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Management as Game Design
People are Players not Pieces


Joshua Howard
Executive Producer, Microsoft
Guiding
                                     Framework


                                                  Several
                                                 Examples


                                                       Audience
                                                      Participation


                                                            Closing
                                                             Notes

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES              JOSHUA HOWARD
Management as Game Design




             Management as Game Design
               is NOT this – a manager
             moving faceless pieces around
                       a board


MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES   JOSHUA HOWARD
Management as Game Design




             The still above is from “ET the
            Extra-Terrestrial”, during a scene                This is from
            where the kids are playing D&D,                 XKCD, and the
             and the circled one is the DM.                circled character
                                                           is playing a DM.


MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                       JOSHUA HOWARD
Management
                                                           is the

                      Game Master

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES            JOSHUA HOWARD
Management is the Game Master

   •        People are players not pieces
   •        Alignment around a single purpose
   •        Non zero sum game
   •        We want people to want to play




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES   JOSHUA HOWARD
Management is the Game Master
     •        You scrum or waterfall the way you choose
              what roleplaying system to use
     •        You plan a campaign the way you build a
              development plan
     •        You define the goal, but your
              players/employees have tremendous say in how
              that goal will be met
     •        You challenge your players/employees, but are
              completely committed to their success

                             Management/GM are both
                          Service Through Leadership roles
MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES     JOSHUA HOWARD
Structure

     •        Look at a management challenge
     •        Re-frame it as a game design challenge
     •        Explore what game design can teach us
     •        Compare that to what management
              theory would say




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES   JOSHUA HOWARD
Challenge: Providing Feedback

     •        Without feedback you can’t improve
     •        Unless there is feedback its hard to know
              if you are doing a good job
     •        Without feedback the manager and the
              employee may or may not be on the
              same page
     •        But giving good feedback can be
              difficult…


MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES   JOSHUA HOWARD
What do games tell us about
                                   providing feedback?




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES      JOSHUA HOWARD
Effective Feedback: Game

     •        Timely

                                                           Immediate feedback
                                                           better than delayed
                                                                feedback




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                   JOSHUA HOWARD
Effective Feedback: Game

     •        Timely
     •        ‘Mappable’                                    Player should know
                                                            what they did that
                                                           resulted in the given
                                                                 feedback




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                     JOSHUA HOWARD
Effective Feedback: Game

     •        Timely
     •        ‘Mappable’                                   Know when someone is
     •        Nudge towards                                stuck and provide clues
              progress                                     about what they might
                                                                   do next




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                      JOSHUA HOWARD
Effective Feedback: Game

     •        Timely
     •        ‘Mappable’                                      The impact of the
                                                             feedback should be
     •        Nudge towards                                    appropriate, as
              progress                                     compared to the action
     •        Proportional                                   and other feedback




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                      JOSHUA HOWARD
Effective Feedback: Game

     •        Timely
     •        ‘Mappable’
     •        Nudge towards                                Let people show-off
              progress                                          to others
     •        Proportional
     •        Celebrate in
              Public



MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                   JOSHUA HOWARD
Lets look at what Management tells us
                      about providing feedback




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES   JOSHUA HOWARD
Effective Feedback: Management

     •        Timely
                                                            The closer to the
                                                           event the feedback
                                                              can be given
                                                               the better




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                   JOSHUA HOWARD
Effective Feedback: Management

     •        Timely
                                                            Behavior is something we
     •        About Specific                               can change, but only if the
              Behavior                                      feedback is precise about
                                                           what behavior the feedback
                                                              is about, so the right
                                                                 lesson is learned




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                          JOSHUA HOWARD
Effective Feedback: Management

     •        Timely
     •        About Specific                               The tone/significance of
                                                             the feedback should
              Behavior
                                                              match that of the
     •        Proportional                                  behavior the feedback
                                                                   is about




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                       JOSHUA HOWARD
Effective Feedback: Management

     •        Timely
     •        About Specific
                                                           Let everyone know
              Behavior
                                                           when something is
     •        Proportional                                      done well
     •        Praise in public




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                  JOSHUA HOWARD
Effective Feedback: Management

     •        Timely
     •        About Specific
                                                           Ensure there is no
              Behavior
                                                            shame in being
     •        Proportional                                     coached
     •        Praise in public
     •        Coach in private




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                   JOSHUA HOWARD
Effective Feedback: Management

     •        Timely
     •        About Specific
                                                           Corrective feedback
              Behavior
                                                           more likely to lead
     •        Proportional                                     to success
     •        Praise in public
     •        Coach in private
     •        Provide a path
              to improvement

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                   JOSHUA HOWARD
Side by Side

     Feedback: Game                                        Feedback: Management
     •  Timely                                             •  Timely
     •  ‘Mappable’                                         •  About Specific
                                                              Behavior
     •  Nudge towards
                                                           •  Proportional
        progress
                                                           •  Praise in public
     •  Proportional
                                                           •  Coach in private
     •  Celebrate in Public                                •  Provide a path to
                                                              improvement



MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                    JOSHUA HOWARD
Lessons Learned

     •        Significant overlap between good game
              design and good management theory
     •        Even if you never read a management
              theory book, you already know a lot
              about how to give good feedback




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES   JOSHUA HOWARD
Challenge: What is the best
     management style?
     •        ‘You mean I can’t just order people
              around?’
     •        Should I be hands off?
     •        When do I get involved?
     •        ‘Its not working, what do I do now?’




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES   JOSHUA HOWARD
What can games tell us about
                                 management styles?




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES     JOSHUA HOWARD
Management Styles: Game

              What is the best
               kind of GM?                                 It depends on your
                                                             players and the
                                                                  game
             Can anything in
               games tell us
              about different                                Yes, there are
             kinds of players?                              many models of
                                                            player or game
                                                                 types


MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                        JOSHUA HOWARD
MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES   JOSHUA HOWARD
Lets look at what Management tells us
                      about management styles




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES   JOSHUA HOWARD
Management Styles: Management
     •        Not all employees are the same
     •        Different employees need different things from
              management
     •        Models exist to understand this




                                                           Progression of Needs Model


MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                                JOSHUA HOWARD
Side by Side

     Management Styles: Game                               Managements Styles: Management
     •  Different kinds of players                         •  Different kinds of
        want different kinds of                               employees need different
        game experiences                                      things from their
     •  Models exist to better                                management
        understand this                                    •  Models exist to better
     •  Designers decide which                                understand this
        model works for their                              •  Managers decide which
        game and their players                                model works for their
                                                              game and their employees

                                              Even the models have
                                                 strong parallels
MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                           JOSHUA HOWARD
Even just using
                                                           Bartle’s model as
                                                           a manager would
                                                            be a good start




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                  JOSHUA HOWARD
Lessons Learned

     •        Significant overlap between good game
              design and good management theory
     •        Even if you never read a management
              theory book, you already know a lot
              about why different management styles
              are important, and what they are




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES   JOSHUA HOWARD
All Together Now

     •    Wherein the audience now participates




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES   JOSHUA HOWARD
Challenge: Motivating a Team

     •        Work can be hard
     •        How do we keep people engaged and
              committed to doing their best?




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES   JOSHUA HOWARD
Effective Motivation: Game
                                                            At this point the audience was asked to
                                                           contribute what they knew about how to
                                                                        motivate players

     Effective Motivation: Management
                                   Then a quick summary of what modern
                                  management theory says about motivation
                                  was presented from D. Pink’s book “Drive”

     Side by Side
                                                           The audience list and the core principles
                                                           from “Drive” were compared, and turned
                                                                    out to be very similar

     Lessons Learned                                                     Motivating players can teach us a
                                                                          lot about motivating employees
MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                                               JOSHUA HOWARD
Closing Notes
     •        Though similar, there are                    Recommended Books
              important differences
                   •        Laws govern how people are     •   “It's Your Ship: Management
                            treated at work, but not           Techniques from the Best
                            how we treat players               Damn Ship in the Navy” by
     •        The stakes can be higher at                      Michael Abrashoff
              work
                   •        Its easier to decide to        •   “Freakonomics” by Levitt and
                            change games than to               Dubner
                            change jobs
                                                                •   http://freakonomicsbook.com
     •        Management as Game Design
              at the micro level as well                   •   “The Five Dysfunctions of a
                   •        Every process can be               Team” by Patrick Lencioni
                            designed as if it were a            •   http://www.tablegroup.com/book
                            game                                    s/dysfunctions/
     •        But like a game, people
              should walk away if its not
              working out


MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                                     JOSHUA HOWARD
Guiding                        Manager
                                     Framework                         as GM


                                                                       Feedback/
                                                  Several
                                                                        Manager
                                                 Examples
                                                                         Styles


                                                       Audience
                                                                          Motivation
                                                      Participation


                                                            Closing               More
                                                             Notes              resources

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                                    JOSHUA HOWARD
Conclusion
     We can deliver positive employee experiences
     using what we know about delivering good
     player experiences.

     Be the best GM for your team you can be.

                   “Being a true DM requires cleverness
                   and imagination which no set of rules
                   or books can bestow.”
                                                              Gary Gygax, The Dungeon
                                                               Masters Guide, 1979




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                                 JOSHUA HOWARD
Questions?
     More Resources                                          Contact Information
     • Situational Leadership                                • More from Joshua Howard
              •    http://www.kenblanchard.com/Effective_L        http://thereisnothem.wordpress.com
                   eadership_Solutions/One_to_One_Talent_
                   Management/Management_Situational_Le      •   Email Joshua@bonegames.com
                   adership_Training/
              •    http://www.situational.com/
                                                             •   All material © 2012 Joshua
                                                                 Howard or their respective
     •    “Drive” by Daniel H. Pink
                                                                 owners
              •    http://www.danpink.com/drive
     •    Bartle’s MMO Player Model
              •    http://www.mud.co.uk/richard/hcds.htm
     •    The 4 Fun Keys by XEO Design
              •    http://www.xeodesign.com




MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES                                        JOSHUA HOWARD

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Managment as Game Design: People are Players Not Pieces

  • 1. Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft
  • 2. Guiding Framework Several Examples Audience Participation Closing Notes MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 3. Management as Game Design Management as Game Design is NOT this – a manager moving faceless pieces around a board MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 4. Management as Game Design The still above is from “ET the Extra-Terrestrial”, during a scene This is from where the kids are playing D&D, XKCD, and the and the circled one is the DM. circled character is playing a DM. MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 5. Management is the Game Master MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 6. Management is the Game Master • People are players not pieces • Alignment around a single purpose • Non zero sum game • We want people to want to play MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 7. Management is the Game Master • You scrum or waterfall the way you choose what roleplaying system to use • You plan a campaign the way you build a development plan • You define the goal, but your players/employees have tremendous say in how that goal will be met • You challenge your players/employees, but are completely committed to their success Management/GM are both Service Through Leadership roles MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 8. Structure • Look at a management challenge • Re-frame it as a game design challenge • Explore what game design can teach us • Compare that to what management theory would say MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 9. Challenge: Providing Feedback • Without feedback you can’t improve • Unless there is feedback its hard to know if you are doing a good job • Without feedback the manager and the employee may or may not be on the same page • But giving good feedback can be difficult… MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 10. What do games tell us about providing feedback? MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 11. Effective Feedback: Game • Timely Immediate feedback better than delayed feedback MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 12. Effective Feedback: Game • Timely • ‘Mappable’ Player should know what they did that resulted in the given feedback MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 13. Effective Feedback: Game • Timely • ‘Mappable’ Know when someone is • Nudge towards stuck and provide clues progress about what they might do next MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 14. Effective Feedback: Game • Timely • ‘Mappable’ The impact of the feedback should be • Nudge towards appropriate, as progress compared to the action • Proportional and other feedback MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 15. Effective Feedback: Game • Timely • ‘Mappable’ • Nudge towards Let people show-off progress to others • Proportional • Celebrate in Public MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 16. Lets look at what Management tells us about providing feedback MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 17. Effective Feedback: Management • Timely The closer to the event the feedback can be given the better MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 18. Effective Feedback: Management • Timely Behavior is something we • About Specific can change, but only if the Behavior feedback is precise about what behavior the feedback is about, so the right lesson is learned MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 19. Effective Feedback: Management • Timely • About Specific The tone/significance of the feedback should Behavior match that of the • Proportional behavior the feedback is about MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 20. Effective Feedback: Management • Timely • About Specific Let everyone know Behavior when something is • Proportional done well • Praise in public MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 21. Effective Feedback: Management • Timely • About Specific Ensure there is no Behavior shame in being • Proportional coached • Praise in public • Coach in private MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 22. Effective Feedback: Management • Timely • About Specific Corrective feedback Behavior more likely to lead • Proportional to success • Praise in public • Coach in private • Provide a path to improvement MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 23. Side by Side Feedback: Game Feedback: Management • Timely • Timely • ‘Mappable’ • About Specific Behavior • Nudge towards • Proportional progress • Praise in public • Proportional • Coach in private • Celebrate in Public • Provide a path to improvement MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 24. Lessons Learned • Significant overlap between good game design and good management theory • Even if you never read a management theory book, you already know a lot about how to give good feedback MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 25. Challenge: What is the best management style? • ‘You mean I can’t just order people around?’ • Should I be hands off? • When do I get involved? • ‘Its not working, what do I do now?’ MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 26. What can games tell us about management styles? MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 27. Management Styles: Game What is the best kind of GM? It depends on your players and the game Can anything in games tell us about different Yes, there are kinds of players? many models of player or game types MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 28. MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 29. Lets look at what Management tells us about management styles MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 30. Management Styles: Management • Not all employees are the same • Different employees need different things from management • Models exist to understand this Progression of Needs Model MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 31. Side by Side Management Styles: Game Managements Styles: Management • Different kinds of players • Different kinds of want different kinds of employees need different game experiences things from their • Models exist to better management understand this • Models exist to better • Designers decide which understand this model works for their • Managers decide which game and their players model works for their game and their employees Even the models have strong parallels MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 32. Even just using Bartle’s model as a manager would be a good start MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 33. Lessons Learned • Significant overlap between good game design and good management theory • Even if you never read a management theory book, you already know a lot about why different management styles are important, and what they are MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 34. All Together Now • Wherein the audience now participates MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 35. Challenge: Motivating a Team • Work can be hard • How do we keep people engaged and committed to doing their best? MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 36. Effective Motivation: Game At this point the audience was asked to contribute what they knew about how to motivate players Effective Motivation: Management Then a quick summary of what modern management theory says about motivation was presented from D. Pink’s book “Drive” Side by Side The audience list and the core principles from “Drive” were compared, and turned out to be very similar Lessons Learned Motivating players can teach us a lot about motivating employees MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 37. Closing Notes • Though similar, there are Recommended Books important differences • Laws govern how people are • “It's Your Ship: Management treated at work, but not Techniques from the Best how we treat players Damn Ship in the Navy” by • The stakes can be higher at Michael Abrashoff work • Its easier to decide to • “Freakonomics” by Levitt and change games than to Dubner change jobs • http://freakonomicsbook.com • Management as Game Design at the micro level as well • “The Five Dysfunctions of a • Every process can be Team” by Patrick Lencioni designed as if it were a • http://www.tablegroup.com/book game s/dysfunctions/ • But like a game, people should walk away if its not working out MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 38. Guiding Manager Framework as GM Feedback/ Several Manager Examples Styles Audience Motivation Participation Closing More Notes resources MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 39. Conclusion We can deliver positive employee experiences using what we know about delivering good player experiences. Be the best GM for your team you can be. “Being a true DM requires cleverness and imagination which no set of rules or books can bestow.”  Gary Gygax, The Dungeon Masters Guide, 1979 MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD
  • 40. Questions? More Resources Contact Information • Situational Leadership • More from Joshua Howard • http://www.kenblanchard.com/Effective_L http://thereisnothem.wordpress.com eadership_Solutions/One_to_One_Talent_ Management/Management_Situational_Le • Email Joshua@bonegames.com adership_Training/ • http://www.situational.com/ • All material © 2012 Joshua Howard or their respective • “Drive” by Daniel H. Pink owners • http://www.danpink.com/drive • Bartle’s MMO Player Model • http://www.mud.co.uk/richard/hcds.htm • The 4 Fun Keys by XEO Design • http://www.xeodesign.com MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD