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Leadership’s Online Labs

Charmain Tan | Dongjie Lin | Fehd Trimech | Vaibhav Sathe
Agenda
   Massively Multiplayer online role playing game
   Gameplay of World of Warcraft
   Leadership skills evaluated
   Game play vs. Business world
   Personal Aspects
   Managerial Implications
MMORPG
   Massively Multiplayer Online Role Playing Game
   Very large number of players interact in a
    virtual gameplay scenario assuming a particular
    character
   World of Warcraft is most subscribed MMORPG with
    10.2 million with approx. $12-15/month subscription fees
   Released in 2004, 4 Expansions so far
   Competitive and Goal Oriented environment
   Real time strategy game, players have goals to
    accomplish based on resources, most tasks require
    group formation, sharing/trading of resources possible
   High black market (Real World) exists for well equipped
    accounts, trading as high as $9000

                         Trailer video
World of Warcraft – Game play
   Player vs. Player or Player vs. Environment
   Subscribers need to join one realm or server which
    is one instance of gameplay
   Characters belong to races – Orcs, Humans,
    Dwarves
   Players of same faction (alliance) can communicate
    each other through messages or groups
   Participation of dozens of players coordinating with
    each other in quests for several hours
   Over period of time characters mature and acquire
    skills
   Quest completion provides further experience points,
    items and in-game money
Leadership Skills Evaluated



  Works well                            Doesn’t match
  • Face organizational and             • No real evaluation of “high
    strategic challenges like             potential” as one needs to
    recruiting, retaining, assessing,     achieve level to see great
    motivating, rewarding, etc.           players in action
  • More challenging in some terms      • No tangible stakes involved,
    due to volunteer workforce and        increases risk taking
    digital medium of                   • Problems are well articulated
    communication                         and not discovered
  • Dynamic leadership, leaders         • Identities adapted to gameplay,
    change, new ones come                 reduces “conflicts”
    forward
Two environments : Game world vs.
Business world
  Similarities                        Differences
  • Motivation and incentives.        • Stakes in games are lower
    Important motivational              than in business world.
    challenges (incentive               Players aim to achieve goals
    mechanisms that reward the          strictly defined by the game
    individual performance of           rules.
    players / employers). The         • Players have avatars
    incentives can be either            whereas employees involve
    short-term (and immediate) or       their real personality.
    long-term.
                                      • Speed : things go faster in
  • Distribution of the loot that a     games.
    team accumulates during a
                                      • Risk taking is encourages in
    successful raid / Distributing      games but a dangerous in
    end-of-year bonus to
                                        business.
    employers. Making a strong
    connection between effort         • The role of leadership is often
    and reward.                         temporary. The leader
                                        changes if the mission needs
                                        specific skills.
Two environments : Game world vs.
Business world
  Similarities                        Differences
  • Transparency of                   • Transparency of information.
    information. Chosing a              Detailed statistics on individual
    strategy in the heat of the         and group performance, real-time
    action on the basis on the          status reports on performance.
    updated data.                     • Lack of data makes the leader
                                        ignoring real skills of employers.
  • Managing like a meritocracy :     • Rotation of leadership. Availability
    people are rewarded for their       of data keep players always
    performance.                        ready to assume the leadership if
  • Most real-world companies           needed.
    are already working on            • Detailed data about players,
    capturing and integrating real-     constantly and automatically
    time about people, activities       updated / static employee files
    and results.                        with snapshots of someone’s past
                                        experience and training.
                                      • Failing and reattempting is a
                                        learning experience in game
                                        world / Reattempting is hard in
                                        business world.
Leadership: personal aspects
   Some similarity and discrepancy among the leaders
    in online games and real-world business.

       Professional   Game                 Real
                             Specialize           Common
                             in:                  sense in
                             Ongoing              business,
                             recruitment          Know the
                             Creation of          industry
                             incentive            and
                             systems              company
                             Player               well
                             evaluation
Leadership: personal aspects

    Speedy and   Game Ultraquick        Real
     Efficient                                 Considerat
                        decision               e decision
                        making,                making
                        Based on               Sometimes
                        partial                based on
                        information            incomplete
                                               information

                 Game Since             Real
      Risky             failures is
                        acceptable              Cautious,
                        , taking risk          taking good
                        is                     care of risk
                        encourage
                        d
Leadership: personal aspects

    Relationship   Game Exceptional      Real     Respect &
       skills             relationship          support
                          --> forming           from
                          effective             below,
                          teams,                good
                          delegating            working
                          responsibili          atmospher
                          ty                    e

    Communicatio   Game                  Real
        n
Managerial Implications: Management
  Temporary leadership roles in gaming
  • Frequent swapping of leadership position helps avoid
    burnout
  • No single leader expert in all areas. Better matches
    individual expertise to tasks
  • Empowers employees to take lead, unearthing overlooked
    talent

  Game risk taking in trial and error
  • Organizations to foster a culture that tolerates failure
  • Mimic game structures by breaking down big challenges
    into smaller projects, thereby making risk more palatable

  Gamers must cooperate to advance
  • Encourage teamwork rather than individualistic work
Managerial Implications: Incentive systems
   Immediacy of compensation in gaming
  • Shorten lag time between successful outcomes and
    monetary compensation
  • Creates stronger connection between effort and reward
   Players know their reward points in
   advance
  • Creating clear and communication on reward system
    increases transparency and incentives
  • Individual compensation based on objective performance
    data is deemed as a fair and meritocratic reward system
Managerial Implications: Information
system
  Visible real-time information
  • Providing employees with better access to information and
    tools to make their own decisions. Bottom-up instead of
    top-down
  • Dashboards should be accessible to all instead of being
    located only in headquarters, access only by senior
    executives
  Speed-decision making in gaming
  • Leaders to be reactive to new information
  • Organizational culture that is flexible and responsive to
    contingencies
  Real-time player data
  • Composite view of employee’s voluntary information about
    the person’s informal skills and hobbies facilitates formation
    of teams
Conclusion - Takeaway

   Leadership is not always about an individual’s innate
    ability, but about the environment as well

   Business can learn to adopt online gaming
    environments to improve leadership at work

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Leadership’s Online Labs

  • 1. Leadership’s Online Labs Charmain Tan | Dongjie Lin | Fehd Trimech | Vaibhav Sathe
  • 2. Agenda  Massively Multiplayer online role playing game  Gameplay of World of Warcraft  Leadership skills evaluated  Game play vs. Business world  Personal Aspects  Managerial Implications
  • 3. MMORPG  Massively Multiplayer Online Role Playing Game  Very large number of players interact in a virtual gameplay scenario assuming a particular character  World of Warcraft is most subscribed MMORPG with 10.2 million with approx. $12-15/month subscription fees  Released in 2004, 4 Expansions so far  Competitive and Goal Oriented environment  Real time strategy game, players have goals to accomplish based on resources, most tasks require group formation, sharing/trading of resources possible  High black market (Real World) exists for well equipped accounts, trading as high as $9000 Trailer video
  • 4. World of Warcraft – Game play  Player vs. Player or Player vs. Environment  Subscribers need to join one realm or server which is one instance of gameplay  Characters belong to races – Orcs, Humans, Dwarves  Players of same faction (alliance) can communicate each other through messages or groups  Participation of dozens of players coordinating with each other in quests for several hours  Over period of time characters mature and acquire skills  Quest completion provides further experience points, items and in-game money
  • 5. Leadership Skills Evaluated Works well Doesn’t match • Face organizational and • No real evaluation of “high strategic challenges like potential” as one needs to recruiting, retaining, assessing, achieve level to see great motivating, rewarding, etc. players in action • More challenging in some terms • No tangible stakes involved, due to volunteer workforce and increases risk taking digital medium of • Problems are well articulated communication and not discovered • Dynamic leadership, leaders • Identities adapted to gameplay, change, new ones come reduces “conflicts” forward
  • 6. Two environments : Game world vs. Business world Similarities Differences • Motivation and incentives. • Stakes in games are lower Important motivational than in business world. challenges (incentive Players aim to achieve goals mechanisms that reward the strictly defined by the game individual performance of rules. players / employers). The • Players have avatars incentives can be either whereas employees involve short-term (and immediate) or their real personality. long-term. • Speed : things go faster in • Distribution of the loot that a games. team accumulates during a • Risk taking is encourages in successful raid / Distributing games but a dangerous in end-of-year bonus to business. employers. Making a strong connection between effort • The role of leadership is often and reward. temporary. The leader changes if the mission needs specific skills.
  • 7. Two environments : Game world vs. Business world Similarities Differences • Transparency of • Transparency of information. information. Chosing a Detailed statistics on individual strategy in the heat of the and group performance, real-time action on the basis on the status reports on performance. updated data. • Lack of data makes the leader ignoring real skills of employers. • Managing like a meritocracy : • Rotation of leadership. Availability people are rewarded for their of data keep players always performance. ready to assume the leadership if • Most real-world companies needed. are already working on • Detailed data about players, capturing and integrating real- constantly and automatically time about people, activities updated / static employee files and results. with snapshots of someone’s past experience and training. • Failing and reattempting is a learning experience in game world / Reattempting is hard in business world.
  • 8. Leadership: personal aspects  Some similarity and discrepancy among the leaders in online games and real-world business. Professional Game Real Specialize Common in: sense in Ongoing business, recruitment Know the Creation of industry incentive and systems company Player well evaluation
  • 9. Leadership: personal aspects  Speedy and Game Ultraquick Real Efficient Considerat decision e decision making, making Based on Sometimes partial based on information incomplete information Game Since Real Risky failures is acceptable Cautious, , taking risk taking good is care of risk encourage d
  • 10. Leadership: personal aspects  Relationship Game Exceptional Real Respect & skills relationship support --> forming from effective below, teams, good delegating working responsibili atmospher ty e Communicatio Game Real n
  • 11. Managerial Implications: Management Temporary leadership roles in gaming • Frequent swapping of leadership position helps avoid burnout • No single leader expert in all areas. Better matches individual expertise to tasks • Empowers employees to take lead, unearthing overlooked talent Game risk taking in trial and error • Organizations to foster a culture that tolerates failure • Mimic game structures by breaking down big challenges into smaller projects, thereby making risk more palatable Gamers must cooperate to advance • Encourage teamwork rather than individualistic work
  • 12. Managerial Implications: Incentive systems Immediacy of compensation in gaming • Shorten lag time between successful outcomes and monetary compensation • Creates stronger connection between effort and reward Players know their reward points in advance • Creating clear and communication on reward system increases transparency and incentives • Individual compensation based on objective performance data is deemed as a fair and meritocratic reward system
  • 13. Managerial Implications: Information system Visible real-time information • Providing employees with better access to information and tools to make their own decisions. Bottom-up instead of top-down • Dashboards should be accessible to all instead of being located only in headquarters, access only by senior executives Speed-decision making in gaming • Leaders to be reactive to new information • Organizational culture that is flexible and responsive to contingencies Real-time player data • Composite view of employee’s voluntary information about the person’s informal skills and hobbies facilitates formation of teams
  • 14. Conclusion - Takeaway  Leadership is not always about an individual’s innate ability, but about the environment as well  Business can learn to adopt online gaming environments to improve leadership at work