AgileCamp 2014 Track 5: The Power of Play

330 views

Published on

AgileCamp 2014 Track 5: The Power of Play, Matt Brown, Chief Gaming Officer of Conteneo

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
330
On SlideShare
0
From Embeds
0
Number of Embeds
2
Actions
Shares
0
Downloads
0
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide
  • Match words to slide 6
  • Mb - Make look like the other pages – picture of Bicyclist with a messenger bag
  • AgileCamp 2014 Track 5: The Power of Play

    1. 1. 1 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Matt Brown, Chief Gaming Officer | Conteneo September 2013 Gameplay to Amplify Strategic Creativity © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
    2. 2. 2 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Strategically Creative (& Creatively Strategic) Power ofPlay Game and Gamification Creative Strategy at Work
    3. 3. 3 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
    4. 4. 4 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Strategic Innovation Culture User Centered Brand Innovative Design Thinking Creative Organic Growth Strategically Creative
    5. 5. 5 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved GrowUnderstand LaunchInnovate Design Make It’s All Strategic Creativity
    6. 6. 6 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
    7. 7. 7 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Opposite of play is depression, notwork. ~ Stuart Brown
    8. 8. 8 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Play Checklist  Play is… • Action oriented • An end in itself • Self-motivating • Spontaneous • Fully engaged – In the Flow • Creative • Satisfying • Imaginative • Usually social • Active (mentally or physically) • Player-controlled • Change oriented • Biologically essential • Withholding judgment • Positive approach to failure x Play is not… • Process oriented • A means to an end • Obligatory • Predictable • Distracted • Prescriptive • Boring • Routine • Lonely • Passive • Authority-controlled • Rigid • Leisure construct • Critical • Negative approach to failure
    9. 9. 9 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
    10. 10. 10 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved How We Learn Experience Play Instruction
    11. 11. 11 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Information Skills Capabilities What We Learn
    12. 12. 12 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Capabilities Explore = What is this? How does it work, sound, feel, move? Discover = What are characteristics of objects, actions, events? Classify = How does this fit with what I already know? Remember = Who, what, where, when, how, why? Predict = What are possible consequences of actions or events? Plan = What actions are needed and in what sequence? Organize = What sequence and structure of actions are needed? Persist = What happens when I do it and can I persist toward goal? Experiment =What additional ideas or criteria should I try? Demonstrating =Can I explain or show what I learned? Imagine = What new ideas can I think of? Create = What innovative means can I use to express my new ideas?
    13. 13. 13 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Play provides Practice and Production . . . so use it or lose it.
    14. 14. 14 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
    15. 15. 15 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Sensory Play Seeking and having experiences primarily for sensory enjoyment.
    16. 16. 16 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Construction Play Assembling pieces to create patterns, structures, symbolic representations.
    17. 17. 17 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Art Play Using materials like paint, pencils and clay to express ideas, feelings and narratives.
    18. 18. 18 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Gross Motor Play Active playing involving large body movements that build A.B.C.’S of fitness.
    19. 19. 19 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Manipulative Play Producing fine motor actions alone or in combination with gross motor.
    20. 20. 20 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Music Play Exploring, learning and expressing oneself through music, song and dance.
    21. 21. 21 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Book Play Exploring books and reading to writing expositions and narratives.
    22. 22. 22 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Pretend Play Role-playing and directing both real & fantasy scenarios with range of materials.
    23. 23. 23 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Game Play All games from chance to strategy to sports; set or spontaneous rules.
    24. 24. 24 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
    25. 25. 25 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Games = Achieving Results Because It’s Fun Gamification= Making Boring Stuff More Fun
    26. 26. 26 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Natural & Intrinsically Motivated : Playful Contrived & Extrinsically Motivated : Instructive
    27. 27. 27 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Rules, Goals, Context, Possibility of Win/Lose, Gamification Elements Leaderboards, Rewards, Levels
    28. 28. 28 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
    29. 29. 29 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
    30. 30. 30 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Explore + Discover = Curiosity Strategically Creative Step 1: Learn Clearly articulate significant unmet need.
    31. 31. 31 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Imagine + Create = Creativity Strategically Creative Step 2: Solve Conceive highly desired, beneficially differentiated solution.
    32. 32. 32 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Try + Experiment =Persistence Strategically Creative Step 3: Execute Realize high impact solution for users
    33. 33. 33 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved People Tools & Techniques Processes Or … Components of an Innovation Culture
    34. 34. 34 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Make a mess! Play and Strategic Innovation © Copyright 2012 | Speck Design, Inc.
    35. 35. 35 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Try to say yes!
    36. 36. 36 © Copyright 2013 Matthew P. d. Brown. All Rights ReservedPlay and Strategic Innovation © Copyright 2012 | Speck Design, Inc.
    37. 37. 38 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Live the culture!
    38. 38. 39 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved A Common Thread: Collaboration • Consensus - No decision until collective agreement. • Cooperation - Being agreeable and willing to assist each other. • Command and Control - The decider rules. Most extrinsic. • Collegiality - Being friendly and supportive. • Collaboration - Leader and team drive to consensus within constraints. If consensus not reached, leader decides and team aligns around decision. Collaboration Amplification = Social Gameplay Rather Than Meetings
    39. 39. 40 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Stay Curious . . . Try something new without expectation.

    ×