Play is a powerful tool for achieving business results. A common question is, how can I do this in my current work environment? The purpose of this talk is to orient you to a variety of different ways that you can introduce play to solve real-world problems. Whether you are a leader, coach, and even individual contributor, there are ways to amplify the workplace with play.
Welcome to a guided tour of the play landscape. This guided tour will help you navigate the different techniques with the space of games and play in order to see how they can help you. We will start our journey with ways to harness the power of play through games to do valuable work. Next stop is about using games for accelerated, deep learning. At the peak of the tour we visit the ways we can develop our play skills. The final stop on our tour is how to embedded play into our work contexts.
At the end of the tour you will have a map for exploring play and perhaps even a burning curiousity about some newly discovered places.
If you would like to re-use the the slides under creative commons licence, please contact me directly.
32. Challenge: Leadership
• Inconsistent governance standards
• Decision making model needs to focus on prioritization and sequence
• Need better alignment and a way to resolve conflicts
• Too many customers (who is most important?) - where does money come
from and what priority does it take?
• Too many captains, no captains
• Unclear organizational expectation setting
• Short attention span and inconsistent priorities
41. Meaningful Play
getting »gamification« right
Sebastian Deterding
(@dingstweets) THANK YOU!
Google Tech Talk, January 24, 2011
cbn
http://www.flickr.com/photos/pensiero/3438592235/sizes/o/in/faves-7834371@N04/
47. »Fun is just another
word
for learning.«
Raph Koster
a theory of fun for game design (2005)
48. »Fun is just another
word
for learning.«
under optimal conditions
Raph Koster
a theory of fun for game design
49. »Fun from games arises out of
mastery. It arises out of
comprehension. It is the act of
solving puzzles that makes
games fun. With games, learning
is the drug.«
Raph Koster
a theory of fun for game design (2005)
51. »If he had been a great and
wise philosopher, like the
writer of this book, he would
now have comprehended that
Work consists of whatever a
body is obliged to do, and
that Play consists of whatever
a body is not obliged to do.«
Mark Twain
the adventures of tom sawyer (1876)
52. Game Design Game Mechanics
Anticipation Achievements
Balance Bonuses
Challenge Discovery
Cooperation Ownership
Goals Quests
Rewards Levels
Risks Loss Aversion
Stories Points
Surprise Reward Schedules
http://gamification.org/wiki/Game_mechanics
http://gamification.org/wiki/Game_Design
54. One View ofAgile is Gamified
Game Element Agile
Product vision, epics, stories and
Multiple long and short-term aims
tasks
Release burndown/up, Sprint
Experience Bars measuring progress
burndown
Scrum board, daily standup,
Rapid, frequent and clear feedback
demonstrations
Element of Uncertainty Estimates, new requirements
Task/Story completion, peer-support,
Rewards for effort
velocity
Windows of enhanced attention Timebox, task
Other people Team
See: http://blog.xebia.com/2010/12/10/what-world-of-warcraft-and-scrum-have-in-common/#more-5559
Handout copy of page and ask people to write in things they already know.\n
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Exercise: Pick the most valuable game (for you right now) from TastyCupcake Handouts. Then decide as table.\n
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Scrum Alliance - Show Video\n
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Ben Brown, co-founder of Consumating.com, recently retold their experience of a point-system badly executed. http://xoxco.com/clickable/i-love-my-chicken-wire-mommy\n
The technical term for the idea, coined, afaik, by service provider Bunchball, is „gamification“.\n
Foursquare basically created the blueprint: There‘s an activity you wish your users would do. You give them points for it. For certain activities or numbers of points, they earn extras: badges or levels. \n
The technical term for the idea, coined, afaik, by service provider Bunchball, is „gamification“.\n
The technical term for the idea, coined, afaik, by service provider Bunchball, is „gamification“.\n
Das widerspricht eigentlich unseren Erfahrungen und Theorien\n
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Spaß entsteht durch das Glückserleben, etwas geschafft, gemeistert zu haben, ein neues Muster in den Regeln erkannt, ein Puzzle gelöst, eine komplexe Handaugekoordination gemeistert zu haben\n
The technical term for the idea, coined, afaik, by service provider Bunchball, is „gamification“.\n
Das widerspricht eigentlich unseren Erfahrungen und Theorien\n