Game design for managers
Presentation at Game Research Lab Spring Seminar
This is the presentation that Marinka Copier and I gave yesterday at the Game Research Lab Spring Seminar in Tampere, Finland. Overall it was a high quality seminar with interesting papers and fruitful discussions.
With regards to our presentation, I would say that people in the game studies community are curious as well as hopeful about the application of game design principles in education and organizations. On a conceptual level, there are some issues with our approach that were discussed. I will not bother you with those here. Some members of the audience wondered why we look at game design in specific as a source of inspiration. What is wrong with traditional organization design, they asked. One of the problems is, of course, that these traditional organizational structures are not fitting anymore for our current (network) society and for the new generation entering the labor market. Also, there has traditionally been a tendency towards “overdesign” in organizations (describing and prescribing everything down to the smallest procedure). Game designers know that this doesn’t work and have developed ways around this problem.
However, what we took away from those discussions is that the time has come to test our ideas in the field and come back with some case studies. Conceptually, we have gone as far as we can go.
What was interesting to note is that not everyone agrees that interesting and new types of behavior can be observed in World of Warcraft. Almost diametrically opposed to our view was a presentation by Stef Aupers and Dick Houtman of Erasmus University Rotterdam. Based on their research, they argued that the social pressure experienced by team leaders in World of Warcraft was indicative of bureaucratic structures being imported into this environment. However, one of the commentators pointed out that you could also interpret their results as an indication of bottom-up organizations: the fact that the team members have so much power causes stress for the team leaders.
One of the most important questions that kept going through my head while listening to the different presentations was: how can you design an environment inside an organization that creates room to fail and thus allows for trial-and-error? Because that seems to be both one of the most promising as well as one of the most difficult things that game design has to offer to other domains. Promising because trial-and-error means (organizational) learning and innovation. Difficult because it is the game context itself that creates the necessary safe environment for this behavior. Here is a little insight into how Blizzard (the company behind World of Warcraft) deals with this. But there were many other ideas related to this that came up during this seminar and that Marinka and I will be exploring further. And more importantly, that we’ll be testing out in the field later this year.
Update on the Learning From Games initiative
I decided to do a quick post as an update on the Learning From Games platform that Marinka Copier and I started last year. What we are working on at the moment is a format for a “gaming lab workshop” (working title) that could be used to tackle organizational problems using game design principles. However, it will take some time to get everyone on the same page about this and to agree on a format that we can experiment with. Bear with us. This is pioneering work.
Two abstracts that Marinka and I submitted were accepted. We will be presenting “The Play Element of Learning: Taking Serious Games Beyond the Magic Circle” at the Breaking the Magic Circle seminar in Tampere, Finland in April (where I participated last year as well). And we will present “The Power of Play: How Game Design Can Upset Organizations” at the Upsetting Organizations conference in Amsterdam in July. So we will be presenting our view on the analogy between game design and organization design to both sides. That should make for some interesting discussions.
Today I was interviewed by Alan Majer of New Paradigm (that’s Don Tapscott‘s company). They are doing a research report for their clients on what enterprises can learn from multiplayer games. Besides myself they have spoken to people like Nick Yee and John Seely Brown. It was an interesting conversation, because Alan proved to have a very thorough understanding of the subject matter and the issues at play. We could get straight to the point and discuss topics such as comparing game design and organization design. We talked at length about how the design principles that cause this remarkable behavior in environments such as World of Warcraft could be applied in an organizational setting.
Apparently the right questions are slowly seeping into the minds of business leaders. I’d better get back to work on finding the answers.
The game design attitude
The basic rationale behind the workshop was that there are things to be learned from game design principles that can be applied in other settings, such as education or management. At the end of the day, everybody agreed that this is an idea that has immense potential. We arrived at some common understanding of the challenges and exchanged ideas for potential projects in 2008. More about that as soon as these ideas are more concrete.
One of the most important insights I took away from the workshop has to do with the attitude of the game designer. Game design is about building a solution on a small scale (with a focus on the things you can control), letting people play with it, observing and evaluating what happens and then adjusting the solution. Because what you are designing is not an end product but a dynamic process (basically, you are designing behavior) you need an iterative approach and constant monitoring.
The second thing that stuck with me is the different view on the world that playing, studying and designing games can give you. This view has to do with not taking rigid, old structures as a given (such as bureaucracies or hierarchies in organizations) but deliberately organizing things in a different way. Studying games can give you these insights. Once you realize there are other ways of organizing, new doors will open in many areas. Right now, gaming is the only arena where the network society is truly taking shape. What if we could expand this to other fields such as education and organizational life?
This design attitude combined with a view on the world inspired by games could be a very powerful instrument for managers. Especially when you consider that these tools may be essential if they want to use the full potential of the new generation entering the labor market.
However, my attempts to pry open the black box of the game design process during this workshop were unsuccessful. There are a few design principles that you could make explicit (such as giving meaning to meaningless actions, mystification of the rules and direct feedback) but these principles are always connected to the design practice of the individual designer. It is hard to make them explicit as clear-cut rules that a manager could use.









