The video game industry grew from about 10 billion in 2007 to more than 135 billion in 2018. Many industries including the oil and gas industry have been monitoring new and emerging technologies in this space as the capability evolves. The result of years of research, investigation into latest technologies, and proving the use cases for our industry have been a fit-for-purpose design. Key collaboration enabled the utilization of gamification for training, increased data visualization, improved operations, and the ability to create virtual twin of worksites. These improved capabilities increase safety and efficiency. This paper aims to share lessons learned and key points to consider when utilizing gamification and extended reality (XR) to deliver these solutions. This will be done by discussing several technologies investigated and their application to real cases. Specifically, products in use today as well as many proof-of-concept projects already in production will be highlighted. Gamification is not about creating video games. Gamification is about adding gaming elements to nongaming environments. Gamification can engage consumers, employees, and partners to inspire, collaborate, share, and interact. Gamification has the potential to address specific industry concerns. The industry can translate technologies previously thought only to be of value to the gaming industry into valuable energy industry applications. Like many other industries now utilizing gaming technology to adapt their own solutions, it is time for the energy sector to realize the potential applications of gamification. The potential upside to gamification is billions of dollars saved, and immeasurable increases in safety and operational efficiency. One example of this will center around training. This can be achieved with a game engine to create the learning environment and target a specific set of goals. All the tools to create a gamified system can be achieved with the right technology, but strong collaborations with technology leaders in other fields are necessary. Today, with the support of game engine partners, we can push the exercise to any platform be it mobile, desktop computer or virtual reality (VR). The gamification process can greatly enrich two-dimensional and three-dimensional experiences. We can easily use a tablet for three-dimensional learning experiences. A personal computer can be used for the most in-depth training process. Virtual reality can be an option to add muscle memory to the learning process as well. Collaboration is another example of an important function we will showcase. We will show the solution built as a multiuser experience that can bring experts from many domains together in one workspace on their platform of choice. In this example, we will show how these functions can be integrated with already existing software.
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