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MAROFF-2-Maritim virksomhet og offsh-2

Behavioral change and learning powered by virtual gaming technology and artificial intelligence.

Alternative title: Adferdsendring og læring drevet gjennom virtuell spillteknologi og kunstig intelligens.

Awarded: NOK 5.2 mill.

Project Manager:

Project Number:


Project Period:

2021 - 2026


The project will investigate whether there is improved quality and efficiency in learning and better results and behavior change using virtual game technology and artificial intelligence. The focus is on the development of leaders with a special emphasis on managers in the sales function. The project will have an internal focus but will also explore external opportunities. Virtual Reality (VR) and game technology has come far in many areas, but within learning it is in its infant used primarily where tangible tasks are to be solved. Examples are tasks like system and process training or mathematical tasks. There is still little use of VR or gaming technology in learning to improve behavior change for leaders. Development of leaders is still mainly classroom teaching either physical or digital, training videos and e-learning solutions. Much of today's leadership development also focus more on learning and less on combining learning, practicing, sharing with others, and applying competence. It is therefore huge potentials for developing leaders for enhanced behavior change using VR and gaming technology. In addition will usage of artificial intelligence be important to turn all data produced in the learning solutions into valuable insights of actual change in behavior. This project will aim at developing innovative and state-of-the-art leadership learning using gaming technology and VR that enhance behavior change. The innovation will exploit gaming technology and VR for learning, sharing, practice and application of learning. The innovation will also aim at developing a methodology and explore the application of artificial intelligence to capture the behavior changes.

The developments in VR and gaming technology is in its infant use within learning and knowledge dissemination, but have proved to be of great benefit to users who have embraced the technology. VR gaming technologies can be applied to promote innovation through quicker and better learning processes within corporations. It also helps improve customer experience, especially in relation to complex organisations, by allowing for better learning and understanding of the management/leadership processes. This has been the subject of several studies. One of the major conclusions of these studies was that VR games as a tool for learning is an emerging technology that will greatly benefit industry, especially highly international corporations and complex industries. From a shipping industrial point of view, the introduction of VR games as a tool for leadership learning and development will add value in the form of: Better management, highly motivated staff, More and quicker innovations, reduced risk, reduced number of unwanted incidents, more qualified personnel – regardless of where they are stationed in the world. There are still a lot of challenges within the virtual and augmented reality domain in relation to leadership training. One challenge is to create a truly realistic solution (realistic learning environment), this could for instance be in relation to a complicated desision making processes, dilemma training, crisis management. There are challenges that need to be solved in order to scale up the use of VR within the leadership training and development domain. See section for R&D challenges. For an international shipping company with operations world-wide using VR gaming tools for learning and knowledge dissemination will represent a truly paradigmatic shift.

Funding scheme:

MAROFF-2-Maritim virksomhet og offsh-2