Talk given at the 2011 Lean Agile Scrum Conference, Zurich, Switzerland
September 14, 2011
Abstract:
Jane McGonigal provoked an interesting discussion with her book "Reality Is Broken:. Why Games Make Us Better and How They Can Change the World" Agile teams experience many of the aspects of the gameplay benefits that McGonigal talks about: flow (from feedback) autotelic reward and happiness from working with others. This session explores the ways in Which agile development delivers to the four intrinsic rewards its Practitioners - satisfying work, experience of being successful, social connection and meaning - and looks into ways in Which We can design our work to further bridge the divide between games and reality.
Workplay: Agile development as a game, and how to make it more so
1. Lean,
Agile
&
Scrum
Conference
2011
Workplay:
Sponsoren
Agile
development
as
a
game,
and
how
to
make
it
more
so
Ma$
Philip
16:15
Organisationsteam
Andreas Buzzi (Credit Suisse) | Erich Oswald (Ergon AG) François Bachmann (SPRiNT-iT Suisse) | Fredi Schmidli (swiss IT bridge
gmbh) | Hans-Peter Korn (KORN AG) | Kai Windhausen (BSgroup Technology Innovation AG) | Mischa Ramseyer (pragmatic
solutions gmbh) | Patrick Baumgartner (Swiftmind GmbH) | Peter Stevens (DasScrumTeam) | Reto Maduz (Zühlke AG) Tudor Girba
3. About
me
Pip
(a.k.a.
MaG
Philip)
Level-‐6
agile
trainer-‐coach
ThoughtWorks
Studios
guild
4. What
this
talk
is
about
Using games for
actual work
Thinking about Experience report
how we can gamify
agile teams
Games that teach
How agile teams
have a head start
Challenge!
Using games solely for training or planning
8. Why
should
we
gamify
work?
• Adapt
work
for
incoming,
younger
workforce
• Intrinsic
rewards
are
renewable
resource
• Develop
leadership
in
teams
• More-‐sa?sfying
work
-‐>
be$er
produc?vity
• Develops
people
by
poin?ng
them
forward
• Fosters
teamwork
and
accountability
• Key
to
greater
innova?on
(through
imagina?on)
11. Csikszentmihalyi’s
9
features
of
flow
1. Clear
goals
at
every
step
2. Immediate
feedback
3. Balance
between
challenge
and
skill
4. Merger
of
ac?on
and
awareness
5. Exclusion
of
distrac?ons
6. No
worries
about
failure
7. Absence
of
self-‐consciousness
8. Time
becomes
distorted
9. The
experience
is
an
end
in
itself
12. Intrinsic
rewards
• Sa?sfying
work
• Experience
(or
at
least
the
hope)
of
being
successful
• Social
connec?on
• Meaning
26. Reeves
and
Reed’s
10
ingredients
for
great
games
1. Self-‐representa?on
with
avatars
2. 3D
environments
3. Narra?ve
context
4. Feedback
5. Reputa?on,
Ranks
and
Levels
6. Marketplace
and
economics
7. Compe??on
under
explicit,
enforced
rules
8. Teams
9. Parallel,
reconfigurable
communica?on
systems
10. Time
pressure
32. Example:
Project
incep?on
– Team
members
create
their
characters,
iden?fy
what
they’ll
need
(special
training,
hardware)
– “Dungeon
master”
(game
designer/narrator)
tells
the
team
the
back
story
– Customer
helps
map
out
quests,
gives
virtual
monetary
value
to
each
– Designer
and
customer
determine
what
it
means
to
win,
rules,
virtual
currency
and
rewards