Anders Gronstedt

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Anders Gronstedt (born October 6, 1965) is a Swedish-born American author, public speaker and entrepreneur. He is an advocate of virtual reality and augmented reality training, transmedia storytelling and game-based learning and president of the Gronstedt Group. [1] [2] [3]

Contents

Background and career

Gronstedt received his MBA from the Stockholm School of Economics and his Ph.D. in journalism and mass communication from the University of Wisconsin-Madison, in 1994. [4]

He was an assistant professor in marketing at the University of Colorado at Boulder 1994–97. [5]

In 1997, he founded the Gronstedt Group. As president of this firm, he helps global companies like Google, Intuit, GE, United Healthcare, Deloitte, Dell, Avaya, American Eagle Outfitters, Microsoft, Kimberly-Clark, and government clients like the U.S. Department of Transportation and the City of New York improve performance with next-generation digital simulations, gaming, and immersive 3D virtual worlds. [6] [7] [8] He is considered a learning visionary [9] championing immersive learning approaches. [10] [11]

Publications

In 2000, Gronstedt wrote the book The Customer Century, based on hundreds of hours of in-depth interviews with senior marketing and corporate communications managers from top companies such as Hewlett-Packard, Ericsson, Philips, and Xerox about how to integrate communications. [12]

His 2007 Harvard Business Review article chronicles how companies like EMC and IBM use podcasting to train employees. [13]

Gronstedt has written three ATD Infoline monograms:

Gronstedt wrote two chapters in The Handbook of Strategic Public Relations and Integrated Marketing Communications, Second Edition, [17] and one chapter in Karl Kapp's The Gamification of Learning and Instruction Fieldbook: Ideas into Practice. [18]

Recent TD Magazine and CLO Magazine articles by Dr. Gronstedt focus on virtual and augmented reality in learning. [19] [20]

Related Research Articles

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.

Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games.

<span class="mw-page-title-main">Interactive media</span> Digital media which make use of moving images, animations, videos and audio

Interactive media normally refers to products and services on digital computer-based systems which respond to the user's actions by presenting content such as text, moving image, animation, video and audio. Since its early conception, various forms of interactive media have emerged with impacts on educational and commercial markets. With the rise of decision-driven media, concerns surround the impacts of cybersecurity and societal distraction.

<span class="mw-page-title-main">Bartle taxonomy of player types</span> Classification of video game players

The Bartle taxonomy of player types is a classification of video game players (gamers) based on a 1996 paper by Richard Bartle according to their preferred actions within the game. The classification originally described players of multiplayer online games, though now it also refers to players of single-player video games.

Transmedia storytelling is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies.

A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, politics and art. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition.

The Association for Talent Development (ATD), formerly American Society for Training & Development (ASTD), is a non-profit association serving those who develop talent in the workplace.

<span class="mw-page-title-main">Canadian Film Centre</span> Film school in Toronto, Canada

The Canadian Film Centre (CFC) is a charitable organization founded in 1988 by filmmaker Norman Jewison in Toronto, Ontario, Canada. Originally launched as a film school, today it provides training, development and advancement opportunities for professionals in the Canadian film, television and digital media industries, including directors, producers, screenwriters, actors and musicians.

<span class="mw-page-title-main">Gamification</span> Using game design elements in non-games

Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game design elements and game principles in non-game contexts.

<span class="mw-page-title-main">Astronaut training</span> Preparing astronauts for space missions

Astronaut training describes the complex process of preparing astronauts in regions around the world for their space missions before, during and after the flight, which includes medical tests, physical training, extra-vehicular activity (EVA) training, procedure training, rehabilitation process, as well as training on experiments they will accomplish during their stay in space.

Liquid Image Corporation was a Winnipeg-based company that manufactured head-mounted displays. The company formed in 1992 by Tony Havelka, David Collette and Shannon O'Brien. Liquid Image was started in Winnipeg, MB in response to the emergence of a market for virtual reality technology. Funding as provided by a group of local angels and the first office was in the attic of Tony Havelka.

<span class="mw-page-title-main">Gamification of learning</span> Educational approach aiming to promote learning by using video game design and game elements

The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. In other words, gamification is the introduction of game elements into a traditionally non-game situation.

A transreality game, sometimes written as trans-reality game, describes a type of video game or a mode of gameplay that combines playing a game in a virtual environment with game-related, physical experiences in the real world and vice versa. In this approach a player evolves and moves seamlessly through various physical and virtual stages, brought together in one unified game space. Alongside the rising trend of gamification, the application of game mechanics to tasks that are not traditionally associated with play, a transreality approach to gaming incorporates mechanics that extend over time and space, effectively playing through a players day-to-day interactions.

<span class="mw-page-title-main">Jay Cross</span> American futurist

James Calvin Cross Jr., was an American futurist who popularized the term "e-learning" and championed the cause of informal learning in business settings.

<span class="mw-page-title-main">Virtual reality headset</span> Head-mounted device that provides virtual reality for the wearer

A virtual reality headset is a head-mounted device that uses 3D near-eye displays and positional tracking to provide a virtual reality environment for the user. VR headsets are widely used with VR video games, but they are also used in other applications, including simulators and trainers. VR headsets typically include a stereoscopic display, stereo sound, and sensors like accelerometers and gyroscopes for tracking the pose of the user's head to match the orientation of the virtual camera with the user's eye positions in the real world.

<span class="mw-page-title-main">Virtual reality applications</span> Overview of the various applications that make use of virtual reality

There are many applications of virtual reality. Applications have been developed in a variety of domains, such as education, architectural and urban design, digital marketing and activism, engineering and robotics, entertainment, virtual communities, fine arts, healthcare and clinical therapies, heritage and archaeology, occupational safety, social science and psychology.

Jesse Damiani is an American writer, producer, and entrepreneur. He is best known for his association with virtual reality, augmented reality, and new media art. He is a Forbes Contributor covering emerging technologies.

<span class="mw-page-title-main">Eric R. Williams</span> American screenwriter

Eric R. Williams is an American screenwriter, professor, cinematic virtual reality director, and new media storyteller. He is known for developing alternative narrative and documentary techniques that take advantage of digital technologies.

Immersive learning is a learning method which students being immersed into a virtual dialogue, the feeling of presence is used as an evidence of getting immersed. The virtual dialogue can be created by two ways, the usage of virtual technics, and the narrative like reading a book. The motivations of using virtual reality (VR) for teaching contain: learning efficiency, time problems, physical inaccessibility, limits due to a dangerous situation and ethical problems.

Cinematic virtual reality (Cine-VR) is an immersive experience where the audience can look around in 360 degrees while hearing spatialized audio specifically designed to reinforce the belief that the audience is actually in the virtual environment rather than watching it on a two-dimensional screen. Cine-VR is different from traditional Virtual Reality which uses computer generated worlds and characters more akin to interactive gaming engines, while cine-VR uses live images captured thorough a camera which makes it more like film.

References

  1. Rio, Ave (March 8, 2018). "Bringing the Future Forward". Chief Learning Officer Magazine.
  2. Ramaswamy, Venkat; Ozcan, Kerimcan (2014). The Co-Creation Paradigm. Stanford Business Books. ISBN   978-0804789158.
  3. Halls, Jonathan (2012). Rapid Video Development for Trainers: How to Create Learning Videos Fast and Affordably. Association for Talent Development. ISBN   978-1562868116.
  4. Gronstedt, Anders (1994). Integrated communications at America's leading total quality management corporations.
  5. Schultz, Don E.; Gronstedt, Anders (Fall 1997). "Making Marcom an Investment". Marketing Management.[ dead link ]
  6. Wright, Aliah D. (March 2, 2010). "Forget the Classroom: Turn to the Web for Innovative Learning Techniques". SHIRM. Archived from the original on January 8, 2015. Retrieved January 7, 2015.
  7. Johnson, Claire (June 9, 2016). "Learning! Champions: Setting the Pace". Elearning! Magazine. Archived from the original on November 9, 2016. Retrieved November 9, 2016.
  8. Weinstein, Margery (September 2016). "Are you game for learning?". Training Magazine. Archived from the original on 2016-11-07. Retrieved 2016-11-09.
  9. O’Driscoll, Tony (February 2018). "Training 2020: Riding the Waves of Change". Training Magazine.
  10. Ellis, Ryann (February 2018). "Get in the Driver's Seat: UPS Explores VR Training". ATD Insights.
  11. Seaton, Hugh (2018). VR Learning: A Primer for Learning & Development (eBook). Archived from the original on 2018-03-24. Retrieved 2018-03-23.
  12. Gronstedt, Anders (2000). The Customer Century: Lessons from World Class Companies in Integrated Communications . Routledge (Taylor & Francis). ISBN   0415921996.
  13. Gronstedt, Anders (June 2007). "Employees Get an Earful". Harvard Business Review.
  14. Gronstedt, Anders (May 3, 2007). Basics Of Pod Casting (Infoline ASTD). ASTD. ISBN   978-1562864880.
  15. Gronstedt, Anders (February 14, 2008). Training in Virtual Worlds (Infoline ASTD). ASTD. ISBN   978-1562865221.
  16. Gronstedt, Anders; Ramos, Marc (January 7, 2014). Learning Through Transmedia Storytelling (Infoline). ASTD. ISBN   978-1562869519.
  17. Caywood, Clark (January 18, 2012). The Handbook of Strategic Public Relations and Integrated Marketing Communications, Second Edition. McGraw-Hill. ISBN   978-0071767460.
  18. Kapp, Karl (November 11, 2013). The Gamification of Learning and Instruction Fieldbook: Ideas into Practice Paperback. Pfeiffer. ISBN   978-1118674437.
  19. Gronstedt, Anders (June 2016). "From Immersion to Presence". TD Magazine.
  20. Gronstedt, Anders (July 2016). "Chasing Pokémon Can Help You Catch Learning". CLO Magazine.