Posted: August 31st, 2010 | Author: Dave Gray | Filed under: Uncategorized | 10 Comments »
If you are interested in starting a local meetup group where you can meet others who are interested in gamestorming and practice your meeting mojo, please leave a comment here and let’s get that conversation going!
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Posted: August 16th, 2010 | Author: Dave Gray | Filed under: Uncategorized | 1 Comment »
We have proposed a panel at the SXSW Interactive conference on Gamestorming. Here’s the description:
Work is getting flatter. There’s no central server dishing out orders. It’s a peer-to-peer, co-evolving world. The team that flocks together, rocks together. The future of work is not about dull routine, it’s about being more human. It’s about curiosity, exploration, flexibility and imagination. Gamestorming is for people who want to design the future, to change the world, to make, break and innovate. It’s a kind of Jedi-judo for inventors, explorers and change agents who want to engage the swarm, surf the infosphere and fan the creative hive to an excited state. Gamestorming is a practice made of people, paper and passion. The enabling technologies are sticky notes, whiteboards, index cards, loose rules and fast action. Gamestorming is a mashup of game principles, game mechanics and work. It’s about weaving energy and fast-feedback loops into your work, into your meetings with co-workers, into your design and development activities. Gamestorming is the future of work. Our panel of Gamestorming Jedi will infect you with the Gamestorming virus, so you can carry it back with you and unleash the contagion to the other nodes in your network. There is no antidote.
SXSW selects panels based on votes and comments from people like you. So get on over there and vote!
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Posted: July 19th, 2010 | Author: Dave Gray | Filed under: Uncategorized | No Comments »
Gamestorming author Dave Gray was just interviewed by Mac Slocum of O’Reilly Radar:
We’re hardwired to play games. We play them for fun. We play them in our social interactions. We play them at work.
That last one is tricky. “Games” and “work” don’t seem like a natural pairing. Their coupling in the workplace either implies goofing off (the fun variant) or office politics (the not-so-fun type).
Dave Gray, Sunni Brown, and James Macanufo, co-authors of the upcoming bookGamestorming, have a different perspective. They contend that an embrace and understanding of game mechanics can yield benefits in many work environments, particularly those where old hierarchical models are no longer applicable.
In the following Q&A, Gray discusses the collaborative power of games and how they can cut through increasing workplace complexity.
Read the whole interview here.
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Posted: July 8th, 2010 | Author: Dave Gray | Filed under: Gamestorming wiki | No Comments »
“In preparing for battle I have always found that plans are useless, but planning is indispensable.” —Dwight D. Eisenhower
Object of Play
Every meeting deserves a plan. Note that a great plan can’t guarantee a great outcome, but it will help lay down the fundamentals from which you can adapt. Sketch out these fundamentals by using the 7Ps framework.
Number of Players: Individual
Duration of Play: 20 minutes to 2 hours
How to Play
Use these items as a checklist. When preparing for a meeting, thinking through the 7Ps can improve focus and results, even if you have only a few moments to reflect on them.
Purpose: Why are you having this meeting? As the leader, you need to be able to state this clearly and succinctly. Consider the urgency of the meeting: what’s going
on, and what’s on fire? If this is difficult to articulate, ask yourself if a meeting is really necessary.
Product: What specific artifact will we produce out of the meeting? What will it do, and how will it support the purpose? If your meetings seem to be “all talk and no follow-through,” consider how a product might change things.
People: Who needs to be there, and what role will they play? One way to focus your list of attendees is to think in terms of questions and answers. What questions are
we answering with this meeting? Who are the right people to answer the questions?
Process: What agenda will these people use to create the product? Of all the 7Ps, the agenda is where you have the most opportunity to collaborate in advance with the
attendees. Co-design an agenda with them to ensure that they will show up and stay engaged.
Pitfalls: What are the risks in this meeting, and how will we address them? These could be as simple as ground rules, such as “no laptops,” or specific topics that are
designated as out of scope.
Prep: What would be useful to do in advance? This could be material to read in advance, research to conduct, or “homework” to assign to the attendees.
Practical Concerns: These are the logistics of the meeting—the where and when, and importantly, who’s bringing lunch.
Strategy
- Each of the 7Ps can influence or change one of the others, and developing a good plan will take this into account. For instance, if you have certain participants for only part of a meeting, this will change your process.
- Get others involved in the design of the meeting. Their participation in its design is the quickest route to its effectiveness.
- Recurring meetings can take on a life of their own and stray from their original purpose. It’s a healthy activity to revisit “Why are we having this meeting?” regularly for such events.
- Make the 7Ps visible during the meeting. These reference points can help focus and refocus a group as needed.
- Have a plan and expect it to change. The 7Ps can give you a framework for designing a meeting, but they can’t run the meeting for you. The unexpected will happen, and as a leader you will need to adapt.
The 7Ps Framework was designed by James Macanufo.
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Posted: December 8th, 2009 | Author: Dave Gray | Filed under: Uncategorized | 11 Comments »
Games are not a new thing at work. In nearly every office environment games are in evidence. Be assured: you are part of a game whether you know it or not. Games are going on all around you and most of the time the rules are unclear, unspoken or unknown.
Whether or not you choose to explicitly bring knowledge games into your workplace, a better understanding of games and game mechanics can help you be happier and more productive at work. We can call this game literacy: An understanding of what games are, how they work, and how they shape our environment.
A game is a socially constructed world where the rules of ordinary life are suspended in favor of a set of rules that the game-players have explicitly or tacitly accepted. Every organization has both written and unwritten rules, and you need to play by both sets of rules if you want to be successful in that organization. The problem with ambiguous or unwritten rules is that people easily become confused, disoriented and sometimes disenfranchised. They check out.
Here are some of the games we have observed in work environments:
I agree with the boss more than you do: Players compete to show the most enthusiasm for the ideas or suggestions of the most powerful person in the room. Moves in this game include loud, conspicuous or unnecessary expressions of agreement or enthusiasm, as well as disparaging comments about alternative positions or perspectives. The winner is the one who curries the most favor with the boss, or gets the boss to appoint him or her to a coveted position or project.
Let’s pretend we all get along: In this game, meetings are somewhat farcical ceremonies where nothing of serious importance is discussed or decided. The real issues are resolved outside the meeting space and the real decision-makers may not even attend the meeting. The meeting leader may be in a position where he or she pretends to have a discussion about a topic, but has no real authority to change anything. Moves in this game can include changing the subject, soft-pedaling difficult questions, and shifting blame to a higher authority or “the system.” The goal of this game is to continue the play without anyone challenging the status quo.
The definition game: Players use language as a game element. The goals of this game can vary widely, from productive to destructive to simply play for the enjoyment of the game. In the definition game, the discussion is paused as players work to find language or semantic issues that can change, derail, or delay the game. One mode of play is to drag the other players into endless discussion and delay the real issues of the meeting. Another mode is where players work to define language such that they can appear to agree when in fact they disagree – a version of “let’s agree to disagree” without making the conflict explicit. This mode is a version of “Let’s all pretend we get along.” The definition game is not always negative. It can be useful when a meeting involves people from different disciplines or different cultures. The goal in that case is to truly understand what is meant by a term that’s in play.
Saboteur: This game is only fun if everybody in the meeting is not in on the game. The goal of the game is to subvert the real meeting in order to nurture a grudge, or for the amusement of the players. Moves in Saboteur are wide and varied. They can be anything from body language, like yawning, crossing the arms and rolling the eyes, to killing any new idea through ridicule or discussing similar ideas that failed. Other moves are pretending you don’t understand in order to impede the meeting’s progress, or taking advantage of a backchannel like Twitter or IM to comment disparagingly on the conversation. A key strategy in Saboteur is to wait until others have staked out a position and then move in for the kill. The goal of Saboteur is to stop or delay any serious progress or change.
King of the hill: Players compete to demonstrate their alpha status within the group. This can be a version of “I agree with the boss more than you do” when players are competing for the boss’s approval, although this is not always the point of “King of the hill.” The goal of this game is to assert your dominance and to get others to show signs of submission. Moves in the game can be anything from an unnecessarily strong handshake to taking the seat at the head of the table.
I’m too busy for this: Players attend a meeting but at the earliest opportunity delve into unrelated work, often by opening their laptops. This is a form of “checking out” but can also be a signal of disinterest or a play for dominance; sometimes it can be a version of “King of the hill.” One very recognizable move in this game is the player who ducks out of the meeting to take an “important call.”
Filibuster: Filibuster is a game about air time. Players angle for center stage and enter into lengthy monologues to promote an agenda or point of view that is only tangentially related to the meeting. Moves may include the introduction of technical jargon to prove one’s expertise, lengthy explanations of unrelated topics, or raising issues from other domains to get them the widest possible audience. Filibuster may also be a play for attention for its own sake. The goal of the game is to keep the center stage for as long as possible.
Here’s why you all should like this: This game is played by authority figures in hierarchical organizations who want to discourage conversation about difficult topics. Decisions are presented to a group and a pretend “discussion” ensues. Controversial decisions are “spun” or presented as “good news” and any discussion of the controversial aspects is discouraged. Moves include “We’ve already discussed that” and body language like that seen in Saboteur. The goal of the game is to maintain the appearance of consensus without changing any of the decisions. One version of this game is “Let’s all agree with me” where a power- player continually raises the same “suggestion” until all disagreement evaporates. One sign that this game may be underway is when managers do most of the talking and frontline workers are noticeably silent.
Sock puppet: Players try to increase their status or the importance of a point by claiming to speak for a constituency that isn’t present. They may represent this point of view as coming from others but more often than not it is their own. Moves include terms like “I’ve heard,” “People are saying” and so on. A key strategy in this game is to refuse to identify one’s sources in order to protect them from retribution. A player wins when the other players agree to the validity of their point.
Shell game: The goal of this game is to postpone meetings and decisions indefinitely. In this game, meetings are moved all over the calendar to accommodate everyone’s schedule, or decisions are postponed because everyone wasn’t able to attend. Difficult topics are “punted” into the next meeting. Players avoid making decisions until everyone agrees, and attempt to keep as many issues unresolved as possible. This can be a version of “Let’s all pretend we get along.”
I’m sure it’s clear by now that these kinds of games go on all the time, in nearly every organization. Players are not even necessarily conscious of their roles as players in a game, and yet they play anyway, sometimes out of boredom and sometimes out of habit. The point here is not that “game-playing” is a negative thing in work environments, but that games are a natural activity; they are part of the social construct and part of how work gets done. And like any other practice, they can be constructive or destructive.
Knowledge games are a way of bringing structure and clarity to the work environment. They make the game – and the rules of the game – explicit, so everybody knows what game they are playing and why. When people understand and agree to the rules, they can put themselves more fully into the game. A knowledge game creates a safe place for people to explore new and sometimes uncomfortable ideas. They are more engaged in their work, they collaborate better, they contribute more, and a better work product is the result.
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