Using game technology to promote innovation at Anglia Ruskin Unversity

27/09/2016

Anglia Ruskin University wants to use better collaboration and teamworking to radically change the way it operates. Altogame, a British-Finnish start-up based in Cambridge and Helsinki, is helping it achieve this goal using the latest 3D game technology.

 

Staff taking part in the pilot programme with Anglia Ruskin’s Faculty of Arts, Law & Social Sciences will learn how to strengthen their networks with their colleagues. The practical training and coaching programme uses Altogame’s groundbreaking innovation and collaboration tool based on 3D game technology.

Altogame, a member of the University of Cambridge’s innovation hub ideaSpace, specialises in developing immersive, serious games for organisations and offering innovation training and coaching. Altogame´s vision is to change the way people innovate and collaborate, to enable them to ‘go beyond the obvious’ together.

Altogame virtual environment is a cost-effective tool that helps organisations to generate new ideas fast and efficiently. By using some of the unique characteristics of the virtual world - such as anonymity – and an arts-based methodology it helps people unleash their creative potential. The behavioural concept is based on Dr Eija Mäkirintala s scientific research and coaching and training experience.

Anglia Ruskin University, established in Cambridge, England in 1858, is an innovative global university. Counting six high-profile research institutes, Anglia Ruskin University has a growing reputation for its re- search work, with 12 research areas classed as ‘world-leading’ by the UK Government’s Research Excel- lence Framework. Anglia Ruskin University has been named as one of the most upwardly mobile universities in the world. The list published by Times Higher Education, includes Anglia Ruskin as one of the 20 ’rising stars’ in global Higher Education.

Andy Salmon (Interim Dean and Pro Vice Chancellor) states ’Our collaboration with Altogame is really fruitful. Their innovative approach does several essential things. First and foremost it asks the key questions in the most active and stimulating ways. Secondly it engages the self as the primary creative unit; this appeals directly to arts, humanities and creative technologists. Lastly, I think the international perspective, par- ticularly the Finnish one, is of real value.’

Dr Eija Mäkirintala (CEO, Altogame): We feel excited and inspired to have offered this opportunity to work with Anglia Ruskin University and apply our approach for cultural change to help them to achieve their ambitious vision. Together we´ll create a unique model how organisations can stay ahead of the game by building a culture of collaboration and innovation.”

www.altogame.com
www.anglia.ac.uk
www.ideaspace.cam.ac.uk

For all media enquiries, please contact Eija Makirintala on eija@altogame.com or 07949 164 235.

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