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A Guided Tour to Games at Work
(How to Play for the Win)




  @MichaelSahota
The Importance of Play
The Science of Play

See alsoTED Talk:
http://www.youtube.com/
watch?v=HHwXlcHcTHc
What is the opposite of Play?
Why Games?




        Games
Why Games?




        Games
Why Games?




             Play


        Games
Why Games?




             Play


        Games
Why Games?
                    Flow


             Play


        Games
Why Games?
                    Flow


             Play


        Games
A Guided Tour of Games and Play
Challenge: Leadership




• Inconsistent governance standards
• Decision making model needs to focus on prioritization and sequence
• Need better alignment and a way to resolve conflicts
• Too many customers (who is most important?) - where does money come
  from and what priority does it take?
• Too many captains, no captains
• Unclear organizational expectation setting
• Short attention span and inconsistent priorities
Little foundation
Disparate teams
Disadvantage from get-go
Unstable and hazardous
environment
                           VP Product Management
Little foundation
Challenging
Environment
Disparate teams
Disadvantage from get-go
Forces Arrayed
Unstable and hazardous
against Team
environment
                           VP Product Management
Little foundation
Challenging
Environment
Disparate teams
Disadvantage from get-go
Forces Arrayed
Unstable and hazardous
against Team
environment
                           VP ProductProduct
                               SVP Management
Little foundation
Disparate teams
Disadvantage from get-go
Unstable and hazardous
environment
Little foundation
Disparate teams
Disadvantage from get-go
Unstable and hazardous
environment
                           VP Product Management
Shared Vision
Meaningful Play
getting »gamification« right
Sebastian Deterding
(@dingstweets)                       THANK YOU!
Google Tech Talk, January 24, 2011


cbn




                                       http://www.flickr.com/photos/pensiero/3438592235/sizes/o/in/faves-7834371@N04/
Make-believe
Rules, challenges




Goals
Feedback




Free, safe play space
Shared toy objects
Points            Badges          Leaderboards
tracking, feedback   goals, rewards     competition




The blueprint
1   Meaning
2   Mastery
»Fun is just another
        word
   for learning.«



  Raph Koster
  a theory of fun for game design (2005)
»Fun is just another
        word
   for learning.«
        under optimal conditions


  Raph Koster
  a theory of fun for game design
»Fun from games arises out of
mastery. It arises out of
comprehension. It is the act of
solving puzzles that makes
games fun. With games, learning
is the drug.«


    Raph Koster
    a theory of fun for game design (2005)
3 Autonomy
»If he had been a great and
wise philosopher, like the
writer of this book, he would
now have comprehended that
Work consists of whatever a
body is obliged to do, and
that Play consists of whatever
a body is not obliged to do.«




        Mark Twain
        the adventures of tom sawyer (1876)
Game Design                      Game Mechanics
              Anticipation                     Achievements
                 Balance                         Bonuses
               Challenge                        Discovery
              Cooperation                       Ownership
                  Goals                           Quests
                Rewards                           Levels
                  Risks                        Loss Aversion
                 Stories                          Points
                Surprise                     Reward Schedules
http://gamification.org/wiki/Game_mechanics
http://gamification.org/wiki/Game_Design
Your turn: How is Agile Gamified?
One View ofAgile is Gamified

          Game Element                                           Agile
                                                  Product vision, epics, stories and
   Multiple long and short-term aims
                                                                tasks
                                                    Release burndown/up, Sprint
 Experience Bars measuring progress
                                                             burndown
                                                     Scrum board, daily standup,
  Rapid, frequent and clear feedback
                                                          demonstrations

         Element of Uncertainty                     Estimates, new requirements

                                               Task/Story completion, peer-support,
            Rewards for effort
                                                             velocity

    Windows of enhanced attention                            Timebox, task

               Other people                                        Team

  See: http://blog.xebia.com/2010/12/10/what-world-of-warcraft-and-scrum-have-in-common/#more-5559
Improv Exercise: The “Failure” Bow
The Final Frontier - Play in Life
SAFETY
Siraj Sirajuddin and Influence Mapping
Brene Brown’s Shame Research.
See video: http://www.ted.com/talks/brene_brown_on_vulnerability.html
er !
            et t
     er B
S u p
Thank You




@MichaelSahota

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Agile Games 2012 Keynote - Games Landscape and Importance of Play

Notes de l'éditeur

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  11. Exercise: Write play history on an index card\n
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  21. Handout copy of page and ask people to write in things they already know.\n
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  23. Exercise: Pick the most valuable game (for you right now) from TastyCupcake Handouts. Then decide as table.\n
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  35. Scrum Alliance - Show Video\n
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  38. Ben Brown, co-founder of Consumating.com, recently retold their experience of a point-system badly executed. http://xoxco.com/clickable/i-love-my-chicken-wire-mommy\n
  39. The technical term for the idea, coined, afaik, by service provider Bunchball, is „gamification“.\n
  40. Foursquare basically created the blueprint: There‘s an activity you wish your users would do. You give them points for it. For certain activities or numbers of points, they earn extras: badges or levels. \n
  41. The technical term for the idea, coined, afaik, by service provider Bunchball, is „gamification“.\n
  42. The technical term for the idea, coined, afaik, by service provider Bunchball, is „gamification“.\n
  43. Das widerspricht eigentlich unseren Erfahrungen und Theorien\n
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  45. Spaß entsteht durch das Glückserleben, etwas geschafft, gemeistert zu haben, ein neues Muster in den Regeln erkannt, ein Puzzle gelöst, eine komplexe Handaugekoordination gemeistert zu haben\n
  46. The technical term for the idea, coined, afaik, by service provider Bunchball, is „gamification“.\n
  47. Das widerspricht eigentlich unseren Erfahrungen und Theorien\n
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  59. Empathy\n
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