Entrepreneur and hipster Marcel Botha of Mutopo shows a copy of Gamestorming, hot off the press! Can’t wait to get my own copy đ
(Photographer unknown)
Entrepreneur and hipster Marcel Botha of Mutopo shows a copy of Gamestorming, hot off the press! Can’t wait to get my own copy đ
(Photographer unknown)
Gamestorming author Dave Gray was just interviewed by Mac Slocum of O’Reilly Radar:
We’re hardwired to play games. We play them for fun. We play them in our social interactions. We play them at work.
That last one is tricky. “Games” and “work” don’t seem like a natural pairing. Their coupling in the workplace either implies goofing off (the fun variant) or office politics (the not-so-fun type).
Dave Gray, Sunni Brown, and James Macanufo, co-authors of the upcoming bookGamestorming, have a different perspective. They contend that an embrace and understanding of game mechanics can yield benefits in many work environments, particularly those where old hierarchical models are no longer applicable.
In the following Q&A, Gray discusses the collaborative power of games and how they can cut through increasing workplace complexity.
Read the whole interview here.
A quick, five-minute presentation on Gamestorming.
Complex simulation illustrating communication by people listening and sharing information in a manner that other people can understand the message being received as well as sent.
Creates environment to transfer, strengthen and re-work systems of communication with intra as well as inter departmental systems.
Can also be used to highlight different idioms and references that are used internally, this can be confusing to other departments and cultures (for global organizations and teams).
The objective is for the group to assemble themselves according to the directives and place the Communicate This puzzle pieces into their proper order.
Secondary objective is for the group to explore a complex process that requires mapping, planning, strategy, and situational leadership of each team member.
Concluding in the group exploring and developing improved use of communication systems, process mapping and listening plus speaking for understanding.
Prior to beginning this activity with 18 people (see group size above for different group sizes) laminate and cut out each of the square Communicate This puzzle pieces. Place each piece into its own separate envelope, you will need and use 18 envelopes.
The Communicate This grid should be on a table somewhere on the opposite side of the room of where you will have the group gather.
Split about ÂŒ of the room and place on a table the Communicate This blank grid. In the other Ÿ of the room will be the working area for the team. It helps to lay a rope or use masking tape to mark the âGrid Areaâ and âPlanning Areaâ
Have the guidelines written on flip chart paper
Hand out the puzzle pieces in a random order to the people; ask them NOT to open the envelopes until the activity begins.
Below is how I generally explain the initiative
âEach of you contain within your envelope specific pieces of information that is needed for your personal advancement and the teams overall success. Please keep the envelopes sealed until the countdown timer begins.
The objective of this simulation is to place each of the puzzle pieces in the correct order in less than 60 minutes, and then place the puzzle pieces into the Communicate This grid in under 30 seconds. Here are the guidelines;
Any questions? Your time starts NOW.â
Communicate this is a challenging activity. Expect yelling, confusion, and some chaos in the beginning.
For the team to complete the task a shared use of language for the symbols will be either formally or informally created. Some of the names of the symbols are not commonly known, for example ampersand. Additionally global team members may not know and have the same symbol and description; this creates a great discussion for the processing. This may / will create confusion and frustration for people who are working to solve the puzzle.
Pay attention to the group dynamics; are they all working together? Are they splitting into smaller teams? Are the smaller teams sharing information with the larger group? Who is keeping track of the time?
Once the team is all in place and they are ready to transfer the pieces to the grid, did they remember that once the 1st person crosses the line the 30 seconds for completion starts. Teams need to also plan for how they are going to move everybody in a sequence from the Planning Zone to the Grid Zone and place each piece correctly in the Puzzle Grid.
As you can see this is a multi process, situational leadership simulation.
Here are some ideas;
Show or list Great Team Dynamics Include;
Ask the people to break into groups of 4 to discuss and find areas in the initiative that match the Great Team Dynamics.
Following about 10-15 minutes of small group discussion ask the groups to share what they discussed.
Ask the group to split into 2 groups of 6 and to come up with an example from their work lives that is similar to Communicate This.
Allow each group to share the example, and then ask each group to create a solution based idea that can change and improve the example either team explained.
First saw a version when working at a Corporate Conference Center in Buffalo, NY. While co-facilitating a Global Corporate Team with Dave Davenport of DxM
Michael Cardus is the founder of Create-Learning an experiential based consulting, facilitation, training and coaching organization. Leading to successful results in retention of staff talent, increased satisfaction with work, increased collaboration and information sharing within and between departments, increased accountability of success and failures, increased knowledge transfer, increased trust as well as speed of project completion and decision making of Leaders, Teams and Organizations.
Object of play
The end goal of value mapping is to build a visual matrix that quickly and clearly defines areas of interest for something – it can be a service, a product, a plan, a website. It consists of asking people to choose a limited number of features from a bigger collection and then plotting their choices against a matrix. The result can be presented back in a template that resembles a light box, with items that were chosen more times being lit up by brighter colors and items chosen fewer times by weaker colors.
Number of players: 5 – 30
Duration of play: 15Â minutes – 2 hours
How to play
This game has three main parts:
1. Define features and their groups: draw sketches or write down on cards the features or items you want participants to attribute value to. Group them in a way that makes sense to you and plot them on a table that represents these groups
2. Play: show the collection of feature cards to participants, and ask them to choose a smaller number than the total, so that they need to make choices and leave some features out. A good ratio is 1:3, that is, if you have 30 cards ask people to choose only 10. Another way of doing this is to provide them with imaginary money â say ÂŁ100 – and tell them they can use this budget to âshopâ for features. Keep a record of each participantâs choices.
3. Plotting results: color the cards on the original table according to the number of times they got chosen. Cards that were chosen more times can be colored with stronger or brighter colors, and cards that were chosen less times should be colored with light colors. Cards that were never chosen should remain âuncoloredâ. The matrix should now give you a good – and visual – idea of what areas were received with more interest, and which were not.
Strategy
Value mapping allows you to quickly visualize things that are valued by others – consumers, members of a team, your department, your stakeholders. Understanding general areas of interest can help focus the work (where should we concentrate our efforts?) and to settle internal disputes (âconsumers really didnât like any of the social networking features for this application, so we donât need to invest in them nowâ). Try presenting the matrix in a series of slides that show different color groups – it really makes an impression!
Object of Play: To generate new ideas about a topic you feel stuck on.
# of Players: 5-7 per group
Duration of Play: 15 minutes â 1 hour
How to Play:
Strategy:
Images have the ability to spark insights and to create new associations and possible connections. Encourage people to allow themselves to free-associate and see potential new ideas. In this type of play, you are asking people to move back and forth between using their visual and verbal skills. When done in rapid succession, as in this game, this switching offers the possibility for more ideas and approaches to emerge.
When leading the game, some participants may need to be reassured that the goal is not to come up with a design or specific answer. Keeping Image-ination time frames short reduces this ability and requires people to allow associations to emerge from a less-considered space. After all, if what everyone was already thinking could readily solve the problem, the group would not feel stuck. The idea is to move beyond the stories people always tell and to surface something new and different.
You may hear that people canât find the picture they want to describe their ideas. Thatâs actually a good sign! That âproblemâ actually means the participants have the creative opportunity to find another kind of association.
Imagine-ation is adapted from the Visual Icebreaker Kit, one of several image-based games and tools from VisualsSpeak. It is © 2010 VisualsSpeak LLC.
Object of play
Ranking selections can be quite boring sometimes. In this game, participants have to create the homepage of a product, service or organizationâs website as if it was a bingo card – everyone needs to make quick decisions about what comes top, what comes last.
Number of players: Small groups
Duration of play: 30Â minutes – 60 minutes
How to play
Prior to the game, prepare a sheet, like the one below.
1.  Before starting the game with the group, prepare a set of cards (post it notes are brilliant for this) with the attributes or features you want to rank. Give each participant a homepage frame and an identical set of cards – and keep one for yourself.
2. It is better if participants are seating around a table or another surface, but not too close to each other – they shouldnât be seeing what is going on with their neighbor’s homepage.
3. Like in a bingo, start calling out the cards in random order. You can give a brief explanation of what the card is, so there is a shared understanding, but be careful for not over-explaining some cards and accidentally attributing your own value to it!
4. As you call out the cards, participants must decide where to place them on the homepage frame. The decision about what goes on top and what goes on the bottom is made on the fly.
Strategy
It will look messy in the beginning, as participants start pushing down – or out – cards they had given a lot of value in principle. Ask them to keep pushed out cards in a separate pile, so you can talk about it when the game is finished. The whole point is to make quick judgements about features. Illustrated cards are also fantastic for this game, as they take away the prejudice words can bring to concepts and leave more room for participantsâ interpretation. After the bingo is over, you should have an âexhibition of homepagesâ attaching the sheets to the wall and opening for discussion.
Object of play
It is easy to come up with concepts in a world of imagination, where money, time and technical capacity are unlimited, or to generate ideas that look good in theory, but are impractical in reality. The Pitch is a role playing game designed to bring attention back to real world and focus on feasible and viable aspects of concepts (What are the key selling points? How can this make money? Why will people buy it?). The players need to imagine that they are entrepreneurs and that need to sell their idea to a group of rich venture capitalists (VCs).
Number of players: 4 – 12
Duration of play: 30 Â minutes to 1.5 hour
How to play
1. Divide people into small groups, ideally pairs or triads. One group should take the role the VCs, while the others are âentrepreneursâ.
2. A product or service is defined and agreed by the group.
3. Individually, each group spends 10 minutes formulating their pitch to be presented to the VCs. They can write, draw and rehearse: the creation is really up to each group. Ideally they should be in separate rooms or breakout spaces while creating the pitches
4. All groups should be aware that one or two representatives will present the pitch verbally to the VCs but the whole group will answer their questions. It is also important to cap preparation time (around 10 minutes is good), since over-elaborating an idea can take away the true nature of their thoughts.
5. Towards the end of the preparation time, the VCs give groups a time-warning: âYou have 2 minutes prep remainingâ.
6. Each group then presents their pitch – a time limit (3 minutes) is given for each presentation and the VCs can ask up to two questions each.
7. Itâs not essential, but to add a sense of competition, the VCs can decide which pitch is the winner at the end.
Strategy
The idea behind this game is to capture the different perspectives that different groups have about a product, prototype, service or concept. Preparing a pitch to a venture capitalist obliges participants to focus on the really important ideas and the time limit helps them to concentrate on the core of the proposition. Because different groups will emphasize different aspects, it also provides a range of perspectives on the main idea being discussed. The questions the VCs ask usually expose weak points or help clarify ideas, which can then be shared and discussed by the group.
This game is also good for capturing the type of language people use to define a concept, product, service or situation, so you should encourage participants not to over-think the words they use in their pitch. If participants donât know each other, itâs interesting to make a competition out of it, and even offer a prize to the winner: the shared goal of âwinning the gameâ usually brings teams together quickly.