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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 seque...
Little foundationDisparate teamsDisadvantage from get-goUnstable and hazardousenvironment                           VP Pro...
Little foundationChallengingEnvironmentDisparate teamsDisadvantage from get-goForces ArrayedUnstable and hazardousagainst ...
Little foundationChallengingEnvironmentDisparate teamsDisadvantage from get-goForces ArrayedUnstable and hazardousagainst ...
Little foundationDisparate teamsDisadvantage from get-goUnstable and hazardousenvironment
Little foundationDisparate teamsDisadvantage from get-goUnstable and hazardousenvironment                           VP Pro...
Shared Vision
Meaningful Playgetting »gamification« rightSebastian Deterding(@dingstweets)                       THANK YOU!Google Tech Ta...
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 d...
»Fun from games arises out ofmastery. It arises out ofcomprehension. It is the act ofsolving puzzles that makesgames fun. ...
3 Autonomy
»If he had been a great andwise philosopher, like thewriter of this book, he wouldnow have comprehended thatWork consists ...
Game Design                      Game Mechanics              Anticipation                     Achievements                ...
Your turn: How is Agile Gamified?
One View ofAgile is Gamified          Game Element                                           Agile                        ...
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
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
Agile Games 2012 Keynote - Games Landscape and Importance of Play
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Agile Games 2012 Keynote - Games Landscape and Importance of Play

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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.

Agile Games 2012 Keynote - Games Landscape and Importance of Play

  1. 1. A Guided Tour to Games at Work(How to Play for the Win) @MichaelSahota
  2. 2. The Importance of Play
  3. 3. The Science of PlaySee alsoTED Talk:http://www.youtube.com/watch?v=HHwXlcHcTHc
  4. 4. What is the opposite of Play?
  5. 5. Why Games? Games
  6. 6. Why Games? Games
  7. 7. Why Games? Play Games
  8. 8. Why Games? Play Games
  9. 9. Why Games? Flow Play Games
  10. 10. Why Games? Flow Play Games
  11. 11. A Guided Tour of Games and Play
  12. 12. 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
  13. 13. Little foundationDisparate teamsDisadvantage from get-goUnstable and hazardousenvironment VP Product Management
  14. 14. Little foundationChallengingEnvironmentDisparate teamsDisadvantage from get-goForces ArrayedUnstable and hazardousagainst Teamenvironment VP Product Management
  15. 15. Little foundationChallengingEnvironmentDisparate teamsDisadvantage from get-goForces ArrayedUnstable and hazardousagainst Teamenvironment VP ProductProduct SVP Management
  16. 16. Little foundationDisparate teamsDisadvantage from get-goUnstable and hazardousenvironment
  17. 17. Little foundationDisparate teamsDisadvantage from get-goUnstable and hazardousenvironment VP Product Management
  18. 18. Shared Vision
  19. 19. 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/
  20. 20. Make-believeRules, challengesGoalsFeedbackFree, safe play spaceShared toy objects
  21. 21. Points Badges Leaderboardstracking, feedback goals, rewards competitionThe blueprint
  22. 22. 1 Meaning
  23. 23. 2 Mastery
  24. 24. »Fun is just another word for learning.« Raph Koster a theory of fun for game design (2005)
  25. 25. »Fun is just another word for learning.« under optimal conditions Raph Koster a theory of fun for game design
  26. 26. »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)
  27. 27. 3 Autonomy
  28. 28. »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)
  29. 29. 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
  30. 30. Your turn: How is Agile Gamified?
  31. 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
  32. 32. Improv Exercise: The “Failure” Bow
  33. 33. The Final Frontier - Play in Life
  34. 34. SAFETY
  35. 35. Siraj Sirajuddin and Influence Mapping
  36. 36. Brene Brown’s Shame Research.See video: http://www.ted.com/talks/brene_brown_on_vulnerability.html
  37. 37. er ! et t er BS u p
  38. 38. Thank You@MichaelSahota

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