• Save
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Upcoming SlideShare
Loading in...5
×
 

Agile Games 2012 Keynote - Games Landscape and Importance of Play

on

  • 4,483 views

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 ...

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.

Statistics

Views

Total Views
4,483
Views on SlideShare
1,983
Embed Views
2,500

Actions

Likes
6
Downloads
0
Comments
2

10 Embeds 2,500

http://agilitrix.com 2344
http://www.scoop.it 120
http://feeds.feedburner.com 13
http://www.agilitrix.com 8
https://www.linkedin.com 5
http://www.linkedin.com 4
http://translate.googleusercontent.com 2
http://webcache.googleusercontent.com 2
http://www.google.co.uk 1
https://www.google.se 1
More...

Accessibility

Upload Details

Uploaded via as Apple Keynote

Usage Rights

CC Attribution-NonCommercial LicenseCC Attribution-NonCommercial License

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • Exercise: Write play history on an index card\n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • Handout copy of page and ask people to write in things they already know.\n
  • \n
  • Exercise: Pick the most valuable game (for you right now) from TastyCupcake Handouts. Then decide as table.\n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • Scrum Alliance - Show Video\n
  • \n
  • \n
  • 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
  • \n
  • 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
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n
  • \n\n
  • \n
  • \n
  • Empathy\n
  • \n
  • \n
  • \n
  • \n\n

Agile Games 2012 Keynote - Games Landscape and Importance of Play Agile Games 2012 Keynote - Games Landscape and Importance of Play Presentation Transcript

  • A Guided Tour to Games at Work(How to Play for the Win) @MichaelSahota
  • The Importance of Play
  • The Science of PlaySee alsoTED Talk:http://www.youtube.com/watch?v=HHwXlcHcTHc
  • What is the opposite of Play?
  • Why Games? Games
  • Why Games? Games
  • Why Games? Play Games
  • Why Games? Play Games
  • Why Games? Flow Play Games
  • Why Games? Flow Play Games
  • A Guided Tour of Games and Play
  • 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
  • Little foundationDisparate teamsDisadvantage from get-goUnstable and hazardousenvironment VP Product Management
  • Little foundationChallengingEnvironmentDisparate teamsDisadvantage from get-goForces ArrayedUnstable and hazardousagainst Teamenvironment VP Product Management
  • Little foundationChallengingEnvironmentDisparate teamsDisadvantage from get-goForces ArrayedUnstable and hazardousagainst Teamenvironment VP ProductProduct SVP Management
  • Little foundationDisparate teamsDisadvantage from get-goUnstable and hazardousenvironment
  • Little foundationDisparate teamsDisadvantage from get-goUnstable and hazardousenvironment VP Product Management
  • Shared Vision
  • Meaningful Playgetting »gamification« rightSebastian Deterding(@dingstweets) THANK YOU!Google Tech Talk, January 24, 2011cbn http://www.flickr.com/photos/pensiero/3438592235/sizes/o/in/faves-7834371@N04/
  • Make-believeRules, challengesGoalsFeedbackFree, safe play spaceShared toy objects
  • Points Badges Leaderboardstracking, feedback goals, rewards competitionThe blueprint
  • 1 Meaning
  • 2 Mastery
  • »Fun is just another word for learning.« Raph Koster a theory of fun for game design (2005)
  • »Fun is just another word for learning.« under optimal conditions Raph Koster a theory of fun for game design
  • »Fun from games arises out ofmastery. It arises out ofcomprehension. It is the act ofsolving puzzles that makesgames fun. With games, learningis the drug.« Raph Koster a theory of fun for game design (2005)
  • 3 Autonomy
  • »If he had been a great andwise philosopher, like thewriter of this book, he wouldnow have comprehended thatWork consists of whatever abody is obliged to do, andthat Play consists of whatevera body is not obliged to do.« Mark Twain the adventures of tom sawyer (1876)
  • Game Design Game Mechanics Anticipation Achievements Balance Bonuses Challenge Discovery Cooperation Ownership Goals Quests Rewards Levels Risks Loss Aversion Stories Points Surprise Reward Scheduleshttp://gamification.org/wiki/Game_mechanicshttp://gamification.org/wiki/Game_Design
  • Your turn: How is Agile Gamified?
  • 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
  • Improv Exercise: The “Failure” Bow
  • The Final Frontier - Play in Life
  • SAFETY
  • Siraj Sirajuddin and Influence Mapping
  • Brene Brown’s Shame Research.See video: http://www.ted.com/talks/brene_brown_on_vulnerability.html
  • er ! et t er BS u p
  • Thank You@MichaelSahota