assess understanding; and role-playing games challenge the player's ability to apply skills in context. The experience culminates in a facilitator-led synchronous debriefing exercise in which students work collaboratively with peers in other locations to apply what they have learned in-game to real-world discussions. An administrative dashboard provides real-time performance data. The game is scalable, accessible, and designed for repeat playability. The Phase I prototype will be tested as a global collaboration exercise with high schoolers in the U.S. and China. The broader/commercialization impact of Far-Plane: Beyond Boundaries lies in the unique adaptation of a proven research-based leadership model into a single-player online adventure role-playing game for high schoolers. The leadership model has been successfully tested with corporate, military, and education leaders globally. There are currently no comparable leadership programs for youth in the market that link a highly engaging asynchronous online video game learning experience with a facilitator-led synchronous debriefing exercise. This innovative design structure makes it possible to bring young people together from around the globe, a unique opportunity to expand perspectives and collaborative problem solving around a shared learning experience. Far-Plane's s scalable online design is conducive to distribution through multiple channels and to competitive pricing structures, and the program will be accessible on both Web and mobile platforms. The product will be marketed to youth organizations and schools across the globe through the non-profit leadership organization's large distribution center for programs and products and its extensive network of affiliates. Far-Plane has the potential to serve large national and international audiences very quickly. A strong revenue stream is projected from product sales.

Phase II

Contract Number: ----------
Start Date: ----    Completed: ----
Phase II year
2015
(last award dollars: 2017)
Phase II Amount
$659,682

This Small Business Innovation Research Phase II project is an online, game-based program to improve the leadership skills of individuals in science, education, the military, government, and industry. Leadership skills are key to innovation, efficiency, and effectiveness in all organizations. The program being developed is built on a proven leadership model and converts that traditional model into a role-playing game. The empirically tested model consists of three basic strategies and six practices that expand leaders' perspectives and enhance their problem-solving skills. The program uses a futuristic narrative, 3D-animated multimedia, and challenging leadership dilemmas to engage learners, who play the role of a novice world leader. The program provides instruction in leadership, and then learners apply their new leadership skills to build an alliance among warring factions and collectively solve a global problem. A series of game quests test learners' understanding, and they receive immediate feedback on all decisions and actions. Learners communicate through social media tools with other players and, at the end, participate in a virtual synchronous debriefing exercise with peers and trained facilitators to ensure full comprehension. An administrative dashboard provides real-time performance data. The game is scalable, accessible, and designed for repeat playability.The most profound innovation of this project is that it conceptualizes, designs, and develops a system of game mechanics and algorithms that mimic the facilitator-led human aspect of a research-based, face-to-face model of leadership training. This design entails building out a backend system as an artificial intelligence tool designed to guide users engaging with instructional materials, anticipate player actions, make recommendations on actions and anticipated actions, and provide feedback similar to guidance an on-site facilitator would provide. Furthermore, the game logic supports multiple paths to success, with some paths being more efficient, optimal, elegant, or otherwise more appropriate choices. The game logic and technical design are built to reflect problem solving and leadership in the real world, which is largely based on open-ended decision making. The game mechanics and related backend technology are designed to support open-ended decision-making, thus making game play both more engaging and authentic for players. A final innovation is the linking of an asynchronous online video game learning experience with virtual facilitator-led synchronous debriefing, which can be done on a worldwide scale. The program will be tested as a global collaboration exercise with both high school students and corporate leaders.