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A Guided Tour to Games at Work
(How to Play for the Win)
@MichaelSahota
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The Importance of Play
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The Science of Play
See alsoTED Talk:
http://www.youtube.com/
watch?v=HHwXlcHcTHc
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What is the opposite of Play?
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Why Games?
Games
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Why Games?
Games
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7.
Why Games?
Play
Games
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8.
Why Games?
Play
Games
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9.
Why Games?
Flow
Play
Games
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10.
Why Games?
Flow
Play
Games
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A Guided Tour of Games and Play
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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
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Little foundation
Disparate teams
Disadvantage from get-go
Unstable and hazardous
environment
VP Product Management
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Little foundation
Challenging
Environment
Disparate teams
Disadvantage from get-go
Forces Arrayed
Unstable and hazardous
against Team
environment
VP Product Management
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15.
Little foundation
Challenging
Environment
Disparate teams
Disadvantage from get-go
Forces Arrayed
Unstable and hazardous
against Team
environment
VP ProductProduct
SVP Management
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16.
Little foundation
Disparate teams
Disadvantage from get-go
Unstable and hazardous
environment
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17.
Little foundation
Disparate teams
Disadvantage from get-go
Unstable and hazardous
environment
VP Product Management
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18.
Shared Vision
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19.
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/
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Make-believe
Rules, challenges
Goals
Feedback
Free, safe play space
Shared toy objects
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Points Badges Leaderboards
tracking, feedback goals, rewards competition
The blueprint
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22.
1 Meaning
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2 Mastery
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»Fun is just another
word
for learning.«
Raph Koster
a theory of fun for game design (2005)
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25.
»Fun is just another
word
for learning.«
under optimal conditions
Raph Koster
a theory of fun for game design
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26.
»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)
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3 Autonomy
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»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)
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29.
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
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30.
Your turn: How is Agile Gamified?
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31.
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
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Improv Exercise: The “Failure” Bow
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The Final Frontier - Play in Life
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SAFETY
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Siraj Sirajuddin and Influence Mapping
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Brene Brown’s Shame Research.
See video: http://www.ted.com/talks/brene_brown_on_vulnerability.html
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37.
er !
et t
er B
S u p
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38.
Thank You
@MichaelSahota
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Exercise: Write play history on an index card\n
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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
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Empathy\n
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