﻿WEBVTT

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<v ->My name is Colton Keiko Neves</v>

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and I am the Director of Product and Game Design

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at SimCase.

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SimCase is a very tiny company.

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There's four people in it.

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And it sits at the intersection

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of higher education and gaming.

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So we bring active learning experiences

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to the college classroom, online,

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and to work training spaces.

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My core responsibilities revolve around

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working with professors to bring their games to life,

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building those games with a remote development team,

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and then implementing those games in their classrooms

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or in their learning environments.

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Sort of secondary responsibilities are

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understanding and building our marketing strategy,

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writing blog posts, pitching our product

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to prospective professors or other companies,

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and basically expectation management

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for clients, our developers, and my CEO.

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So basically everything, but I would say

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that's the right description.

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So right now, we work with two core schools,

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Wharton and Kellogg, and they surface learnings

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that they think could be brought to life

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by games-based learning.

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So I'm working with a professor now

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and I'm super excited about this.

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I am very passionate about discrimination in the workplace

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so we're working with him to bring

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one of his theories to life.

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So it's called Heed the Market

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and basically it places you as a hiring manager.

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And I have five offers, right?

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Four of those offers are $100,000 for me.

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One of them, one of the firms actually doesn't like people

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who wear flowery shirts so they give me $80,000, right.

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Then you're in this game.

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You're the sixth hiring manager.

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You see all five offers and you say,

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"Well, then I'll give Colton $95,000."

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And in doing so, you perpetuate

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discriminatory practices unknowingly.

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So the whole game is to reveal

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that what we believe to be unbiased is truly biased.

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So that's one of the games that we do

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and then we produce a debrief to talk about with students.

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For a game like this, it begins with

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sort of an iterative investigation process.

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What is that you're trying to teach?

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What is the core takeaway?

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And what would you like your students to walk away with?

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Given that, what are the other limitations

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in your classrooms?

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How long is it?

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How many people are there?

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What material are you using beforehand?

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Then we use that as sort of the lines within which to draw

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and we come up with three or four suggestions

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on how this should go.

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That gets voted up or down with the professor

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and then I take our final idea,

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I mock it up, so I make prototypes of that,

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and then I put it into a project management software,

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something like JIRA, if you've heard it,

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and then I work with the remote team

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to build that in stages over time.

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So you start with a single experience

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that can be easily testable,

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then you build it out to whole game,

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then you bring it to the professor and the classroom.

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So that can take anywhere from three to six months,

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from beginning to end.

