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Management as Game Design Management as Game Design

Management as Game Design - PowerPoint Presentation

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Management as Game Design - PPT Presentation

People are Players not Pieces Joshua Howard Executive Producer Microsoft Guiding Framework Several Examples Audience Participation Closing Notes Management as Game Design Management as Game Design is NOT ID: 489811

feedback management effective game management feedback game effective players design good people employees styles challenge side specific theory www

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Slide1

Management as Game Design

People are Players not Pieces

Joshua Howard

Executive Producer, MicrosoftSlide2

Guiding Framework

Several Examples

Audience Participation

Closing NotesSlide3

Management as Game Design

Management as Game Design is NOT

this – a manager moving faceless pieces around a boardSlide4

Management as Game Design

The still

above is from “ET the Extra-Terrestrial”, during a scene where the kids are playing D&D, and the circled one is the DM.

This is from XKCD, and the circled character is playing a DM.Slide5

Management

i

s theGame MasterSlide6

Management is the Game Master

People are players not piecesAlignment around a single purposeNon zero sum gameWe want people to want to playSlide7

Management is the Game Master

You scrum or waterfall the way you choose what roleplaying system to useYou plan a campaign the way you build a development planYou define the goal, but your players/employees have tremendous say in how that goal will be metYou challenge your players/employees, but are completely committed to their successManagement/GM are bothService Through Leadership rolesSlide8

Structure

Look at a management challengeRe-frame it as a game design challengeExplore what game design can teach usCompare that to what management theory would saySlide9

Challenge: Providing Feedback

Without feedback you can’t improveUnless there is feedback its hard to know if you are doing a good jobWithout feedback the manager and the employee may or may not be on the same pageBut giving good feedback can be difficult…Slide10

What do games tell us

aboutproviding feedback?Slide11

Effective Feedback: Game

TimelyImmediate feedback better than delayed feedbackSlide12

Effective Feedback: Game

Timely‘Mappable’ Player should know what they did that resulted in the given feedbackSlide13

Effective Feedback: Game

Timely‘Mappable’ Nudge towards progress Know when someone is stuck and provide clues about what they might do nextSlide14

Effective Feedback: Game

Timely‘Mappable’ Nudge towards progress Proportional The impact of the feedback should be appropriate, as compared to the action and other feedbackSlide15

Effective Feedback: Game

Timely‘Mappable’ Nudge towards progress Proportional Celebrate in PublicLet people show-off to othersSlide16

Lets

look at what Management tells us about providing feedbackSlide17

Effective Feedback: Management

Timely

The closer to the event the feedback can be given

the betterSlide18

Effective Feedback: Management

TimelyAbout Specific Behavior

Behavior is something we can change, but only if the feedback is precise about what behavior the feedback is about, so the

rightlesson is learnedSlide19

Effective Feedback: Management

TimelyAbout Specific BehaviorProportional

The

tone/significance of the feedback should match that of the behavior the feedbackis aboutSlide20

Effective Feedback: Management

TimelyAbout Specific BehaviorProportionalPraise in public

Let

everyone know when something is done wellSlide21

Effective Feedback: Management

TimelyAbout Specific BehaviorProportionalPraise in publicCoach in private

Ensure

there is no shame in being coachedSlide22

Effective Feedback: Management

TimelyAbout Specific BehaviorProportionalPraise in publicCoach in private Provide a path to improvement

Corrective

feedback more likely to lead to successSlide23

Side by Side

Feedback: GameTimely‘Mappable’Nudge towards progressProportionalCelebrate in PublicFeedback: ManagementTimely About Specific BehaviorProportional Praise in publicCoach in private Provide a path to improvementSlide24

Lessons Learned

Significant overlap between good game design and good management theoryEven if you never read a management theory book, you already know a lot about how to give good feedbackSlide25

Challenge: What is the best management style?

‘You mean I can’t just order people around?’Should I be hands off?When do I get involved?‘Its not working, what do I do now?’

Challenge:Slide26

What

can games tell us aboutmanagement styles?Slide27

Management Styles: Game

What is the best kind of GM?Can anything in games tell us about different kinds of players?

It depends on your players and the gameYes, there are many models of player or game typesSlide28
Slide29

Lets

look at what Management tells us about management stylesSlide30

Management Styles:

ManagementNot all employees are the sameDifferent employees need different things from managementModels exist to understand this

Progression of Needs ModelSlide31

Side by Side

Management Styles: GameDifferent kinds of players want different kinds of game experiencesModels exist to better understand thisDesigners decide which model works for their game and their playersManagements Styles: ManagementDifferent kinds of employees need different things from their managementModels exist to better understand thisManagers decide which model works for their game and their employees

Even the models have

strong parallelsSlide32

Even just using Bartle’s model as a manager would be a good startSlide33

Lessons Learned

Significant overlap between good game design and good management theoryEven if you never read a management theory book, you already know a lot about why different management styles are important, and what they areSlide34

All Together Now

Wherein the audience now participatesSlide35

Challenge: Motivating a Team

Work can be hardHow do we keep people engaged and committed to doing their best?Slide36

Effective Motivation: Game

Effective Motivation: Management

Side by Side

Lessons Learned

At this point the audience was asked to

contribute what

they

knew

about how to motivate players

Then a quick summary of what modern management theory says about motivation was presented from D. Pink’s book “Drive”

The audience list and the core principles from “Drive” were compared, and turned out to be very similar

Motivating players can teach us a lot about motivating employeesSlide37

Closing Notes

Though similar, there are important differencesLaws govern how people are treated at work, but not how we treat playersThe stakes can be higher at workIts easier to decide to change games than to change jobsManagement as Game Design at the micro level as wellEvery process can be designed as if it were a gameBut like a game, people should walk away if its not working outRecommended Books“It's Your Ship: Management Techniques from the Best Damn Ship in the Navy” by Michael

Abrashoff“Freakonomics” by Levitt and Dubnerhttp://freakonomicsbook.com“The Five Dysfunctions of a Team” by Patrick Lencionihttp://www.tablegroup.com/books/dysfunctions/Slide38
Slide39

Conclusion

We can deliver positive employee experiences using what we know about delivering good player experiences. Be the best GM for your team you can be.“Being a true DM requires clevernessand imagination which no set of rulesor books can bestow.”Gary Gygax, The Dungeon Masters Guide, 1979Slide40

Questions?

More ResourcesSituational Leadershiphttp://www.kenblanchard.com/Effective_Leadership_Solutions/One_to_One_Talent_Management/Management_Situational_Leadership_Training/ http://www.situational.com/“Drive” by Daniel H. Pinkhttp://www.danpink.com/drive Bartle’s MMO Player Modelhttp://www.mud.co.uk/richard/hcds.htm The 4 Fun Keys by XEO Designhttp://www.xeodesign.com

Contact InformationMore from Joshua Howardhttp://thereisnothem.wordpress.comEmail Joshua@bonegames.comAll material © 2012 Joshua Howard or their respective owners