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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.

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.

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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 Play See 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 foundation Disparate teams Disadvantage from get-go Unstable and hazardous environment VP Product Management
  14. 14. Little foundation Challenging Environment Disparate teams Disadvantage from get-go Forces Arrayed Unstable and hazardous against Team environment VP Product Management
  15. 15. Little foundation Challenging Environment Disparate teams Disadvantage from get-go Forces Arrayed Unstable and hazardous against Team environment VP ProductProduct SVP Management
  16. 16. Little foundation Disparate teams Disadvantage from get-go Unstable and hazardous environment
  17. 17. Little foundation Disparate teams Disadvantage from get-go Unstable and hazardous environment VP Product Management
  18. 18. Shared Vision
  19. 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/
  20. 20. Make-believe Rules, challenges Goals Feedback Free, safe play space Shared toy objects
  21. 21. Points Badges Leaderboards tracking, feedback goals, rewards competition The 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 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)
  27. 27. 3 Autonomy
  28. 28. »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)
  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 Schedules http://gamification.org/wiki/Game_mechanics http://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 B S u p
  38. 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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