games for health - daniel dardani - translating research findings into the marketplace at mit: the...
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Keynote Presentation at Games for Health Europe Conference 2014TRANSCRIPT
Translating Research Findings into the Marketplace at MIT:
The role of the university
technology transfer office
Daniel Dardani,
MIT Technology Licensing Office
Games For Health – Europe, OCT 27 - 28
Why games matter
• Surgeons make less errors after playing video games
• Visual acuity and attention is improved
• Positive impacts on health behaviors
• They are fun!
• https://www.youtube.com/watch?v=4BKHM1vxj70
What I play
What I play
What I play
My pathway ESCoNS, 2011 + 2013
Inaugural conference funded by George Rose of Activision
Neuroscientists seeking validation of therapeutic game research
My pathwayE-Virtuoses, 2012
Showcase of local and non local serious games in various sectors.
Revitalization of local industry as serious games incubator
Games compering for best in class awards
My pathwayGood Games Show, Korea 2013
Gyeonggi Province, Korea
Largest “game specific” exhibition in Korea
Focused on positive game content free from violence
My pathway Games for Health, Europe then (2012) and now
Focused on health care
Dedicated to bringing proper attention and credit to “serious” and health games
“How MIT became the most important
university in the world.” Boston Magazine 11/2012
Effective transfer of innovation technologies into the marketplace
Labs are invention nurseries
Universities are not finishing schools
Industry is the key partner for effective commercialization
UNIVERSITIES
PUBLIC
GOVT
MIT’s Technology Transfer Mission
• To transfer research results into commercialization utilization by licensing companies to promote, develop, and market the technology
Secondary Objectives:
• Economic development through introduction of new technologies into industry
• Fair return to MIT and its inventors on licensed IP
the big picture
UNIVERSITIES
PUBLIC
GOVT
IP
• 743 Invention Disclosures
• 229 Patents Filed
• 80 License Agreements
• 27 Option Agreements
• 22 startups
MIT graduates have spawned 5,800 companies *
Generated over $2 Trillion *
* Sloan School Study
• ownership via use of funds
& facilities
• Impact over income
• Innovation ecosystem
• Inventors get 33% of net
• volume
•Deals that make sense
success begets success
FY 2014 MIT Technology Licensing Statistics
• 743 Inventions disclosed to MIT
• 229 Patents filed
• 80 Licenses granted
• 27 Options granted
• 22 Companies founded using MIT IP
• Less than 1% of disclosures are game related
7/7/2014
0
100
200
300
400
500
600
700
800
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
510 512 523487
522501
530
632
694 698743
Dis
clo
sure
s
Fiscal Year
Disclosures by Fiscal Year, 2004-2014
7/7/2014
0
50
100
150
200
250
300
350
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
151 145
168
140153
174153
199
288
304
Issu
ed U
S P
ate
nts
Fiscal Year
Issued US Patents by Fiscal Year, 2004-2014
0
20
40
60
80
100
120
140
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
10297
85
6867 57
79 81
59
80
20 24
32
3018 34
34 26
45
27
Ag
reem
ents
Fiscal Year
Options
Licenses
M.I.T. Licenses and Options by Fiscal Year, 2005-2014
7/7/2014
6/30/2014
0
20
40
60
80
100
120
140
160
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
36.146.1 48.2
68.8
89.1
75.7 76.2
85.4
147.5
79.678.6
Rev
enu
e ($
M)
Fiscal Year
Total Cash Income by Fiscal Year, 2003-2012
7/7/2014
0
5
10
15
20
25
30
2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
20
2324
2018
17
26
16 16
22
Com
pan
ies
Fiscal Year
Number of Companies Started by Fiscal Year, 2005-2014
Gaming @ MIT
• MIT Media Lab
• MIT Educational Arcade
• MIT Game Lab (formerly Singapore MIT Gambit Game Lab)
• “Gamification” of research
“use of game design elements in non game contexts”
The Beer Game (1960s)
Gamification of logistics and business management
MIT Education ArcadeSocial Interaction Games
MIT Education ArcadeSTEM Education Games
https://www.youtube.com/watch?v=2fzphUwa6Lc
MIT (GAMBIT) Game Lab
“Tipping Point” Board Game “Tipping Point” Digital
GAMBIT’s “A Closed World”
GAMBIT’s “ELUDE”
Imagination, Computation, Expression (ICE) LabChimeria Platform Architecture
U.S. Patent Application No.: 61/973960
Chimeria Graphical User Interface (GUI)
U.S. Patent Application No. 13/486762
Challenges/Opportunities
• No traction for commercial licensing to date
• Direct EULA distribution via app stores is discomforting
• Need for more commercial partners/publishers
• Opportunity for go-between company to champion final development and deployment
Challenges/Opportunities
• FDA approval of games as therapeutics – blessing and a curse
• It’s the “wild west” out there