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Rules, ludic spaces, and experiential
               learning

             Jeroen van Bree
           Annemieke Roobeek
             Breukelen, 20 juni 2012
Wat kun je met deze kennis?
Waar wil je meer over weten?
Waarover heb je andere inzichten?
Augustus 2006_
The managerial relevance of
      virtual worlds
nieuwe vormen van samenwerken
nieuwe vormen van kennisdelen
CSCW
Computer
 Supported
Cooperative
   Work
The social-technical gap: “the
great divide between what we
know we must support socially
and what we can support
technically”
            -- Mark S. Ackerman, 2000
Don’t capture, but connect!
CSCW                virtual worlds




       work                     play




extrinsic motivation   intrinsic motivation
Motivating factor                          Sources

 Autonomy: a sense of control or    Lepper & Malone 1987, Ryan, Rigby
            volition                        & Przybylski 2006

Competence: mastery, a feeling of
                                    Lepper & Malone 1987, Ryan, Rigby
effectiveness, a balance between
                                      & Przybylski 2006, Koster 2005
       skills and challenges

Relatedness: purpose, the feeling of    Ryan, Rigby & Przybyiski 2006,
    belonging and being part of           Jakobsson & Taylor 2003,
  something bigger than yourself     Steinkuehler 2005, McGonigal 2011
april 2007_
MMOG
Massively
Multiplayer
 Online
 Games
Average age: 31_
             31
32% women_
    women
Hours played per week: 21_

                   source: Yee, 2010
25
Desirable organizational
Organizing principle in MMO
                                                  attribute


   Network forms of organizing                        Agility


Complementarities between players                 Collaboration


Reliable signals about player abilities             Sensitivity


            Meritocracy                   Talent and diversity management
Desirable organizational
Organizing principle in MMO
                                                  attribute


   Network forms of organizing                        Agility


Complementarities between players                 Collaboration


Reliable signals about player abilities             Sensitivity


            Meritocracy                   Talent and diversity management
Any claim to the effect that the studied environment
fosters collaborative skills in general (...) runs a serious
risk of becoming hyperbolic
                 -- Bennerstedt, Ivarsson & Linderoth, 2012



The ‘transfer’ of a design element from a ‘play’ context
into another usage context likely does not necessarily
lead to the same motivational affordances
                               -- Sebastian Deterding, 2011
December 2007_
virtual worlds

   games


game design
WORKSHOP
LEARNING
FROM GAMES
Call for Participation
Organizers:
Jeroen van Bree (Nyenrode Business Universiteit)
Marinka Copier (Universiteit Utrecht, Hogeschool voor de Kunsten Utrecht)

Proposed dates: 6 december, 11 december or 19 december

In recent years, digital games have received serious academic attention. One of the aspects
of games that has gained interest is the use of games as a learning environment, in educa-
tion as well as in corporate or institutional settings. This field has been labeled as serious
games.
Een interventie leidt via een of meerdere mechanismen
     naar een uitkomst. In een bepaalde context.


        interventie   mechanisme(n)          uitkomst


                                               context




                                      De ontwerper van de interventie
                                      dient deze keten te begrijpen. 
                                      Deze keten vormt een voorschrift:
                                      ook wel technological rule
                                      genoemd (Van Aken, 2004)
design principle


         design process

         design attitude
organizational design
A primary danger in designing is overdesign. Designers
fail because they don’t know when to stop. The trick in
designing is to stop while the design still has life.
                                              -- Weick, 2004



Minimally-structured organizations are those that have
been able to reach a paradoxical state where ample
freedom and strong control coexist.
                  -- Pina e Cunha & Vieira da Cunha, 2006
Juli 2008_
THE POWER OF PLAY
                                                 HOW GAME DESIGN CAN UPSET ORGANIZATIONS


                                                                  JEROEN VAN BREE
                                                       Nyenrode Business Universiteit
                                     THE POWER OF PLAY
                                      THE POWER OF PLAY
                     HOW GAME DESIGN CAN UPSET ORGANIZATIONS
                      HOW GAME DESIGN CAN UPSET ORGANIZATIONS COPIER
                                                       MARINKA
                                                                  Utrecht University
                                      JEROEN VAN BREE
                                       JEROEN VAN BREE
                               Nyenrode Business Universiteit
                                Nyenrode Business Universiteit        ABSTRACT


                                      MARINKA COPIER
                                        MARINKA COPIER
                            To generate true innovation in organization design, there is a need to shift our view towards
                                      Utrecht University
                            the future. Utrecht University this by studying game environments on the internet, and
                                        We propose to do
                            especially the way they are designed. In this paper, we describe what sets game design apart
                                           ABSTRACT
                                            ABSTRACT
                            from other design disciplines and argue why it is a useful source of inspiration for
                           organizations. We present an approach for applying the lessons from game design to
To generate true innovation in organization design, there is aaneed to shift our view towards
 To generate true innovation in organization design, there is need toprinciples, social mechanisms and an adapted
                           organization design, which involves design shift our view towards
the future. We propose to do this by studying game environments on the internet, and
 the future. We propose togame design process.
                           do this by studying game environments on the internet, and
especially the way they are designed. In this paper, we describe what sets game design apart
 especially the way they are designed. In this paper, we describe what sets game design apart
from other design disciplines and argue why ititis aauseful source of inspiration for
 from other design disciplines and argue why is useful source of inspiration for
                                                                    INTRODUCTION
organizations. We present an approach for applying the lessons from game design to
 organizations. We present an approach for applying the lessons from game design to
organization design, which involves design principles, social mechanisms and an adapted
 organization design, which involves design principles, social mechanisms and an adapted
                           The Need for New Organizational Designs
game design process.
 game design process.

                            Currently we are experiencing circumstances that are unique in the history of organizational
                                         INTRODUCTION
                                          INTRODUCTION
                            life. Conditions such as the rapid introduction of new technologies, globalization and shifts in
                        demographics have been described in terms of a knowledge-based economy and the
The Need for New Organizational Designs
 The Need for New Organizational Designs (Castells, 2000; Child, 2005). Many organizations are facing these conditions
                        network society
rule set




    source: Van Mastrigt, Salen & Zimmerman
declarative content
rule set
game play
declarative content
rule set
Game Design

        game play

        rule set
Game Design

        game play

        rule set
Second-order Design

              game play
test


           minimal structure

                               adjust
               rule set
To what extent can we apply the
game design process as a method
for organizational design?
Game Design
Process

1.  Setting experience goals
                                                           set
                                                        experience
                                                          goals
2.  Designing the core
    mechanism
                                                                             design
                                   refinement
                                 core
3.  Building a representation of                                            mechanism
    the core mechanism (paper
    prototype)


4.  Testing the prototype and
    adding rules
                            test
                                                                     build paper
                                          prototype
                                                                      prototype
                                         & add rules

5.  Refinement
testing ground
September 2008_
Electief Behandel Centrum
 - blank slate
 - veel stakeholders
 - vaststellen uitgangspunten
Explore the playing field
Explore the playing field
Brainstorm with the players
HUISWERK
De tweede workshop duurt 3 uur en kan plaatsvinden op 21


                                                                       EBCWORKSHOP
oktober in de ochtend of 23 oktober in de middag. We hebben
hiervoor een ruimte nodig met een warme uitstraling, geschikt voor
20 personen, met een beamer en de mogelijkheid om iets aan de
muur te plakken.
                                                                       We nodigen je uit om deel te nemen aan de EBC workshop.
★Nodig 1-2 vertegenwoordigers van de door jou geselecteerde            Met deze workshop willen we een stap zetten in het ontwerp van
spelers uit voor de workshop. Dit moeten mensen zijn waarvan het       het EBC. Dat willen we doen door een aantal belangrijke spelers
te verwachten is dat ze een rol gaan spelen in het EBC. Maak hierbij   aan tafel uit te nodigen.
gebruik van de vooraf opgestelde uitnodiging.
                                                                       De workshop zal worden begeleid door Marinka Copier van de
★Bedenk of achterhaal per speler 5 doelen en schrijf deze op de        Universiteit Utrecht en Jeroen van Bree van de Nyenrode Business
 doelstellingskaarten. Het gaat niet om de doelen van de               Universiteit en is onderdeel van een onderzoeksproject over nieuwe
 genodigde als persoon, maar om de doelen van de genodigde als         manieren om organisaties te ontwerpen.
 vertegenwoordiger van deze groep spelers.                             Voorbereiding is niet noodzakelijk.

 Spelregels
 Verboden woorden tijdens de gesprekken met de genodigden:
 doel, computer, game en design.
 Ook gerelateerde woorden zijn verboden!

★Maak als kernteam 1 presentatie van 5 minuten met als
 onderwerp: hoe ziet het EBC er over vijf jaar uit? Deze
 presentatie vormt de aftrap van de tweede workshop.

 Spelregels
 Maximaal 15 slides
 Maximaal 15 woorden per slide
 Onbeperkte hoeveelheid beeldmateraal

Vragen kun je stellen aan de spelleider: klaaswillemruis@gmail.com
Explore the playing field
Brainstorms with the players




Add rules
Build a paper prototype




Playtest behavior
Explore the playing field
Brainstorms with the players




Add rules
Build a paper prototype




Playtest behavior
Refine rule set
Het meta-ontwerp voor het
Electief Behandel Centrum

       JEROEN VAN BREE
       MARINKA COPIER

       8 DECEMBER 2008
“De kunst is om het verfrissende van het spelelement
niet te veel leidend te maken en af te laten leiden van
het gericht aan de inhoud werken.

Maar het omgekeerde geldt net zo goed.

Eigenlijk zie je het gebeuren dat mensen zich inderdaad
niet meer druk maken over: wat zal de achterban
daarvan vinden als ik zoiets zeg? Nee, men is
gecommitteerd aan wat er op die tafel gebeurt en
levert daar frank en vrij een bijdrage aan.”
December 2008_
13 October 2009


What can workplace
executives learn from
computer games?



                        Jeroen van Bree
Int. J. Organisational Design and Engineering, Vol. 1, Nos. 1/2, 2010                         29


                 First International Workshop on                                                            Designing an organisational rule set: experiences of
                                                                                                            using second-order organisational design in
              Organizational Design and Engineering                                                         healthcare
                                              Call for Papers

                                                                                                                     Jeroen van Bree*
Dates and Venue                                                                                                      Strategy Centre,
                                                                                                                     Nyenrode Business Universiteit,
11 and 12 December 2009.                                                                                             P.O. Box 130, 3620 AC Breukelen, The Netherlands
                                                                                                                     E-mail: jeroen.van.bree@mac.com
Holliday Inn, Av. Antonio Jose d’Almeida, 28 A, Lisbon, Portugal                                                     *Corresponding author

Executive Chairs
                                                                                                                     Marinka Copier
Rodrigo Magalhães, Kuwait Maastricht Business School and Instituto Superior Tecnico, Technical University
of Lisbon, Portugal                                                                                                  Faculty of Art, Media and Technology,
                                                                                                                     HKU Utrecht School of the Arts,
                                                                                                                     P.O. Box 2471, 1200 CL Hilversum, The Netherlands
António Rito Silva, Instituto Superior Tecnico, Technical University of Lisbon, Portugal                             E-mail: marinka.copier@kmt.hku.nl
Program Committee
                                                                                                                     Thijs Gaanderse
        Ademar Aguiar (Portugal)                             Ann Majchrzak (USA)
                                                                                                                     YNNO,
        Steve Alter (USA)                                    Mary Lynn Manns (USA)
                                                                                                                     Orteliuslaan 9, 3528 BA Utrecht, The Netherlands
        Kent Beck (USA)                                      Piero Migliarese (Italy)                                E-mail: thijs.gaanderse@ynno.com
        Lucio Biggiero (Italy)                               Brian Pentland (USA)
        Martin Cloutier (Canada)                             Jan Pries Heje (Denmark)                                Abstract: One of the biggest challenges of organisational design is moving
        Joao Vieira da Cunha (Portugal)                      Isabelle Reijmen (Netherlands)                          toward a less formal organisational structure as the artefact to be designed. We
                                                                                                                     find inspiration in computer game design for a way to address this problem:
        Michel Delorme (Kuwait)                              Dirk Riehle (USA)                                       second-order design. Second-order design means designing rules that give rise
        Haluk Demirkan (USA)                                 Linda Rising (USA)                                      to certain behaviour. In this article we present our study of an organisational
        Jan Dietz (Netherlands)                              Peter Rittgen (Belgium)                                 intervention in a hospital using second-order design principles. The study
        Henrique Duarte (Portugal)                                                                                   highlights the role of rules and game structures, the inclusion of stakeholders in
                                                             Matti Rossi (Finland)
                                                                                                                     the design process and the importance of prototyping organisational designs.
        Omar El Sawy (USA)                                   Susan Scott (UK)                                        The implications for future empirical work are discussed.
        Raghu Garud (USA)                                    Antonio Lucas Soares (Portugal)
        Anna Grandori (Italy)                                Jose Tribolet (Portugal)                                Keywords: organisational design; rules; healthcare; second-order design; game
        Cecilia Haskins (Norway)                                                                                     design; computer games; minimal structure; emergent behaviour; action
                                                             Philip Turtscher (Austria)                              research; prototyping; design method.
        Jan Hoogervorst (Netherlands)                        Youngjin Yoo (USA)
        Mariann Jelinek (USA)                                Robert Winter (Switzerland)                             Reference to this paper should be made as follows: van Bree, J., Copier, M.
        John Paul Kawalek (UK)                                                                                       and Gaanderse, T. (2010) ‘Designing an organisational rule set: experiences of
                                                                                                                     using second-order organisational design in healthcare’, Int. J. Organisational
                                                                                                                     Design and Engineering, Vol. 1, Nos. 1/2, pp.29–54.
Keynotes
                                                                                                                     Biographical notes: Jeroen van Bree is a Management Consultant and
Richard Boland, Case Western Reserve University
                                                                                                                     Researcher. He currently works for YNNO, a consultancy firm based in
Larry Constantine, Laboratory for Usage Centered Software Engineering and University of Madeira,                     Utrecht, The Netherlands. His consulting work is informed by the research he
Portugal                                                                                                             does at Nyenrode Business Universiteit, where he is a PhD candidate. He
                                                                                                                     received his MSc in Information Management from Tilburg University and his
Background
Organization design theory as we know today was invented more than 100 years ago. Many of the classical
                                                                                                            Copyright © 2010 Inderscience Enterprises Ltd.
principles put forward early in the 20th century are still the same ones that govern the structuring of
organizations. In the meanwhile Information Technology (IT) has changed the functioning of organizations
beyond recognition. Loosely coupled, networked or virtual organizational forms have been discussed in the
Juli 2010_
Augustus 2010_
Explore the playing field        Establish the
Brainstorms with the players   framework first



                                  Involve the
Add rules
                                 experts in the
Build a paper prototype
                               prototyping stage



Playtest behavior
Refine rule set
“Misschien is het proces in die zin nog waardevoller dan
de exacte outcome.

Dan bedoel ik meer het bewust nadenken over: hoe ga
ik om met mijn omgeving, met de spelers?

Dat vind ik misschien de grotere les voor het hele
team. Hoe weeg ik mijn individuele belangen af tegen
het groepsbelang?”
Similarities                    Differences



 The effect of limited information    Switching perspectives



   The effect of game elements        Manipulating the rules



Finding the boundaries of the rules   Dealing with ambiguity



   Process versus end product
Maart 2011_
NYENRODE RESEARCH PAPER
                   ACADEMIC THEORY




            COMPLEX SYSTEMS AND
             EMERGENT BEHAVIOR:
ENGAGING WITH COMPUTER GAMES TO
     ENRICH ORGANIZATION STUDIES
                         Jeroen van Bree
                            Steije de Lat

               November 2011 ~ no. 11-05
Oktober 2011_
gamification
Gamification                      Games

     Extrinsic motivation (ego
                                     Intrinsic motivation
enhancement & external regulation)



         Points & badges               Meaningful play



    Copy, disregarding context       Second-order design
Juni 2012_
wat heb ik geleerd?
1. De rol van spel bij het bevorderen
van creativiteit en een open
uitwisseling van ideeën

2. Het belang van het actief verkennen
van een organisatie en zijn omgeving
als systeem om te komen tot nieuwe
strategieën

3. De rol van regels als een raamwerk
van organisatieprincipes
1. Spel bevordert creativiteit en een
    open uitwisseling van ideeën


      Veldwerk                       Literatuur


                             Play as a way to overcome blocks to
                                group learning and creativity
Transparency and openness    (Mainemelis & Ronson 2006, Kark
                                            2011)



                            “Programs that encourage managers to
                            play and behave playfully (...) can help
   Abductive reasoning       managers to develop and draw on an
                              alternative way of thinking” (Kark,
                                            2011)
2. Het actief verkennen van een
 organisatie en zijn omgeving als
              systeem

     Veldwerk                        Literatuur

Awareness and reflection     A “ludic learning space” that engages the
about the dynamics of an       experiential learning cycle: feeling,
organizational system by     reflection, thinking and action (Kolb &
                                           Kolb 2010)
   active engagement

                               Bringing design from the domain of
                              thinking to the domain of acting (Van
                                           Aken 2007)
Progressive understanding       Systems thinking as an iterative,
                             progressive process of holistic enquiry
                                      (Gharajedaghi 2011)
3. De rol van regels als een raamwerk
       van organisatieprincipes


       Veldwerk                          Literatuur


                                “For many players, playing games is, in
  Attempts to circumvent or     some measure, a playing with rules and
     manipulate the rules         their boundaries” (Consalvo 2007)




 Rules as descriptions rather                     ...
     than prescriptions
The strategy of simple rules: rules can
 constitute a strategy in that they “specify
actions for addressing opportunities” (Davis,
        Eisenhardt & Bingham 2009)


  Organization as a nexus of rules: “rules
embody basic principles (...) while routines
   define specific ways and methods for
 conducting exchanges that are consistent
  with the principles embodied in a set of
      rules” (Boisot & Sanchez 2010)
rules prescribe a
   framework of
organizing principles




                          play allows for
                        active exploration
                      of this possibility space




                                             routines emerge that
                                         collectively form the basis
                                                  for a strategy
toekomstig onderzoek
1. Bredere toepassing van de
ontwerpmethodiek

2. De verbreding van “ludic environments”
naar “playful organizations”

3. Gedachtegoed over dit ontwikkelproces
contrasteren met stromingen in strategy
development
Wat kun je met deze kennis?
Waar wil je meer over weten?
Waarover heb je andere inzichten?
Jeroen van Bree

jeroen.vanbree@novay.nl
mobile: +31 (0)653 187 512

twitter: @jeroenvanbree

Stationsstraat 79F, Amersfoort

P.O. Box 589
7500 AN Enschede
The Netherlands
www.novay.nl
+31 (0)53 485 04 85
You are free to copy, distribute and transmit the work under the following conditions:

Attribution
You must attribute the work to the presenter and to Novay by mentioning our website,
http://www.novay.nl (but not in any way that suggests that Novay endorses you or your
use of the work).

Noncommercial
You may not use this work for commercial purposes.

No derivative works
You may not alter, transform, or build upon this work.

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Seminar Nyenrode 20 juni 2012

  • 1. Rules, ludic spaces, and experiential learning Jeroen van Bree Annemieke Roobeek Breukelen, 20 juni 2012
  • 2. Wat kun je met deze kennis? Waar wil je meer over weten? Waarover heb je andere inzichten?
  • 4. The managerial relevance of virtual worlds
  • 5.
  • 6.
  • 7.
  • 8.
  • 9. nieuwe vormen van samenwerken
  • 10. nieuwe vormen van kennisdelen
  • 11. CSCW
  • 13. The social-technical gap: “the great divide between what we know we must support socially and what we can support technically” -- Mark S. Ackerman, 2000
  • 15. CSCW virtual worlds work play extrinsic motivation intrinsic motivation
  • 16. Motivating factor Sources Autonomy: a sense of control or Lepper & Malone 1987, Ryan, Rigby volition & Przybylski 2006 Competence: mastery, a feeling of Lepper & Malone 1987, Ryan, Rigby effectiveness, a balance between & Przybylski 2006, Koster 2005 skills and challenges Relatedness: purpose, the feeling of Ryan, Rigby & Przybyiski 2006, belonging and being part of Jakobsson & Taylor 2003, something bigger than yourself Steinkuehler 2005, McGonigal 2011
  • 18.
  • 19.
  • 20.
  • 21. MMOG
  • 23.
  • 24. Average age: 31_ 31 32% women_ women Hours played per week: 21_ source: Yee, 2010
  • 25. 25
  • 26.
  • 27.
  • 28. Desirable organizational Organizing principle in MMO attribute Network forms of organizing Agility Complementarities between players Collaboration Reliable signals about player abilities Sensitivity Meritocracy Talent and diversity management
  • 29. Desirable organizational Organizing principle in MMO attribute Network forms of organizing Agility Complementarities between players Collaboration Reliable signals about player abilities Sensitivity Meritocracy Talent and diversity management
  • 30.
  • 31. Any claim to the effect that the studied environment fosters collaborative skills in general (...) runs a serious risk of becoming hyperbolic -- Bennerstedt, Ivarsson & Linderoth, 2012 The ‘transfer’ of a design element from a ‘play’ context into another usage context likely does not necessarily lead to the same motivational affordances -- Sebastian Deterding, 2011
  • 33. virtual worlds games game design
  • 34. WORKSHOP LEARNING FROM GAMES Call for Participation Organizers: Jeroen van Bree (Nyenrode Business Universiteit) Marinka Copier (Universiteit Utrecht, Hogeschool voor de Kunsten Utrecht) Proposed dates: 6 december, 11 december or 19 december In recent years, digital games have received serious academic attention. One of the aspects of games that has gained interest is the use of games as a learning environment, in educa- tion as well as in corporate or institutional settings. This field has been labeled as serious games.
  • 35. Een interventie leidt via een of meerdere mechanismen naar een uitkomst. In een bepaalde context. interventie mechanisme(n) uitkomst context De ontwerper van de interventie dient deze keten te begrijpen. Deze keten vormt een voorschrift: ook wel technological rule genoemd (Van Aken, 2004)
  • 36. design principle design process design attitude
  • 38.
  • 39. A primary danger in designing is overdesign. Designers fail because they don’t know when to stop. The trick in designing is to stop while the design still has life. -- Weick, 2004 Minimally-structured organizations are those that have been able to reach a paradoxical state where ample freedom and strong control coexist. -- Pina e Cunha & Vieira da Cunha, 2006
  • 40.
  • 42. THE POWER OF PLAY HOW GAME DESIGN CAN UPSET ORGANIZATIONS JEROEN VAN BREE Nyenrode Business Universiteit THE POWER OF PLAY THE POWER OF PLAY HOW GAME DESIGN CAN UPSET ORGANIZATIONS HOW GAME DESIGN CAN UPSET ORGANIZATIONS COPIER MARINKA Utrecht University JEROEN VAN BREE JEROEN VAN BREE Nyenrode Business Universiteit Nyenrode Business Universiteit ABSTRACT MARINKA COPIER MARINKA COPIER To generate true innovation in organization design, there is a need to shift our view towards Utrecht University the future. Utrecht University this by studying game environments on the internet, and We propose to do especially the way they are designed. In this paper, we describe what sets game design apart ABSTRACT ABSTRACT from other design disciplines and argue why it is a useful source of inspiration for organizations. We present an approach for applying the lessons from game design to To generate true innovation in organization design, there is aaneed to shift our view towards To generate true innovation in organization design, there is need toprinciples, social mechanisms and an adapted organization design, which involves design shift our view towards the future. We propose to do this by studying game environments on the internet, and the future. We propose togame design process. do this by studying game environments on the internet, and especially the way they are designed. In this paper, we describe what sets game design apart especially the way they are designed. In this paper, we describe what sets game design apart from other design disciplines and argue why ititis aauseful source of inspiration for from other design disciplines and argue why is useful source of inspiration for INTRODUCTION organizations. We present an approach for applying the lessons from game design to organizations. We present an approach for applying the lessons from game design to organization design, which involves design principles, social mechanisms and an adapted organization design, which involves design principles, social mechanisms and an adapted The Need for New Organizational Designs game design process. game design process. Currently we are experiencing circumstances that are unique in the history of organizational INTRODUCTION INTRODUCTION life. Conditions such as the rapid introduction of new technologies, globalization and shifts in demographics have been described in terms of a knowledge-based economy and the The Need for New Organizational Designs The Need for New Organizational Designs (Castells, 2000; Child, 2005). Many organizations are facing these conditions network society
  • 43. rule set source: Van Mastrigt, Salen & Zimmerman
  • 46. Game Design game play rule set
  • 47. Game Design game play rule set
  • 48. Second-order Design game play test minimal structure adjust rule set
  • 49. To what extent can we apply the game design process as a method for organizational design?
  • 50. Game Design Process 1.  Setting experience goals set experience goals 2.  Designing the core mechanism design refinement core 3.  Building a representation of mechanism the core mechanism (paper prototype) 4.  Testing the prototype and adding rules test build paper prototype prototype & add rules 5.  Refinement
  • 53. Electief Behandel Centrum - blank slate - veel stakeholders - vaststellen uitgangspunten
  • 55.
  • 56. Explore the playing field Brainstorm with the players
  • 57. HUISWERK De tweede workshop duurt 3 uur en kan plaatsvinden op 21 EBCWORKSHOP oktober in de ochtend of 23 oktober in de middag. We hebben hiervoor een ruimte nodig met een warme uitstraling, geschikt voor 20 personen, met een beamer en de mogelijkheid om iets aan de muur te plakken. We nodigen je uit om deel te nemen aan de EBC workshop. ★Nodig 1-2 vertegenwoordigers van de door jou geselecteerde Met deze workshop willen we een stap zetten in het ontwerp van spelers uit voor de workshop. Dit moeten mensen zijn waarvan het het EBC. Dat willen we doen door een aantal belangrijke spelers te verwachten is dat ze een rol gaan spelen in het EBC. Maak hierbij aan tafel uit te nodigen. gebruik van de vooraf opgestelde uitnodiging. De workshop zal worden begeleid door Marinka Copier van de ★Bedenk of achterhaal per speler 5 doelen en schrijf deze op de Universiteit Utrecht en Jeroen van Bree van de Nyenrode Business doelstellingskaarten. Het gaat niet om de doelen van de Universiteit en is onderdeel van een onderzoeksproject over nieuwe genodigde als persoon, maar om de doelen van de genodigde als manieren om organisaties te ontwerpen. vertegenwoordiger van deze groep spelers. Voorbereiding is niet noodzakelijk. Spelregels Verboden woorden tijdens de gesprekken met de genodigden: doel, computer, game en design. Ook gerelateerde woorden zijn verboden! ★Maak als kernteam 1 presentatie van 5 minuten met als onderwerp: hoe ziet het EBC er over vijf jaar uit? Deze presentatie vormt de aftrap van de tweede workshop. Spelregels Maximaal 15 slides Maximaal 15 woorden per slide Onbeperkte hoeveelheid beeldmateraal Vragen kun je stellen aan de spelleider: klaaswillemruis@gmail.com
  • 58.
  • 59.
  • 60. Explore the playing field Brainstorms with the players Add rules Build a paper prototype Playtest behavior
  • 61.
  • 62. Explore the playing field Brainstorms with the players Add rules Build a paper prototype Playtest behavior Refine rule set
  • 63. Het meta-ontwerp voor het Electief Behandel Centrum JEROEN VAN BREE MARINKA COPIER 8 DECEMBER 2008
  • 64. “De kunst is om het verfrissende van het spelelement niet te veel leidend te maken en af te laten leiden van het gericht aan de inhoud werken. Maar het omgekeerde geldt net zo goed. Eigenlijk zie je het gebeuren dat mensen zich inderdaad niet meer druk maken over: wat zal de achterban daarvan vinden als ik zoiets zeg? Nee, men is gecommitteerd aan wat er op die tafel gebeurt en levert daar frank en vrij een bijdrage aan.”
  • 66.
  • 67. 13 October 2009 What can workplace executives learn from computer games? Jeroen van Bree
  • 68. Int. J. Organisational Design and Engineering, Vol. 1, Nos. 1/2, 2010 29 First International Workshop on Designing an organisational rule set: experiences of using second-order organisational design in Organizational Design and Engineering healthcare Call for Papers Jeroen van Bree* Dates and Venue Strategy Centre, Nyenrode Business Universiteit, 11 and 12 December 2009. P.O. Box 130, 3620 AC Breukelen, The Netherlands E-mail: jeroen.van.bree@mac.com Holliday Inn, Av. Antonio Jose d’Almeida, 28 A, Lisbon, Portugal *Corresponding author Executive Chairs Marinka Copier Rodrigo Magalhães, Kuwait Maastricht Business School and Instituto Superior Tecnico, Technical University of Lisbon, Portugal Faculty of Art, Media and Technology, HKU Utrecht School of the Arts, P.O. Box 2471, 1200 CL Hilversum, The Netherlands António Rito Silva, Instituto Superior Tecnico, Technical University of Lisbon, Portugal E-mail: marinka.copier@kmt.hku.nl Program Committee Thijs Gaanderse Ademar Aguiar (Portugal) Ann Majchrzak (USA) YNNO, Steve Alter (USA) Mary Lynn Manns (USA) Orteliuslaan 9, 3528 BA Utrecht, The Netherlands Kent Beck (USA) Piero Migliarese (Italy) E-mail: thijs.gaanderse@ynno.com Lucio Biggiero (Italy) Brian Pentland (USA) Martin Cloutier (Canada) Jan Pries Heje (Denmark) Abstract: One of the biggest challenges of organisational design is moving Joao Vieira da Cunha (Portugal) Isabelle Reijmen (Netherlands) toward a less formal organisational structure as the artefact to be designed. We find inspiration in computer game design for a way to address this problem: Michel Delorme (Kuwait) Dirk Riehle (USA) second-order design. Second-order design means designing rules that give rise Haluk Demirkan (USA) Linda Rising (USA) to certain behaviour. In this article we present our study of an organisational Jan Dietz (Netherlands) Peter Rittgen (Belgium) intervention in a hospital using second-order design principles. The study Henrique Duarte (Portugal) highlights the role of rules and game structures, the inclusion of stakeholders in Matti Rossi (Finland) the design process and the importance of prototyping organisational designs. Omar El Sawy (USA) Susan Scott (UK) The implications for future empirical work are discussed. Raghu Garud (USA) Antonio Lucas Soares (Portugal) Anna Grandori (Italy) Jose Tribolet (Portugal) Keywords: organisational design; rules; healthcare; second-order design; game Cecilia Haskins (Norway) design; computer games; minimal structure; emergent behaviour; action Philip Turtscher (Austria) research; prototyping; design method. Jan Hoogervorst (Netherlands) Youngjin Yoo (USA) Mariann Jelinek (USA) Robert Winter (Switzerland) Reference to this paper should be made as follows: van Bree, J., Copier, M. John Paul Kawalek (UK) and Gaanderse, T. (2010) ‘Designing an organisational rule set: experiences of using second-order organisational design in healthcare’, Int. J. Organisational Design and Engineering, Vol. 1, Nos. 1/2, pp.29–54. Keynotes Biographical notes: Jeroen van Bree is a Management Consultant and Richard Boland, Case Western Reserve University Researcher. He currently works for YNNO, a consultancy firm based in Larry Constantine, Laboratory for Usage Centered Software Engineering and University of Madeira, Utrecht, The Netherlands. His consulting work is informed by the research he Portugal does at Nyenrode Business Universiteit, where he is a PhD candidate. He received his MSc in Information Management from Tilburg University and his Background Organization design theory as we know today was invented more than 100 years ago. Many of the classical Copyright © 2010 Inderscience Enterprises Ltd. principles put forward early in the 20th century are still the same ones that govern the structuring of organizations. In the meanwhile Information Technology (IT) has changed the functioning of organizations beyond recognition. Loosely coupled, networked or virtual organizational forms have been discussed in the
  • 70.
  • 72.
  • 73. Explore the playing field Establish the Brainstorms with the players framework first Involve the Add rules experts in the Build a paper prototype prototyping stage Playtest behavior Refine rule set
  • 74.
  • 75. “Misschien is het proces in die zin nog waardevoller dan de exacte outcome. Dan bedoel ik meer het bewust nadenken over: hoe ga ik om met mijn omgeving, met de spelers? Dat vind ik misschien de grotere les voor het hele team. Hoe weeg ik mijn individuele belangen af tegen het groepsbelang?”
  • 76. Similarities Differences The effect of limited information Switching perspectives The effect of game elements Manipulating the rules Finding the boundaries of the rules Dealing with ambiguity Process versus end product
  • 78.
  • 79. NYENRODE RESEARCH PAPER ACADEMIC THEORY COMPLEX SYSTEMS AND EMERGENT BEHAVIOR: ENGAGING WITH COMPUTER GAMES TO ENRICH ORGANIZATION STUDIES Jeroen van Bree Steije de Lat November 2011 ~ no. 11-05
  • 80.
  • 81.
  • 82.
  • 85.
  • 86.
  • 87.
  • 88. Gamification Games Extrinsic motivation (ego Intrinsic motivation enhancement & external regulation) Points & badges Meaningful play Copy, disregarding context Second-order design
  • 90. wat heb ik geleerd?
  • 91. 1. De rol van spel bij het bevorderen van creativiteit en een open uitwisseling van ideeën 2. Het belang van het actief verkennen van een organisatie en zijn omgeving als systeem om te komen tot nieuwe strategieën 3. De rol van regels als een raamwerk van organisatieprincipes
  • 92. 1. Spel bevordert creativiteit en een open uitwisseling van ideeën Veldwerk Literatuur Play as a way to overcome blocks to group learning and creativity Transparency and openness (Mainemelis & Ronson 2006, Kark 2011) “Programs that encourage managers to play and behave playfully (...) can help Abductive reasoning managers to develop and draw on an alternative way of thinking” (Kark, 2011)
  • 93. 2. Het actief verkennen van een organisatie en zijn omgeving als systeem Veldwerk Literatuur Awareness and reflection A “ludic learning space” that engages the about the dynamics of an experiential learning cycle: feeling, organizational system by reflection, thinking and action (Kolb & Kolb 2010) active engagement Bringing design from the domain of thinking to the domain of acting (Van Aken 2007) Progressive understanding Systems thinking as an iterative, progressive process of holistic enquiry (Gharajedaghi 2011)
  • 94. 3. De rol van regels als een raamwerk van organisatieprincipes Veldwerk Literatuur “For many players, playing games is, in Attempts to circumvent or some measure, a playing with rules and manipulate the rules their boundaries” (Consalvo 2007) Rules as descriptions rather ... than prescriptions
  • 95. The strategy of simple rules: rules can constitute a strategy in that they “specify actions for addressing opportunities” (Davis, Eisenhardt & Bingham 2009) Organization as a nexus of rules: “rules embody basic principles (...) while routines define specific ways and methods for conducting exchanges that are consistent with the principles embodied in a set of rules” (Boisot & Sanchez 2010)
  • 96. rules prescribe a framework of organizing principles play allows for active exploration of this possibility space routines emerge that collectively form the basis for a strategy
  • 98. 1. Bredere toepassing van de ontwerpmethodiek 2. De verbreding van “ludic environments” naar “playful organizations” 3. Gedachtegoed over dit ontwikkelproces contrasteren met stromingen in strategy development
  • 99. Wat kun je met deze kennis? Waar wil je meer over weten? Waarover heb je andere inzichten?
  • 100. Jeroen van Bree jeroen.vanbree@novay.nl mobile: +31 (0)653 187 512 twitter: @jeroenvanbree Stationsstraat 79F, Amersfoort P.O. Box 589 7500 AN Enschede The Netherlands www.novay.nl +31 (0)53 485 04 85
  • 101. You are free to copy, distribute and transmit the work under the following conditions: Attribution You must attribute the work to the presenter and to Novay by mentioning our website, http://www.novay.nl (but not in any way that suggests that Novay endorses you or your use of the work). Noncommercial You may not use this work for commercial purposes. No derivative works You may not alter, transform, or build upon this work.