Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft.

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Presentation transcript:

Management as Game Design People are Players not Pieces Management as Game Design People are Players not Pieces Joshua Howard Executive Producer, Microsoft

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Guiding Framework Several Examples Audience Participation Closing Notes

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Management as Game Design Management as Game Design is NOT this – a manager moving faceless pieces around a board

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD 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.

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Management is the Game Master

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Management is the Game Master People are players not pieces Alignment around a single purpose Non zero sum game We want people to want to play

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Management is the Game Master You scrum or waterfall the way you choose what roleplaying system to use You plan a campaign the way you build a development plan You define the goal, but your players/employees have tremendous say in how that goal will be met You challenge your players/employees, but are completely committed to their success Management/GM are both Service Through Leadership roles

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Structure Look at a management challenge Re-frame it as a game design challenge Explore what game design can teach us Compare that to what management theory would say

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Challenge: Providing Feedback Without feedback you can’t improve Unless there is feedback its hard to know if you are doing a good job Without feedback the manager and the employee may or may not be on the same page But giving good feedback can be difficult…

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD What do games tell us about providing feedback?

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Effective Feedback: Game Timely Immediate feedback better than delayed feedback

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Effective Feedback: Game Timely ‘Mappable’ Player should know what they did that resulted in the given feedback

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Effective Feedback: Game Timely ‘Mappable’ Nudge towards progress Know when someone is stuck and provide clues about what they might do next

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Effective Feedback: Game Timely ‘Mappable’ Nudge towards progress Proportional The impact of the feedback should be appropriate, as compared to the action and other feedback

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Effective Feedback: Game Timely ‘Mappable’ Nudge towards progress Proportional Celebrate in Public Let people show-off to others

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Lets look at what Management tells us about providing feedback

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Effective Feedback: Management Timely The closer to the event the feedback can be given the better

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Effective Feedback: Management Timely About Specific Behavior Behavior is something we can change, but only if the feedback is precise about what behavior the feedback is about, so the right lesson is learned

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Effective Feedback: Management Timely About Specific Behavior Proportional The tone/significance of the feedback should match that of the behavior the feedback is about

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Effective Feedback: Management Timely About Specific Behavior Proportional Praise in public Let everyone know when something is done well

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Effective Feedback: Management Timely About Specific Behavior Proportional Praise in public Coach in private Ensure there is no shame in being coached

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Effective Feedback: Management Timely About Specific Behavior Proportional Praise in public Coach in private Provide a path to improvement Corrective feedback more likely to lead to success

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Side by Side Feedback: Game Timely ‘Mappable’ Nudge towards progress Proportional Celebrate in Public Feedback: Management Timely About Specific Behavior Proportional Praise in public Coach in private Provide a path to improvement

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Lessons Learned Significant overlap between good game design and good management theory Even if you never read a management theory book, you already know a lot about how to give good feedback

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD 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:

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD What can games tell us about management styles?

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD 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 game Yes, there are many models of player or game types

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD

Lets look at what Management tells us about management styles

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Management Styles: Management Not all employees are the same Different employees need different things from management Models exist to understand this Progression of Needs Model

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Side by Side Management Styles: Game Different kinds of players want different kinds of game experiences Models exist to better understand this Designers decide which model works for their game and their players Managements Styles: Management Different kinds of employees need different things from their management Models exist to better understand this Managers decide which model works for their game and their employees Even the models have strong parallels

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Even just using Bartle’s model as a manager would be a good start

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Lessons Learned Significant overlap between good game design and good management theory Even if you never read a management theory book, you already know a lot about why different management styles are important, and what they are

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD All Together Now Wherein the audience now participates

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Challenge: Motivating a Team Work can be hard How do we keep people engaged and committed to doing their best?

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD 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 employees

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Closing Notes Though similar, there are important differences Laws govern how people are treated at work, but not how we treat players The stakes can be higher at work Its easier to decide to change games than to change jobs Management as Game Design at the micro level as well Every process can be designed as if it were a game But like a game, people should walk away if its not working out Recommended Books “It's Your Ship: Management Techniques from the Best Damn Ship in the Navy” by Michael Abrashoff “Freakonomics” by Levitt and Dubner “The Five Dysfunctions of a Team” by Patrick Lencioni s/dysfunctions/ s/dysfunctions/

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Guiding Framework Manager as GM Several Examples Feedback/ Manager Styles Audience Participation Motivation Closing Notes More resources

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD 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 cleverness and imagination which no set of rules or books can bestow.”  Gary Gygax, The Dungeon Masters Guide, 1979

MANAGEMENT AS GAME DESIGN: PEOPLE ARE PLAYERS NOT PIECES JOSHUA HOWARD Questions? More Resources Situational Leadership eadership_Solutions/One_to_One_Talent_ Management/Management_Situational_Le adership_Training/ eadership_Solutions/One_to_One_Talent_ Management/Management_Situational_Le adership_Training/ “Drive” by Daniel H. Pink Bartle’s MMO Player Model The 4 Fun Keys by XEO Design Contact Information More from Joshua Howard All material © 2012 Joshua Howard or their respective owners