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Spielräume 
zur freiheit programmiert? 
Sebastian Deterding (@dingstweets) 
ORGATEC 2014 
Köln, 23. Oktober 2014 
cb
<1> 
einleitung
1960er: alptraum entfremdete moderne
1990er: Wunschtraum new economy 
http://www.flickr.com/photos/11674159@N02/5856680212 
obligatorischer 
kicker
2010er: realität “spielerische büroumgebung”? 
http://www.flickr.com/photos/11674159@N02/5856680212
obligatorische 
rutsche 
2010er: realität “spielerische büroumgebung”?
2010er: realität “gamifizierte arbeit”? 
http://www.pcworld.com/article/2047564/gamification-using-play-to-motivate-employees-and-engage-customers.html
produktivität 
das versprechen 
spielerische räume gamifiziertes verhalten 
Kreativität Kollaboration Wohlbefinden Verhaltensmotivation Ressourcenoptimierung
80% 
new chapter 
der befragten Manager (FMCG, UK) 
meint, spielerische Büroumgebungen 
fördern Motivation von Mitarbeitern. 
relaxed office environments: fad or future? (2014)
91% 
new chapter 
der befragten Manager (FMCG, UK) 
meint, spielerische Büroumgebungen 
fördern Teamwork. 
relaxed office environments: fad or future? (2014)
70% 
gartner 
der Global 2000 Unternehmen haben 
2014 wenigstens eine gamifizierte 
Anwendung. 
gartner news room (2011) 
http://www.gartner.com/newsroom/id/1629214
spielen hilft 
• ist hochgradig motivierend 
• reduziert Stress und Angstzustände 
• fördert Vertrauen, Verbundenheit, Sozialfähigkeiten 
• fördert tiefes, konzeptuelles Lernen 
• unterstützt flexibles, kreatives Problemlösen 
• Befriedigt basale psychische Bedürfnisse > kurzfristig 
positiver Affekt und Erholung, langfristig psychisch-physisch- 
soziales Wohlsein 
• schult autonome Regulation 
Wenner 2009, Gray 2003
und die Wirklichkeit?
<2> 
physische 
spielräume
theorie 
#1 
informelle kollisionsräume
theorie 
#1 
60% 
informelle kollisionsräume
informelle 
kollisionsräume 
ungeplante 
quer-kollisionen 
inspiration & 
kollaboration
1943: MIT Building 20
»You might regard it as the 
womb of the Institute. 
It is kind of messy, but by God 
it is procreative!« 
lettvin faraday, MIT professor 
zitiert in: »building 20: the procreative eyesore« (1991)
2000: Pixar hauptquartier atrium
»I kept running into people that I 
hadn’t seen for months. I’ve never 
seen a building that promoted 
collaboration and creativity as well 
as this one.« 
john lasseter, creative director, Pixar 
zitiert in: »steve jobs« (2011)
2012: Zappos Las Vegas downtown project
obligatorische 
rutsche 
2010er: Zappos Las Vegas downtown project
obligatorische 
rutsche 
ROC 
2010er: Zappos Las Vegas downtown project
obligatorische 
rutsche 
»return 
on collisionable 
hours« 
2010er: Zappos Las Vegas downtown project
theorie 
#2 
spielerische 
attribute 
rutschifizierung der bürowelt 
kreativität & 
magie wohlsein
spielerische attribute 
Offenheit: Weite Räume, hohe Decken, Glas, Licht 
Spielzeugfarben: Vielfalt an Primär-/Pastelltönen 
Spielzeugmaterial: Holz, Plastik 
Spielplatzmaterial: Kunstrasen, Sand, Bäume 
Spielplatzinstallationen: Rutschen, Schaukeln, Höhlen, Bälle 
Spielzeuge: Kicker, Flipper, Tischtennis, Konsolen, Billiard 
Fiktion: Schiff, Strand, U-Bahn, Schloss
was lädt mehr zum spielen ein? Warum?
»n. Any institutionally-created, operated, or controlled environment in 
which participants are lured in either by mimicking pre-existing open or 
naturally formed environments, or by force, through a system of 
punishments or rewards. 
n. Any system or environment that repulses a target user due to it’s 
closeness to or representation of an oppressive or overbearing 
institution. 
n. A situation in which an authority figure or an institutional power 
forces those below him/her into social or quasi-social situations.« 
Jared M. Stein 
defining creepy tree house (2008)
»Set up a playground for the children in each 
neighborhood. Not a highly finished playground, with 
asfalt and swings, but a place with raw materials of 
all kinds—nets, boxes, barrels, trees, ropes, simple 
tools, frames, grass, and water—where children can 
create and re-create playgrounds of their own.« 
christopher Alexander 
a pattern language (1978: 369–370)
prinzip 
#1 
»erschöpfzeug« versus ...
»möglichkeitsraum«
»Players navigate a possibility space by their 
choices and actions; every player’s path is unique. 
Games cultivate – and exploit – possibility space 
better than any other medium. ... We're invited to 
create and interact with elaborately simulated 
worlds, characters, and story lines.« 
will wright 
dream machines (2006) 
http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm
»So when designing tools for 
play, underspecify!« 
Kars alfrink 
a playful stance (2008) 
http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm 
prinzip 
#2
Ein gutes zeichen 
(ausnahmsweise)
»Its ‘temporary nature’ permitted its occupants to 
abuse it in ways that would not be tolerated in a 
permanent building. If you wanted to run a wire from 
one lab to another, you didn’t ask anybody’s 
permission — you just got out a screwdriver and 
poked a hole through the wall.« 
paul penfield, MIT Professor 
mit’s building 20: the magical incubator 1943–1998 (1997) 
http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm
»If you walk around downstairs in the animation 
area, you’ll see that it is unhinged. People are allowed 
to create whatever office they want. One guy might 
build a front that’s like a Western town. Someone 
else might do something that looks like Hawaii… 
John believes that if you have a loose, free kind of 
atmosphere, it helps creativity.« 
bard bird, autor & regisseur, »ratatouille« 
zitiert in »steve jobs« (2011) 
http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm
abenteuerspielplatz büro? 
ein möglichkeitsraum 
Rearrangierbare Räume 
Rearrangierbare, rekombinierbare Einrichtung 
Manipulable, wegwerfbare Einrichtung 
Bring your own device/stuff 
unterspezifiziert 
Lizenz zum unbeobachteten Herumspielen 
Ermutigung zum unbeobachteten Herumspielen
<3> 
Soziale 
spielräume
1960: banana time
»De Man cites the case of one worker who wrapped 
13,000 incandescent bulbs a day; she found her outlet 
for creative impulse, her self-determination, her meaning 
in work by varying her wrapping movements a little 
from time to time. ... Like the light bulb wrapper, I did 
find a ›certain scope for initiative,‹ and out of this slight 
freedom to vary activity, I developed a game of work.« 
donald f. roy 
banana time (1960) 
http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm
1994: FISH! 
»work made 
fun gets done!«
gamification 
Der Einsatz von 
Spiel-Elementen in 
Nicht-Spiel-Kontexten 
2010er: gamification
arbeitsmotivation
energiesparen
meetingraum-Ausnutzung
theorie 
#1 
feedback-schlaufen 
motivation 
Homo Oeconomicus 2.0 
gewünschtes 
verhalten 
anreize
http://www.flickr.com/photos/diego_rivera/4261964210 
Extrinsische motivation
intrinsische motivation 
http://www.flickr.com/photos/areyoumyrik/308908967
Score: 964,000,000,000,000 
Earn 1,000,000,000,000 points 
(You rock!)
»Fun is just another 
word for learning.« 
Raph Koster 
a theory of fun for game design (2005)
»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)
»An understanding of human motivation 
requires a consideration of innate 
psychological needs for competence, autonomy, 
and relatedness.« 
Edward Deci, Richard Ryan 
the what and why of goal pursuit (2000)
»An understanding of human motivation 
requires a consideration of innate 
psychological needs for competence, autonomy, 
and relatedness.« 
Edward Deci, Richard Ryan 
the what and why of goal pursuit (2000)
»This pattern is what we call the progress 
principle: of all the positive events that 
influence inner work life, the single most 
powerful is progress in meaningful work.« 
Teresa M. Amabile 
the progress principle (2012: 76)
»Truly effective video game designers know how 
to create a sense of progress for players within all 
stages of the game. Truly effective managers know 
how to do the same for their subordinates.« 
Teresa M. Amabile 
the progress principle (2012: 88)
das problem mit nicht-spiel-kontexten
Heeter et al. 2011, Mollick & Rothbard 2013
»It is an invariable principle of all play, that 
whoever plays, plays freely. Whoever must 
play, cannot play.« 
James P. Carse 
finite and infinite games (1986)
»An understanding of human motivation 
requires a consideration of innate 
psychological needs for competence, autonomy, 
and relatedness.« 
Edward Deci, Richard Ryan 
the what and why of goal pursuit (2000)
»An understanding of human motivation 
requires a consideration of innate 
psychological needs for competence, autonomy, 
and relatedness.« 
Edward Deci, Richard Ryan 
the what and why of goal pursuit (2000)
Spaß Freiwillig
Spaß Freiwillig 
Freiwillig Spaß
Arbeit Spiel
psychisch 
funktional 
basis 
Jacqueline Vischer, “Designing the work environment for worker health and productivity”, 2003
theorie 
#2 
neue technik 
technikdeterminismus 
neues 
magie verhalten
Prinzipien hinter dem Agilen Manifest 
5. Errichte Projekte rund um motivierte Individuen. Gib ihnen das 
Umfeld und die Unterstützung, die sie benötigen und vertraue darauf, 
dass sie die Aufgabe erledigen. 
11. Die besten Architekturen, Anforderungen und Entwürfe entstehen 
durch selbstorganisierte Teams.
»There are reasons that this company has a higher turn over of 
staff than a call centre. ... A lot of micro management, big 
teams and knee jerk copycat change of directions often mid 
sprints. Frequent prolonged crunch mode has resulted in low 
quality software and bad company vibe. Partly due to 
unrealistic hard deadlines pulled out of a woolly hat. A fear of 
failure postpones or cancels most releases. ... No, I would not 
recommend this company to a friend« 
anonymous current employee 
glassdoor (2014)
was wir gestalten
wer entscheidet, 
ob und wie gespielt wird
welche Werte 
unterliegen 
spiel?
tätigkeit als selbstzweck = 
http://www.flickr.com/photos/areyoumyrik/308908967
intrinische motivation 
http://www.flickr.com/photos/areyoumyrik/308908967
e…xp vlso.r Qatuiaolnit yu nadn de xVpaerriiemtyent
k…ön vns.e rQsucahlaitfyt and Variety
selbstbestimmtheit 
http://www.flickr.com/photos/areyoumyrik/308908967
s…ic hves.r Qeru saclihtuy taznrda Vuma rdiuetrych ...
f…ol vgse.n Qlousaelsit syc ahnedit Veranriety
sorge umeinander ... 
http://www.flickr.com/photos/wondermonkey2k/6188527275
http://www.flickr.com/photos/iboy/5709372593
http://www.flickr.com/photos/iboy/5709372593
»It is the nature of a fun community to care 
more about the players than about the game. ... 
We are having fun. We are caring. We are safe 
with each other. This is what we want.« 
Bernie de Koven 
the well-played game (1978: 19-20)
o…ff vesn. fQüura wlitoyh lamnde iVneanrideet ytransgression
Ich lasse dich 
nicht fallen. 
Ich sage dir, wenn 
es zu viel ist. 
… braucht und fördert vertrauen 
http://www.flickr.com/photos/lucianvenutian/439410200
arbeit spiel 
Fremdbestimmt Selbstbestimmt 
Mittel zum Zweck Selbstzweck 
Folgenreich Folgenlos 
Durchreguliert Offen 
Sorge um Ergebnis Sorge umeinander 
Motivation dient Funktion Funktion dient Motivation
arbeit spiel 
spielerische arbeit 
Fremdbestimmt Selbstbestimmt 
Autonomieorientiert 
Mittel zum Zweck Selbstzweck 
Lern- & qualitätsorientiert 
Folgenreich Folgenlos 
Risikofreudig, 
scheiternsbereit 
Durchreguliert Offen 
Offen, vertrauensbasiert 
Sorge um Ergebnis Sorge umeinander 
Sozial orientiert 
Motivation dient Funktion Funktion dient Motivation 
Wertorientiert
wie?
werte modellieren 
http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
geteilte werte, autonome umsetzung 
http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
<4> 
fazit
für motivierende spielräume ...
statt rutschifizierung ...
oder gamifizierung ...
gestalte kollisionsräume quer über bereiche ...
und biete möglichkeitsräume ...
samt lizenz zur Auslotung.
arbeit spiel spielerische arbeit 
Fremdbestimmt Selbstbestimmt Autonomieorientiert 
Mittel zum Zweck Selbstzweck Lern- & qualitätsorientiert 
Folgenreich Folgenlos Risikofreudig, 
scheiternsbereit 
Durchreguliert Offen Offen, vertrauensbasiert 
Sorge um Ergebnis Sorge umeinander Sozial orientiert 
Stelle gelebte werte über regelsysteme ... 
Motivation dient Funktion Funktion dient Motivation Wertorientiert
… durch soziale freiräume ... 
http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
und vorgelebte praxis. 
http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
vielen Dank. 
@dingstweets 
sebastian@codingconduct.cc 
codingconduct.cc

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Spielräume: Zur Freiheit programmiert?

  • 1. Spielräume zur freiheit programmiert? Sebastian Deterding (@dingstweets) ORGATEC 2014 Köln, 23. Oktober 2014 cb
  • 4. 1990er: Wunschtraum new economy http://www.flickr.com/photos/11674159@N02/5856680212 obligatorischer kicker
  • 5. 2010er: realität “spielerische büroumgebung”? http://www.flickr.com/photos/11674159@N02/5856680212
  • 6. obligatorische rutsche 2010er: realität “spielerische büroumgebung”?
  • 7. 2010er: realität “gamifizierte arbeit”? http://www.pcworld.com/article/2047564/gamification-using-play-to-motivate-employees-and-engage-customers.html
  • 8. produktivität das versprechen spielerische räume gamifiziertes verhalten Kreativität Kollaboration Wohlbefinden Verhaltensmotivation Ressourcenoptimierung
  • 9. 80% new chapter der befragten Manager (FMCG, UK) meint, spielerische Büroumgebungen fördern Motivation von Mitarbeitern. relaxed office environments: fad or future? (2014)
  • 10. 91% new chapter der befragten Manager (FMCG, UK) meint, spielerische Büroumgebungen fördern Teamwork. relaxed office environments: fad or future? (2014)
  • 11. 70% gartner der Global 2000 Unternehmen haben 2014 wenigstens eine gamifizierte Anwendung. gartner news room (2011) http://www.gartner.com/newsroom/id/1629214
  • 12. spielen hilft • ist hochgradig motivierend • reduziert Stress und Angstzustände • fördert Vertrauen, Verbundenheit, Sozialfähigkeiten • fördert tiefes, konzeptuelles Lernen • unterstützt flexibles, kreatives Problemlösen • Befriedigt basale psychische Bedürfnisse > kurzfristig positiver Affekt und Erholung, langfristig psychisch-physisch- soziales Wohlsein • schult autonome Regulation Wenner 2009, Gray 2003
  • 15. theorie #1 informelle kollisionsräume
  • 16. theorie #1 60% informelle kollisionsräume
  • 17. informelle kollisionsräume ungeplante quer-kollisionen inspiration & kollaboration
  • 19. »You might regard it as the womb of the Institute. It is kind of messy, but by God it is procreative!« lettvin faraday, MIT professor zitiert in: »building 20: the procreative eyesore« (1991)
  • 21. »I kept running into people that I hadn’t seen for months. I’ve never seen a building that promoted collaboration and creativity as well as this one.« john lasseter, creative director, Pixar zitiert in: »steve jobs« (2011)
  • 22. 2012: Zappos Las Vegas downtown project
  • 23. obligatorische rutsche 2010er: Zappos Las Vegas downtown project
  • 24. obligatorische rutsche ROC 2010er: Zappos Las Vegas downtown project
  • 25. obligatorische rutsche »return on collisionable hours« 2010er: Zappos Las Vegas downtown project
  • 26. theorie #2 spielerische attribute rutschifizierung der bürowelt kreativität & magie wohlsein
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  • 47. spielerische attribute Offenheit: Weite Räume, hohe Decken, Glas, Licht Spielzeugfarben: Vielfalt an Primär-/Pastelltönen Spielzeugmaterial: Holz, Plastik Spielplatzmaterial: Kunstrasen, Sand, Bäume Spielplatzinstallationen: Rutschen, Schaukeln, Höhlen, Bälle Spielzeuge: Kicker, Flipper, Tischtennis, Konsolen, Billiard Fiktion: Schiff, Strand, U-Bahn, Schloss
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  • 50. was lädt mehr zum spielen ein? Warum?
  • 51. »n. Any institutionally-created, operated, or controlled environment in which participants are lured in either by mimicking pre-existing open or naturally formed environments, or by force, through a system of punishments or rewards. n. Any system or environment that repulses a target user due to it’s closeness to or representation of an oppressive or overbearing institution. n. A situation in which an authority figure or an institutional power forces those below him/her into social or quasi-social situations.« Jared M. Stein defining creepy tree house (2008)
  • 52.
  • 53. »Set up a playground for the children in each neighborhood. Not a highly finished playground, with asfalt and swings, but a place with raw materials of all kinds—nets, boxes, barrels, trees, ropes, simple tools, frames, grass, and water—where children can create and re-create playgrounds of their own.« christopher Alexander a pattern language (1978: 369–370)
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  • 59. »Players navigate a possibility space by their choices and actions; every player’s path is unique. Games cultivate – and exploit – possibility space better than any other medium. ... We're invited to create and interact with elaborately simulated worlds, characters, and story lines.« will wright dream machines (2006) http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm
  • 60. »So when designing tools for play, underspecify!« Kars alfrink a playful stance (2008) http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm prinzip #2
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  • 67. Ein gutes zeichen (ausnahmsweise)
  • 68. »Its ‘temporary nature’ permitted its occupants to abuse it in ways that would not be tolerated in a permanent building. If you wanted to run a wire from one lab to another, you didn’t ask anybody’s permission — you just got out a screwdriver and poked a hole through the wall.« paul penfield, MIT Professor mit’s building 20: the magical incubator 1943–1998 (1997) http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm
  • 69. »If you walk around downstairs in the animation area, you’ll see that it is unhinged. People are allowed to create whatever office they want. One guy might build a front that’s like a Western town. Someone else might do something that looks like Hawaii… John believes that if you have a loose, free kind of atmosphere, it helps creativity.« bard bird, autor & regisseur, »ratatouille« zitiert in »steve jobs« (2011) http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm
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  • 74. abenteuerspielplatz büro? ein möglichkeitsraum Rearrangierbare Räume Rearrangierbare, rekombinierbare Einrichtung Manipulable, wegwerfbare Einrichtung Bring your own device/stuff unterspezifiziert Lizenz zum unbeobachteten Herumspielen Ermutigung zum unbeobachteten Herumspielen
  • 77. »De Man cites the case of one worker who wrapped 13,000 incandescent bulbs a day; she found her outlet for creative impulse, her self-determination, her meaning in work by varying her wrapping movements a little from time to time. ... Like the light bulb wrapper, I did find a ›certain scope for initiative,‹ and out of this slight freedom to vary activity, I developed a game of work.« donald f. roy banana time (1960) http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm
  • 78. 1994: FISH! »work made fun gets done!«
  • 79. gamification Der Einsatz von Spiel-Elementen in Nicht-Spiel-Kontexten 2010er: gamification
  • 83. theorie #1 feedback-schlaufen motivation Homo Oeconomicus 2.0 gewünschtes verhalten anreize
  • 84.
  • 87. Score: 964,000,000,000,000 Earn 1,000,000,000,000 points (You rock!)
  • 88. »Fun is just another word for learning.« Raph Koster a theory of fun for game design (2005)
  • 89. »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)
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  • 92. »An understanding of human motivation requires a consideration of innate psychological needs for competence, autonomy, and relatedness.« Edward Deci, Richard Ryan the what and why of goal pursuit (2000)
  • 93. »An understanding of human motivation requires a consideration of innate psychological needs for competence, autonomy, and relatedness.« Edward Deci, Richard Ryan the what and why of goal pursuit (2000)
  • 94. »This pattern is what we call the progress principle: of all the positive events that influence inner work life, the single most powerful is progress in meaningful work.« Teresa M. Amabile the progress principle (2012: 76)
  • 95. »Truly effective video game designers know how to create a sense of progress for players within all stages of the game. Truly effective managers know how to do the same for their subordinates.« Teresa M. Amabile the progress principle (2012: 88)
  • 96. das problem mit nicht-spiel-kontexten
  • 97. Heeter et al. 2011, Mollick & Rothbard 2013
  • 98. »It is an invariable principle of all play, that whoever plays, plays freely. Whoever must play, cannot play.« James P. Carse finite and infinite games (1986)
  • 99. »An understanding of human motivation requires a consideration of innate psychological needs for competence, autonomy, and relatedness.« Edward Deci, Richard Ryan the what and why of goal pursuit (2000)
  • 100. »An understanding of human motivation requires a consideration of innate psychological needs for competence, autonomy, and relatedness.« Edward Deci, Richard Ryan the what and why of goal pursuit (2000)
  • 104. psychisch funktional basis Jacqueline Vischer, “Designing the work environment for worker health and productivity”, 2003
  • 105. theorie #2 neue technik technikdeterminismus neues magie verhalten
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  • 108. Prinzipien hinter dem Agilen Manifest 5. Errichte Projekte rund um motivierte Individuen. Gib ihnen das Umfeld und die Unterstützung, die sie benötigen und vertraue darauf, dass sie die Aufgabe erledigen. 11. Die besten Architekturen, Anforderungen und Entwürfe entstehen durch selbstorganisierte Teams.
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  • 114. »There are reasons that this company has a higher turn over of staff than a call centre. ... A lot of micro management, big teams and knee jerk copycat change of directions often mid sprints. Frequent prolonged crunch mode has resulted in low quality software and bad company vibe. Partly due to unrealistic hard deadlines pulled out of a woolly hat. A fear of failure postpones or cancels most releases. ... No, I would not recommend this company to a friend« anonymous current employee glassdoor (2014)
  • 115.
  • 117. wer entscheidet, ob und wie gespielt wird
  • 119. tätigkeit als selbstzweck = http://www.flickr.com/photos/areyoumyrik/308908967
  • 121. e…xp vlso.r Qatuiaolnit yu nadn de xVpaerriiemtyent
  • 124. s…ic hves.r Qeru saclihtuy taznrda Vuma rdiuetrych ...
  • 125. f…ol vgse.n Qlousaelsit syc ahnedit Veranriety
  • 126. sorge umeinander ... http://www.flickr.com/photos/wondermonkey2k/6188527275
  • 129. »It is the nature of a fun community to care more about the players than about the game. ... We are having fun. We are caring. We are safe with each other. This is what we want.« Bernie de Koven the well-played game (1978: 19-20)
  • 130. o…ff vesn. fQüura wlitoyh lamnde iVneanrideet ytransgression
  • 131. Ich lasse dich nicht fallen. Ich sage dir, wenn es zu viel ist. … braucht und fördert vertrauen http://www.flickr.com/photos/lucianvenutian/439410200
  • 132. arbeit spiel Fremdbestimmt Selbstbestimmt Mittel zum Zweck Selbstzweck Folgenreich Folgenlos Durchreguliert Offen Sorge um Ergebnis Sorge umeinander Motivation dient Funktion Funktion dient Motivation
  • 133. arbeit spiel spielerische arbeit Fremdbestimmt Selbstbestimmt Autonomieorientiert Mittel zum Zweck Selbstzweck Lern- & qualitätsorientiert Folgenreich Folgenlos Risikofreudig, scheiternsbereit Durchreguliert Offen Offen, vertrauensbasiert Sorge um Ergebnis Sorge umeinander Sozial orientiert Motivation dient Funktion Funktion dient Motivation Wertorientiert
  • 134. wie?
  • 136. geteilte werte, autonome umsetzung http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
  • 141. gestalte kollisionsräume quer über bereiche ...
  • 143. samt lizenz zur Auslotung.
  • 144. arbeit spiel spielerische arbeit Fremdbestimmt Selbstbestimmt Autonomieorientiert Mittel zum Zweck Selbstzweck Lern- & qualitätsorientiert Folgenreich Folgenlos Risikofreudig, scheiternsbereit Durchreguliert Offen Offen, vertrauensbasiert Sorge um Ergebnis Sorge umeinander Sozial orientiert Stelle gelebte werte über regelsysteme ... Motivation dient Funktion Funktion dient Motivation Wertorientiert
  • 145. … durch soziale freiräume ... http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
  • 146. und vorgelebte praxis. http://ascottallison.files.wordpress.com/2009/12/p1030286.jpg
  • 147. vielen Dank. @dingstweets sebastian@codingconduct.cc codingconduct.cc