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Game Based
Organization Design
Jeroen van Bree, PhD (@jeroenvanbree)
European Organisation Design Forum
2013 Vienna Conference
KPMG INTERNATIONAL

Confronting Complexity

Managing complexity
is important to my
company’s success

Research Findings and Insights

94%

6%

kpmg.com

SECTORS AND THEMES

MAY 2011

Title set in
univers 65 bold
33pt on 36pt
leading, white

Increasing complexity
is one of the biggest
challenges my company faces

70%

0

20
Agree

30%

40

60
Disagree

Source: KPMG International, 2010

Additional infor Univers
45 light 12pt on16pt leading
kpmg.com

Credits and authors in Univers
45 light 12 pt on14 pt leading

http://www.kpmg.com/Global/en/IssuesAndInsights/ArticlesPublications/Documents/complexity-research-report.pdf

80

100
Stand out in a complex world

Figure 5

Capitalizing
on Complexity

The complexity gap
While eight out of ten CEOs anticipate significant complexity ahead,
less than half feel prepared to handle it.
Expect high/very high level of complexit

ears
79%

Feel prepared for expected complexity
49%

30%

complexity
gap

Insights from the
Global Chief Executive
Officer Study

Learning from top performers

“Really, I am not af
complexity at all. O
this just motivates
Jacques Pellas,

http://www-935.ibm.com/services/us/ceo/ceostudy2010/
Volume 16(2): 227–247
ISSN 1350–5084
Copyright © 2009 SAGE Publications
(Los Angeles, London, New Delhi,
Singapore and Washington DC)

Exploring the Edges of Theory-Practice
Gap: Epistemic Cultures in Strategy-Tool
Development and Use
Johanna Moisander
Helsinki School of Economics, Department of Marketing and Management,
Helsinki, Finland

Sari Stenfors
SCANCOR, Stanford University, Stanford, CA, USA

Abstract. This paper takes a strategy-as-practice perspective on the study of
strategy tools and the theory-practice gap in strategic management research.
Based on a case study, the paper argues that differences in epistemic culture
may complicate communication and co-operation between academics and
practitioners. These differences may also result in management scholars
producing knowledge and strategy tools that lack practical pertinence for
corporate actors, particularly in the context of modernist management
scholars and contemporary post-bureaucratic knowledge organizations
(PBOs). In PBOs, where flexibility, participative management style and
consensus building dialogue are emphasized, modernist strategy tools
designed for rational problem solving by individual decision-makers may
be inadequate. In PBOs, practical strategy work calls for tools that support
collective knowledge production, promote dialogue and trust, and function
as learning tools. Overall, the paper concludes that the development of
strategy tools that actually support practical strategizing calls for a more
social model of knowledge and strategy work. Key words. epistemic culture;
management tools; sociology of technology; strategic management; strategy
as practice

DOI: 10.1177/1350508408100476

http://org.sagepub.com

http://org.sagepub.com/content/16/2/227.short
Volume 16(2): 227–247
ISSN 1350–5084
Copyright © 2009 SAGE Publications
(Los Angeles, London, New Delhi,
Singapore and Washington DC)

Exploring the Edges of Theory-Practice
Gap: Epistemic Cultures in Strategy-Tool
Development and Use
Johanna Moisander
Helsinki School of Economics, Department of Marketing and Management,
Helsinki, Finland

Sari Stenfors

Tools designed for
rational problem solving
by individual decisionmakers

SCANCOR, Stanford University, Stanford, CA, USA

Abstract. This paper takes a strategy-as-practice perspective on the study of
strategy tools and the theory-practice gap in strategic management research.
Based on a case study, the paper argues that differences in epistemic culture
may complicate communication and co-operation between academics and
practitioners. These differences may also result in management scholars
producing knowledge and strategy tools that lack practical pertinence for
corporate actors, particularly in the context of modernist management
scholars and contemporary post-bureaucratic knowledge organizations
(PBOs). In PBOs, where flexibility, participative management style and
consensus building dialogue are emphasized, modernist strategy tools
designed for rational problem solving by individual decision-makers may
be inadequate. In PBOs, practical strategy work calls for tools that support
collective knowledge production, promote dialogue and trust, and function
as learning tools. Overall, the paper concludes that the development of
strategy tools that actually support practical strategizing calls for a more
social model of knowledge and strategy work. Key words. epistemic culture;
management tools; sociology of technology; strategic management; strategy
as practice

DOI: 10.1177/1350508408100476

http://org.sagepub.com

http://org.sagepub.com/content/16/2/227.short
Volume 16(2): 227–247
ISSN 1350–5084
Copyright © 2009 SAGE Publications
(Los Angeles, London, New Delhi,
Singapore and Washington DC)

Exploring the Edges of Theory-Practice
Gap: Epistemic Cultures in Strategy-Tool
Development and Use
Johanna Moisander

Tools that support
collective knowledge
production, promote
dialogue and trust, and
function as learning
tools

Helsinki School of Economics, Department of Marketing and Management,
Helsinki, Finland

Sari Stenfors

Tools designed for
rational problem solving
by individual decisionmakers

SCANCOR, Stanford University, Stanford, CA, USA

Abstract. This paper takes a strategy-as-practice perspective on the study of
strategy tools and the theory-practice gap in strategic management research.
Based on a case study, the paper argues that differences in epistemic culture
may complicate communication and co-operation between academics and
practitioners. These differences may also result in management scholars
producing knowledge and strategy tools that lack practical pertinence for
corporate actors, particularly in the context of modernist management
scholars and contemporary post-bureaucratic knowledge organizations
(PBOs). In PBOs, where flexibility, participative management style and
consensus building dialogue are emphasized, modernist strategy tools
designed for rational problem solving by individual decision-makers may
be inadequate. In PBOs, practical strategy work calls for tools that support
collective knowledge production, promote dialogue and trust, and function
as learning tools. Overall, the paper concludes that the development of
strategy tools that actually support practical strategizing calls for a more
social model of knowledge and strategy work. Key words. epistemic culture;
management tools; sociology of technology; strategic management; strategy
as practice

DOI: 10.1177/1350508408100476

http://org.sagepub.com

http://org.sagepub.com/content/16/2/227.short
Games_
Games
Play_
Games
Play
RUles_
Games
Play
Rules
Game Based Organization Design_
Games
Play
Rules
Game Based Organization Design
1972
http://www.newzoo.com/infographics/infographic-2012-uk/
Games
Play
Rules
Game Based Organization Design
Games
Play
Rules
Game Based Organization Design
Michael L. Baird, flickr.bairdphotos.com
‘ordered play is not play’
Mandatory Fun: Gamification and the
Impact of Games at Work

Ethan  Mollick*
Nancy  Rothbard*
Management  Department,  The  Wharton  School
University  of  Pennsylvania

June  5,  2013
PRELIMINARY  DRAFT  SUBJECT  TO  CHANGE

*Authorship order is alphabetical as both authors contributed equally to this manuscript.
http://papers.ssrn.com/sol3/papers.cfm?abstract_id=2277103
Note: We thank Sigal Barsade, Matthew Bidwell, and Adam Grant, for their helpful comments
Drawing on several theoretical perspectives, we argue that the impact of games is due to
their ability to engage workers who consent to play the game. However, the externally imposed
exploring these questions in an organization, rather than a lab setting, allows us to make stronger

nature of gamification makes it vulnerable to the paradox of mandatory fun, where games that
inferences about how these initiatives influence people at work.
CONCLUSION

are imposed by management require worker consent in a way that games generated organically
Drawing on several theoretical perspectives, we argue that the impact of games is due to

their ability to engage workers who consent to play the game. However, the externally imposed

by workers do not. In our field experiment, we find that games, when consented to, increase
nature of gamification makes it vulnerable to the paradox of mandatory fun, where games that

are imposed by management require worker consent in a way that games generated organically

positive affect at work, but, when consent is lacking, decrease positive affect and performance.
by workers do not. In our field experiment, we find that games, when consented to, increase

positive affect at work, but, when consent is lacking, decrease positive affect and performance.

This work offers a first attemptattemptmeasure impact of the type of games the type of games imposed by
This work offers a first to to measure the the impact of imposed by
management on employees, and to theorize about the role of games at work. With the increasing

management on employees,ofand in all aspects of life, and the harnessing of games at of games at work. With the increasing
ubiquity games to theorize about the role work through
gamification, this topic will only grow in importance. Future studies are needed to understand the

ubiquity of games in all aspects of life, and the harnessing of gameselucidate
boundary conditions under which workplace games produce their effects, and to further at work through
the mechanisms through which games generate engagement. However, our findings serve as both

gamification, this topicencouragement and agrowfor those using games to generate changes in employee affectare needed to understand the
will only warning in importance. Future studies or
performance: games can have powerful effects that can be either positive or negative, depending

boundary conditions underunderlying consent of the game players.
which workplace games produce their effects, and to further elucidate
on the
the mechanisms through which games generate engagement. However, our findings serve as both
encouragement and a warning for those using games to generate changes in employee affect or
performance: games can have powerful effects that can be either positive or negative, depending
32

on the underlying consent of the game players.
‘play is not real life’
Playing a game is the voluntary
effort to overcome unnecessary
obstacles.
- Bernard Suits
Fevi in Pictures
lusory attitude
http://hbr.org/2004/05/learning-to-lead-at-toyota/ar/1
஽ Academy of Management Learning & Education, 2011, Vol. 10, No. 3, 507–527. http://dx.doi.org/10.5465/amle.2010.0048

........................................................................................................................................................................

http://www.emeraldinsight.com/journals.htm?articleid=1838283

Games Managers Play:
Play as a Form of
Leadership Development
RONIT KARK
Bar-Ilan University
In recent years, organizations have expended considerable effort and resources to
develop and improve managers’ leadership skills through various forms of play. I explore
the role of play in leadership development processes. Drawing on theories of leader and
leadership development and theories of play, I develop a conceptual framework,
suggesting that play can contribute to different components of leader and leadership
development processes (i.e., leadership identity, cognitive abilities, and behavioral skills).
Furthermore, the role of creating safe play spaces in leadership development processes is
highlighted. The discussion examines the implications and applications of play for
leadership development processes, points to the dangers of misuse of play, and outlines
directions for further empirical research.

The current issue and full text archive of this journal is available at
www.emeraldinsight.com/0953-4814.htm

........................................................................................................................................................................
“At some point as we get older . . . we are
made to feel guilty for playing. We are told
that it is unproductive, a waste of time, even
sinful. The play that remains is, like league
sports, mostly very organized, rigid, and competitive. We strive to always be productive.
This is not the case. . . the truth is that in most
cases, play is a catalyst. The beneficial effects of getting just a little true play can
spread through our lives, usually making us
more productive and happier in everything
we do” (Brown, 2009).

focus on ways to develop individuals’ capacity to
engage effectively in leadership roles (e.g., Day &
Zaccaro, 2004; McCall, 2004). This has resulted in
various methods, training programs, and workshops designed for this purpose. Many organizations view leadership development as a major
source of sustainable competitive advantage and
place leadership development at the core of their
corporate culture (McCall & Hollenbeck, 2002).
Leadership development programs and processes
have become instrumental in many organizations,
and they have fostered an industry that generates
vast sums of capital and offers a broad range of
possibilities (e.g., Arthur, Bennett, Edens, & Bell,
2003; Salas & Cannon-Bowers, 2001).
Over the past decade, research attention has
been devoted to the theory and practice of leadership development (e.g., Avolio & Hannah, 2008;
Collins & Holton, 2004; Day, Zaccaro, & Halpin,
2004; DeRue & Ashford, 2010). The general consensus is that different managerial populations need
different kinds of learning opportunities, but little
theoretical and empirical guidance exists to help
practitioners and HR personnel select or combine
methods that are best suited to each group (Guillen & Ibarra, 2009).
Some leadership development programs consist
of experiences that span just a few hours, while
others may last several days, or even take the form
of extended seminars. In addition, the nature of

“A child in play acts ‘as though he were a
head taller than himself’” (Vygotsky, 1978:
102).
In recent years, organizations have expended a
great deal of effort and resources in an attempt to
teach managers how to lead (e.g., Industry reports,
2000). Recent approaches to leadership challenge
the notion that individuals are born as leaders and
I am grateful to Irit Feldman-Levy for her meaningful and creative contribution to this paper and to Sim Sitkin and the anonymous reviewers for their valuable feedback. I thank Moran
Anisman, Tal Ben Shahar, Yair Berson, Avi Carmeli, Jacob
Eisenberg, Shaul Fox, and Rivka Tuval Mashiach for their helpful comments on earlier versions. I also thank my children—
Omer, Ofri, & Clil for reminding me of the importance and
enjoyment of play.

JOCM
23,1

A case study of a ludic learning space
Alice Y. Kolb and David A. Kolb
26

Weatherhead School of Management, Case Western Reserve University,
Cleveland, Ohio, USA
Abstract
Purpose – The purpose of this paper is to propose an experiential learning framework for
understanding how play can potentially create a unique ludic learning space conducive to deep learning.
Design/methodology/approach – The framework is developed by integrating two perspectives.
First, from multidisciplinary theories of play to uncover the underlying play principles that contribute
to the emergence of the ludic learning space are drawn. Then the formation of a ludic learning space
through a case study of a pick-up softball league where for 15 years, a group of individuals diverse in
age group, gender, level of education, and ethnic background have come together to play are examined.
Findings – The case study suggests that play in a ludic learning space can promote deep learning in
the intellectual, physical, spiritual, and moral realms.
Originality/value – This paper uses the play literature to inform the experiential learning concept of
the learning space.
Keywords Experiential learning, Learning processes, Ball games
Paper type Case study

507
Copyright of the Academy of Management, all rights reserved. Contents may not be copied, emailed, posted to a listserv, or otherwise transmitted without the copyright holder’s
express written permission. Users may print, download, or email articles for individual use only.

http://connection.ebscohost.com/c/articles/67074189/gamesmanagers-play-play-as-form-leadership-development

Learning to play, playing to learn

Journal of Organizational Change
Management
Vol. 23 No. 1, 2010
pp. 26-50
q Emerald Group Publishing Limited
0953-4814
DOI 10.1108/09534811011017199

1. Introduction
The cultural historian, Huzinga (1950) contends that from the very beginning, cultures
evolved in forms of play. The instinct of play pervades all human endeavors: in law,
science, war, philosophy, and in the arts. Through the eyes of Huizinga, humans emerge not
as Homo sapiens, the man who knows, but primarily as Homo Ludens, the man who plays.
Play encompasses a wide range of activities and forms both in human and animal
world. From the play-fight of kittens, imaginary play of a child, to the more abstract
play of adult games and organized sports, it permeates our lives as a significant source
of creativity, imagination, and fun. While play has undoubtedly been a unique and
universal human experience across cultures, it has also been the subject of scholarly
inquiry across diverse fields of social science with a substantial accumulation of
theoretical and empirical evidence about its significance in the process of individual
expression and adaptation (Callois, 2001; Dewey, 1990; Erikson, 1950; Freud, 1965;
Gadamer, 1992; Mainemelis and Ronson, 2006; Miller, 1974; Piaget, 1962; Sutton-Smith,
1997; Turner, 1974; Vygotsky, 1966; Winnicott, 1971).
Recently, Singer et al. (2006) emphasized the importance of play in human cognitive
and social-emotional growth by issuing the bold statement that play ¼ learning.
While play has been characterized as “older and more original than civilization”
Huizinga (1950, p. 1) and has been defined as a distinct form of behavior possessing
serious biological, developmental, functional, and evolutionary implications in animal
life (Bekoff and Byers, 1998; Darwin, 1965, 1981; Fagen, 1981, 1984, 1994; Goodall, 1995;
Groos, 1898; Lorenz, 1971) in reality, play has been devalued and continues to be
squeezed out of our formal educational institutions under the misguided view that
lusory space
Games
Play
Rules
Game Based Organization Design
Games
Play
Rules
Game Based Organization Design
Playing a game is the voluntary
effort to overcome unnecessary
obstacles.
- Bernard Suits
the spoilsport
the cheat
gaming the system
‘these are the rules’
design flaw
lusory space

gaming the system
rules
game play
rules
game play
declarative content
rules
simple rules
complex game play
simple rules
Tristan Martin
descriptive rules
prescriptive rules
http://hbr.org/2001/01/strategy-as-simple-rules/ar/1
circumscriptive rules
Space of
Possibilities
lusory space

gaming the system

underspecification
Games
Play
Rules
Game Based Organization Design
Games
Play
Rules
Game Based Organization Design
http://www.sup.org/book.cgi?id=1448
A primary danger in
designing is overdesign.
Life persists when designs
are underspecified.
- Karl E. Weick
game design
declarative content
game play
declarative content
game play
declarative content
rules
game play

rules
test

game play

rules
test

game play

adjust
rules
Second-order Design
test

game play

adjust
rules
© 2012 Eric Zimmerman
paper prototype

© 2012 Eric Zimmerman
© 2012 Eric Zimmerman
playtesting

© 2012 Eric Zimmerman
Second-order Design
test

gameplay

adjust
rules
game design
game based organization design
Rules
© 2012 Eric Zimmerman
© 2012 Eric Zimmerman
Space of
Possibilities
lusory space

gaming the system

underspecification
co-creation
organizational
designer
co-designers
organizational
designer
stakeholders
co-designers
organizational
designer
co-designers

all stakeholders

organizational
designer
co-designers

setting goals and
establishing framework

all stakeholders
filling out the framework
envisioning core
mechanisms
building paper prototype
organizational
designer

playtesting, round 1:
adding rules
obtaining additional
information
playtesting, round 2
corporate strategy
corporate strategy

rule set

peripheral
strategy

paper
prototype
corporate strategy

rule set

new structures
& processes

peripheral
strategy

paper
prototype
corporate strategy

rule set

new structures
& processes

peripheral
strategy

paper
prototype

change
management
tool for training or change management
tool for training or change management

design tool
tool for training or change management

game is finished product

design tool
tool for training or change management

design tool

game is finished product

game is paper prototype,
conduit for understanding
tool for training or change management

design tool

game is finished product

game is paper prototype,
conduit for understanding

players are not involved in design of game
tool for training or change management

design tool

game is finished product

game is paper prototype,
conduit for understanding

players are not involved in design of game

game is co-created
tool for training or change management

design tool

game is finished product

game is paper prototype,
conduit for understanding

players are not involved in design of game

game is co-created

detailed representation
tool for training or change management

design tool

game is finished product

game is paper prototype,
conduit for understanding

players are not involved in design of game

game is co-created

detailed representation

abstract representation (rules),
complexity comes from players
co-designers

setting goals and
establishing framework
How can we encourage our clients
to adopt a healthy lifestyle?
How can we encourage our clients
to adopt a healthy lifestyle?
what does our strategic vision mean for our
business processes and structures?
what does our strategic vision mean for our
business processes and structures?
what should our way of working look like as our
start-up company grows?
what does our strategic vision mean for our
business processes and structures?
what should our way of working look like as our
start-up company grows?
how can we achieve the goals we
have with our IT community?
co-designers

setting goals and
establishing framework
co-designers

setting goals and
establishing framework

filling out the framework
lusory space

gaming the system

emergence
• 3 forms of healthy behavior
• 7 stakeholders on this playing field
• 10 indicators of a healthy lifestyle
• 60 reasons not to adopt a healthy lifestyle
• 75 drivers for a healthy lifestyle
co-designers

setting goals and
establishing framework

filling out the framework
co-designers

setting goals and
establishing framework

all stakeholders
filling out the framework
envisioning core
mechanisms
co-designers

setting goals and
establishing framework

all stakeholders
filling out the framework
envisioning core
mechanisms
co-designers

setting goals and
establishing framework

all stakeholders
filling out the framework
envisioning core
mechanisms
building paper prototype
organizational
designer
co-designers

setting goals and
establishing framework

all stakeholders
filling out the framework
envisioning core
mechanisms
building paper prototype
organizational
designer
co-designers

setting goals and
establishing framework

all stakeholders
filling out the framework
envisioning core
mechanisms
building paper prototype
organizational
designer

playtesting, round 1:
adding rules
co-designers

setting goals and
establishing framework

all stakeholders
filling out the framework
envisioning core
mechanisms
building paper prototype
organizational
designer

playtesting, round 1:
adding rules
obtaining additional
information
co-designers

setting goals and
establishing framework

all stakeholders
filling out the framework
envisioning core
mechanisms
building paper prototype
organizational
designer

playtesting, round 1:
adding rules
obtaining additional
information
playtesting, round 2
lusory space

gaming the system

emergence
corporate strategy

rule set

new structures
& processes

peripheral
strategy

paper
prototype

change
management
co-designers

all stakeholders

organizational
designer
co-designers

all stakeholders

35 interventions

organizational
designer
co-designers

all stakeholders

35 interventions

organizational
designer
15 interventions
co-designers

all stakeholders

35 interventions

organizational
designer
15 interventions

2 interventions
corporate strategy

rule set

new structures
& processes

peripheral
strategy

paper
prototype

change
management
co-designers

setting goals and
establishing framework

all stakeholders
filling out the framework
envisioning core
mechanisms
building paper prototype
organizational
designer

playtesting, round 1:
adding rules
obtaining additional
information
playtesting, round 2
co-designers

setting goals and
establishing framework

all stakeholders
filling out the framework
envisioning core
mechanisms
building paper prototype
organizational
designer

playtesting, round 1:
adding rules
obtaining additional
information
playtesting, round 2

re-design organizational system
corporate strategy

rules

new structures &
processes

peripheral
strategy

paper
prototype

change
management
corporate strategy

rules

new structures &
processes

peripheral
strategy

paper
prototype

change
management
Game Based
Organization Design
Jeroen van Bree, PhD (@jeroenvanbree)
European Organisation Design Forum
2013 Vienna Conference
You are free to copy, distribute and transmit the work under the following conditions:
Attribution
You must attribute the work to the presenter by mentioning his website, http://movablemind.com
(but not in any way that suggests that he endorses you or your use of the work).
Noncommercial
You may not use this work for commercial purposes.
No derivative works
You may not alter, transform, or build upon this work.

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Game Based Organization Design EODF Vienna 11 October 2013

  • 1. Game Based Organization Design Jeroen van Bree, PhD (@jeroenvanbree) European Organisation Design Forum 2013 Vienna Conference
  • 2. KPMG INTERNATIONAL Confronting Complexity Managing complexity is important to my company’s success Research Findings and Insights 94% 6% kpmg.com SECTORS AND THEMES MAY 2011 Title set in univers 65 bold 33pt on 36pt leading, white Increasing complexity is one of the biggest challenges my company faces 70% 0 20 Agree 30% 40 60 Disagree Source: KPMG International, 2010 Additional infor Univers 45 light 12pt on16pt leading kpmg.com Credits and authors in Univers 45 light 12 pt on14 pt leading http://www.kpmg.com/Global/en/IssuesAndInsights/ArticlesPublications/Documents/complexity-research-report.pdf 80 100
  • 3. Stand out in a complex world Figure 5 Capitalizing on Complexity The complexity gap While eight out of ten CEOs anticipate significant complexity ahead, less than half feel prepared to handle it. Expect high/very high level of complexit ears 79% Feel prepared for expected complexity 49% 30% complexity gap Insights from the Global Chief Executive Officer Study Learning from top performers “Really, I am not af complexity at all. O this just motivates Jacques Pellas, http://www-935.ibm.com/services/us/ceo/ceostudy2010/
  • 4. Volume 16(2): 227–247 ISSN 1350–5084 Copyright © 2009 SAGE Publications (Los Angeles, London, New Delhi, Singapore and Washington DC) Exploring the Edges of Theory-Practice Gap: Epistemic Cultures in Strategy-Tool Development and Use Johanna Moisander Helsinki School of Economics, Department of Marketing and Management, Helsinki, Finland Sari Stenfors SCANCOR, Stanford University, Stanford, CA, USA Abstract. This paper takes a strategy-as-practice perspective on the study of strategy tools and the theory-practice gap in strategic management research. Based on a case study, the paper argues that differences in epistemic culture may complicate communication and co-operation between academics and practitioners. These differences may also result in management scholars producing knowledge and strategy tools that lack practical pertinence for corporate actors, particularly in the context of modernist management scholars and contemporary post-bureaucratic knowledge organizations (PBOs). In PBOs, where flexibility, participative management style and consensus building dialogue are emphasized, modernist strategy tools designed for rational problem solving by individual decision-makers may be inadequate. In PBOs, practical strategy work calls for tools that support collective knowledge production, promote dialogue and trust, and function as learning tools. Overall, the paper concludes that the development of strategy tools that actually support practical strategizing calls for a more social model of knowledge and strategy work. Key words. epistemic culture; management tools; sociology of technology; strategic management; strategy as practice DOI: 10.1177/1350508408100476 http://org.sagepub.com http://org.sagepub.com/content/16/2/227.short
  • 5. Volume 16(2): 227–247 ISSN 1350–5084 Copyright © 2009 SAGE Publications (Los Angeles, London, New Delhi, Singapore and Washington DC) Exploring the Edges of Theory-Practice Gap: Epistemic Cultures in Strategy-Tool Development and Use Johanna Moisander Helsinki School of Economics, Department of Marketing and Management, Helsinki, Finland Sari Stenfors Tools designed for rational problem solving by individual decisionmakers SCANCOR, Stanford University, Stanford, CA, USA Abstract. This paper takes a strategy-as-practice perspective on the study of strategy tools and the theory-practice gap in strategic management research. Based on a case study, the paper argues that differences in epistemic culture may complicate communication and co-operation between academics and practitioners. These differences may also result in management scholars producing knowledge and strategy tools that lack practical pertinence for corporate actors, particularly in the context of modernist management scholars and contemporary post-bureaucratic knowledge organizations (PBOs). In PBOs, where flexibility, participative management style and consensus building dialogue are emphasized, modernist strategy tools designed for rational problem solving by individual decision-makers may be inadequate. In PBOs, practical strategy work calls for tools that support collective knowledge production, promote dialogue and trust, and function as learning tools. Overall, the paper concludes that the development of strategy tools that actually support practical strategizing calls for a more social model of knowledge and strategy work. Key words. epistemic culture; management tools; sociology of technology; strategic management; strategy as practice DOI: 10.1177/1350508408100476 http://org.sagepub.com http://org.sagepub.com/content/16/2/227.short
  • 6. Volume 16(2): 227–247 ISSN 1350–5084 Copyright © 2009 SAGE Publications (Los Angeles, London, New Delhi, Singapore and Washington DC) Exploring the Edges of Theory-Practice Gap: Epistemic Cultures in Strategy-Tool Development and Use Johanna Moisander Tools that support collective knowledge production, promote dialogue and trust, and function as learning tools Helsinki School of Economics, Department of Marketing and Management, Helsinki, Finland Sari Stenfors Tools designed for rational problem solving by individual decisionmakers SCANCOR, Stanford University, Stanford, CA, USA Abstract. This paper takes a strategy-as-practice perspective on the study of strategy tools and the theory-practice gap in strategic management research. Based on a case study, the paper argues that differences in epistemic culture may complicate communication and co-operation between academics and practitioners. These differences may also result in management scholars producing knowledge and strategy tools that lack practical pertinence for corporate actors, particularly in the context of modernist management scholars and contemporary post-bureaucratic knowledge organizations (PBOs). In PBOs, where flexibility, participative management style and consensus building dialogue are emphasized, modernist strategy tools designed for rational problem solving by individual decision-makers may be inadequate. In PBOs, practical strategy work calls for tools that support collective knowledge production, promote dialogue and trust, and function as learning tools. Overall, the paper concludes that the development of strategy tools that actually support practical strategizing calls for a more social model of knowledge and strategy work. Key words. epistemic culture; management tools; sociology of technology; strategic management; strategy as practice DOI: 10.1177/1350508408100476 http://org.sagepub.com http://org.sagepub.com/content/16/2/227.short
  • 7.
  • 13. 1972
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  • 34.
  • 37. Michael L. Baird, flickr.bairdphotos.com
  • 38.
  • 39.
  • 40. ‘ordered play is not play’
  • 41. Mandatory Fun: Gamification and the Impact of Games at Work Ethan  Mollick* Nancy  Rothbard* Management  Department,  The  Wharton  School University  of  Pennsylvania June  5,  2013 PRELIMINARY  DRAFT  SUBJECT  TO  CHANGE *Authorship order is alphabetical as both authors contributed equally to this manuscript. http://papers.ssrn.com/sol3/papers.cfm?abstract_id=2277103 Note: We thank Sigal Barsade, Matthew Bidwell, and Adam Grant, for their helpful comments
  • 42. Drawing on several theoretical perspectives, we argue that the impact of games is due to their ability to engage workers who consent to play the game. However, the externally imposed exploring these questions in an organization, rather than a lab setting, allows us to make stronger nature of gamification makes it vulnerable to the paradox of mandatory fun, where games that inferences about how these initiatives influence people at work. CONCLUSION are imposed by management require worker consent in a way that games generated organically Drawing on several theoretical perspectives, we argue that the impact of games is due to their ability to engage workers who consent to play the game. However, the externally imposed by workers do not. In our field experiment, we find that games, when consented to, increase nature of gamification makes it vulnerable to the paradox of mandatory fun, where games that are imposed by management require worker consent in a way that games generated organically positive affect at work, but, when consent is lacking, decrease positive affect and performance. by workers do not. In our field experiment, we find that games, when consented to, increase positive affect at work, but, when consent is lacking, decrease positive affect and performance. This work offers a first attemptattemptmeasure impact of the type of games the type of games imposed by This work offers a first to to measure the the impact of imposed by management on employees, and to theorize about the role of games at work. With the increasing management on employees,ofand in all aspects of life, and the harnessing of games at of games at work. With the increasing ubiquity games to theorize about the role work through gamification, this topic will only grow in importance. Future studies are needed to understand the ubiquity of games in all aspects of life, and the harnessing of gameselucidate boundary conditions under which workplace games produce their effects, and to further at work through the mechanisms through which games generate engagement. However, our findings serve as both gamification, this topicencouragement and agrowfor those using games to generate changes in employee affectare needed to understand the will only warning in importance. Future studies or performance: games can have powerful effects that can be either positive or negative, depending boundary conditions underunderlying consent of the game players. which workplace games produce their effects, and to further elucidate on the the mechanisms through which games generate engagement. However, our findings serve as both encouragement and a warning for those using games to generate changes in employee affect or performance: games can have powerful effects that can be either positive or negative, depending 32 on the underlying consent of the game players.
  • 43.
  • 44. ‘play is not real life’
  • 45.
  • 46.
  • 47. Playing a game is the voluntary effort to overcome unnecessary obstacles. - Bernard Suits
  • 49.
  • 51.
  • 53.
  • 54. ஽ Academy of Management Learning & Education, 2011, Vol. 10, No. 3, 507–527. http://dx.doi.org/10.5465/amle.2010.0048 ........................................................................................................................................................................ http://www.emeraldinsight.com/journals.htm?articleid=1838283 Games Managers Play: Play as a Form of Leadership Development RONIT KARK Bar-Ilan University In recent years, organizations have expended considerable effort and resources to develop and improve managers’ leadership skills through various forms of play. I explore the role of play in leadership development processes. Drawing on theories of leader and leadership development and theories of play, I develop a conceptual framework, suggesting that play can contribute to different components of leader and leadership development processes (i.e., leadership identity, cognitive abilities, and behavioral skills). Furthermore, the role of creating safe play spaces in leadership development processes is highlighted. The discussion examines the implications and applications of play for leadership development processes, points to the dangers of misuse of play, and outlines directions for further empirical research. The current issue and full text archive of this journal is available at www.emeraldinsight.com/0953-4814.htm ........................................................................................................................................................................ “At some point as we get older . . . we are made to feel guilty for playing. We are told that it is unproductive, a waste of time, even sinful. The play that remains is, like league sports, mostly very organized, rigid, and competitive. We strive to always be productive. This is not the case. . . the truth is that in most cases, play is a catalyst. The beneficial effects of getting just a little true play can spread through our lives, usually making us more productive and happier in everything we do” (Brown, 2009). focus on ways to develop individuals’ capacity to engage effectively in leadership roles (e.g., Day & Zaccaro, 2004; McCall, 2004). This has resulted in various methods, training programs, and workshops designed for this purpose. Many organizations view leadership development as a major source of sustainable competitive advantage and place leadership development at the core of their corporate culture (McCall & Hollenbeck, 2002). Leadership development programs and processes have become instrumental in many organizations, and they have fostered an industry that generates vast sums of capital and offers a broad range of possibilities (e.g., Arthur, Bennett, Edens, & Bell, 2003; Salas & Cannon-Bowers, 2001). Over the past decade, research attention has been devoted to the theory and practice of leadership development (e.g., Avolio & Hannah, 2008; Collins & Holton, 2004; Day, Zaccaro, & Halpin, 2004; DeRue & Ashford, 2010). The general consensus is that different managerial populations need different kinds of learning opportunities, but little theoretical and empirical guidance exists to help practitioners and HR personnel select or combine methods that are best suited to each group (Guillen & Ibarra, 2009). Some leadership development programs consist of experiences that span just a few hours, while others may last several days, or even take the form of extended seminars. In addition, the nature of “A child in play acts ‘as though he were a head taller than himself’” (Vygotsky, 1978: 102). In recent years, organizations have expended a great deal of effort and resources in an attempt to teach managers how to lead (e.g., Industry reports, 2000). Recent approaches to leadership challenge the notion that individuals are born as leaders and I am grateful to Irit Feldman-Levy for her meaningful and creative contribution to this paper and to Sim Sitkin and the anonymous reviewers for their valuable feedback. I thank Moran Anisman, Tal Ben Shahar, Yair Berson, Avi Carmeli, Jacob Eisenberg, Shaul Fox, and Rivka Tuval Mashiach for their helpful comments on earlier versions. I also thank my children— Omer, Ofri, & Clil for reminding me of the importance and enjoyment of play. JOCM 23,1 A case study of a ludic learning space Alice Y. Kolb and David A. Kolb 26 Weatherhead School of Management, Case Western Reserve University, Cleveland, Ohio, USA Abstract Purpose – The purpose of this paper is to propose an experiential learning framework for understanding how play can potentially create a unique ludic learning space conducive to deep learning. Design/methodology/approach – The framework is developed by integrating two perspectives. First, from multidisciplinary theories of play to uncover the underlying play principles that contribute to the emergence of the ludic learning space are drawn. Then the formation of a ludic learning space through a case study of a pick-up softball league where for 15 years, a group of individuals diverse in age group, gender, level of education, and ethnic background have come together to play are examined. Findings – The case study suggests that play in a ludic learning space can promote deep learning in the intellectual, physical, spiritual, and moral realms. Originality/value – This paper uses the play literature to inform the experiential learning concept of the learning space. Keywords Experiential learning, Learning processes, Ball games Paper type Case study 507 Copyright of the Academy of Management, all rights reserved. Contents may not be copied, emailed, posted to a listserv, or otherwise transmitted without the copyright holder’s express written permission. Users may print, download, or email articles for individual use only. http://connection.ebscohost.com/c/articles/67074189/gamesmanagers-play-play-as-form-leadership-development Learning to play, playing to learn Journal of Organizational Change Management Vol. 23 No. 1, 2010 pp. 26-50 q Emerald Group Publishing Limited 0953-4814 DOI 10.1108/09534811011017199 1. Introduction The cultural historian, Huzinga (1950) contends that from the very beginning, cultures evolved in forms of play. The instinct of play pervades all human endeavors: in law, science, war, philosophy, and in the arts. Through the eyes of Huizinga, humans emerge not as Homo sapiens, the man who knows, but primarily as Homo Ludens, the man who plays. Play encompasses a wide range of activities and forms both in human and animal world. From the play-fight of kittens, imaginary play of a child, to the more abstract play of adult games and organized sports, it permeates our lives as a significant source of creativity, imagination, and fun. While play has undoubtedly been a unique and universal human experience across cultures, it has also been the subject of scholarly inquiry across diverse fields of social science with a substantial accumulation of theoretical and empirical evidence about its significance in the process of individual expression and adaptation (Callois, 2001; Dewey, 1990; Erikson, 1950; Freud, 1965; Gadamer, 1992; Mainemelis and Ronson, 2006; Miller, 1974; Piaget, 1962; Sutton-Smith, 1997; Turner, 1974; Vygotsky, 1966; Winnicott, 1971). Recently, Singer et al. (2006) emphasized the importance of play in human cognitive and social-emotional growth by issuing the bold statement that play ¼ learning. While play has been characterized as “older and more original than civilization” Huizinga (1950, p. 1) and has been defined as a distinct form of behavior possessing serious biological, developmental, functional, and evolutionary implications in animal life (Bekoff and Byers, 1998; Darwin, 1965, 1981; Fagen, 1981, 1984, 1994; Goodall, 1995; Groos, 1898; Lorenz, 1971) in reality, play has been devalued and continues to be squeezed out of our formal educational institutions under the misguided view that
  • 58. Playing a game is the voluntary effort to overcome unnecessary obstacles. - Bernard Suits
  • 59.
  • 61.
  • 62.
  • 63.
  • 65.
  • 66.
  • 68.
  • 69.
  • 70.
  • 71. ‘these are the rules’
  • 72.
  • 75.
  • 76. rules
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  • 87.
  • 89.
  • 91.
  • 92.
  • 94.
  • 96. lusory space gaming the system underspecification
  • 97.
  • 101.
  • 102. A primary danger in designing is overdesign. Life persists when designs are underspecified. - Karl E. Weick
  • 103.
  • 112. © 2012 Eric Zimmerman
  • 113. paper prototype © 2012 Eric Zimmerman
  • 114. © 2012 Eric Zimmerman
  • 119. Rules
  • 120. © 2012 Eric Zimmerman
  • 121. © 2012 Eric Zimmerman
  • 123. lusory space gaming the system underspecification
  • 124.
  • 125.
  • 127.
  • 132. co-designers setting goals and establishing framework all stakeholders filling out the framework envisioning core mechanisms building paper prototype organizational designer playtesting, round 1: adding rules obtaining additional information playtesting, round 2
  • 133.
  • 136. corporate strategy rule set new structures & processes peripheral strategy paper prototype
  • 137. corporate strategy rule set new structures & processes peripheral strategy paper prototype change management
  • 138.
  • 139. tool for training or change management
  • 140. tool for training or change management design tool
  • 141. tool for training or change management game is finished product design tool
  • 142. tool for training or change management design tool game is finished product game is paper prototype, conduit for understanding
  • 143. tool for training or change management design tool game is finished product game is paper prototype, conduit for understanding players are not involved in design of game
  • 144. tool for training or change management design tool game is finished product game is paper prototype, conduit for understanding players are not involved in design of game game is co-created
  • 145. tool for training or change management design tool game is finished product game is paper prototype, conduit for understanding players are not involved in design of game game is co-created detailed representation
  • 146. tool for training or change management design tool game is finished product game is paper prototype, conduit for understanding players are not involved in design of game game is co-created detailed representation abstract representation (rules), complexity comes from players
  • 147.
  • 149.
  • 150. How can we encourage our clients to adopt a healthy lifestyle?
  • 151. How can we encourage our clients to adopt a healthy lifestyle?
  • 152.
  • 153. what does our strategic vision mean for our business processes and structures?
  • 154. what does our strategic vision mean for our business processes and structures? what should our way of working look like as our start-up company grows?
  • 155. what does our strategic vision mean for our business processes and structures? what should our way of working look like as our start-up company grows? how can we achieve the goals we have with our IT community?
  • 157. co-designers setting goals and establishing framework filling out the framework
  • 158. lusory space gaming the system emergence
  • 159. • 3 forms of healthy behavior • 7 stakeholders on this playing field • 10 indicators of a healthy lifestyle • 60 reasons not to adopt a healthy lifestyle • 75 drivers for a healthy lifestyle
  • 160. co-designers setting goals and establishing framework filling out the framework
  • 161. co-designers setting goals and establishing framework all stakeholders filling out the framework envisioning core mechanisms
  • 162.
  • 163. co-designers setting goals and establishing framework all stakeholders filling out the framework envisioning core mechanisms
  • 164. co-designers setting goals and establishing framework all stakeholders filling out the framework envisioning core mechanisms building paper prototype organizational designer
  • 165.
  • 166. co-designers setting goals and establishing framework all stakeholders filling out the framework envisioning core mechanisms building paper prototype organizational designer
  • 167. co-designers setting goals and establishing framework all stakeholders filling out the framework envisioning core mechanisms building paper prototype organizational designer playtesting, round 1: adding rules
  • 168. co-designers setting goals and establishing framework all stakeholders filling out the framework envisioning core mechanisms building paper prototype organizational designer playtesting, round 1: adding rules obtaining additional information
  • 169. co-designers setting goals and establishing framework all stakeholders filling out the framework envisioning core mechanisms building paper prototype organizational designer playtesting, round 1: adding rules obtaining additional information playtesting, round 2
  • 170.
  • 171. lusory space gaming the system emergence
  • 172. corporate strategy rule set new structures & processes peripheral strategy paper prototype change management
  • 177.
  • 178. corporate strategy rule set new structures & processes peripheral strategy paper prototype change management
  • 179.
  • 180. co-designers setting goals and establishing framework all stakeholders filling out the framework envisioning core mechanisms building paper prototype organizational designer playtesting, round 1: adding rules obtaining additional information playtesting, round 2
  • 181. co-designers setting goals and establishing framework all stakeholders filling out the framework envisioning core mechanisms building paper prototype organizational designer playtesting, round 1: adding rules obtaining additional information playtesting, round 2 re-design organizational system
  • 182. corporate strategy rules new structures & processes peripheral strategy paper prototype change management
  • 183.
  • 184.
  • 185. corporate strategy rules new structures & processes peripheral strategy paper prototype change management
  • 186. Game Based Organization Design Jeroen van Bree, PhD (@jeroenvanbree) European Organisation Design Forum 2013 Vienna Conference
  • 187. You are free to copy, distribute and transmit the work under the following conditions: Attribution You must attribute the work to the presenter by mentioning his website, http://movablemind.com (but not in any way that suggests that he endorses you or your use of the work). Noncommercial You may not use this work for commercial purposes. No derivative works You may not alter, transform, or build upon this work.