Reading 7

Reading 7 due Thurs Nov 29th - The Corporate Playground

1. Got Game: How the Gamer Generation Is Reshaping Business Forever, John Beck and Mitchell Wade
GotGame_intro.pdf

2. The Go Game - Corporate Play
“The ultimate team building scavenger hunt”
Read through links on left  under “Team Building” explaining Go Game process
http://www.thegogame.com/team/game/description/intro.asp

3. Seriousity - email tool for businesses that uses game-based model
Seriousity

Reading Response Questions:

1. Describe 4 different ways that the game generation is different from the baby boom generation  based on attitude and behaviors:
2.  Based on statements made on their web site, how does the Go Game foster corporate team building and how is their process “unique”?
3. How does Seriousity leverage game-based models in conjunction with “gamer generation” attitude and behavior to make work both fun and efficient?
4. As most of you are the “gamer generation”, do you agree or disagree with what is stated about attitude and behaviors in “Got Game”? And how do you feel about using game-based models and injecting play into the workplace?

7 Comments

  1. Comment by tymspyder on November 28, 2007 9:18 pm

    1)
    1:Critical Mass: The sheer size of the group which is about double the sie of the Baby Boomers
    2:World Frame of Reference - They reference through Video games and related technologies because they have never known a world without these things, whereas earlier groups are not as savvy or even frightened of these emergeant technologies (sometimes with good reason).
    3:Generation Gap: Because of the other groups’ usual retrospective outlook, specifically in terms of these technologies there evolved a chasm between those that believed these were only mind-rot for children, and those who chose to rot their minds on them.
    4:Generally Progressive Outlook - Generally this generation is progressive in technological use and absorption, they can’t wait for the next great game and this spills over into the next piece of wizz-bang tech spewed forth from the cogs of industry. It differs from the other groups’ “tried and true” attitude.

    2) The Go Game Fosters Corporate Team Building in many ways. People are grouped together and must usually bring all their assets to bear to solve the games in order to beat the other teams. By getting people out of the “work space” and into a “play space” or at least “other space” they can give the players a more immersive experience, this is further coupled with the usual game “board” being a large are of their city. Since they are not in a work space and are in a place that is the real world they can forget that this is about work. The result is that people work together when they would not neccessarily have otherwise and since this is play they work together in ways that are not likely to ever happen at work. They are unique due to their level of inventiveness, creativity, and seamless magic woven into each game and because these customized games utilize wireless web technology juxtaposed with real actors instead of the normal “paper-based” games.

    3) They parcel out a number of monetary-like units that each person gets for a day. These are then “spent” (and deducted accordingly) on raising the importance level of any given email. This hit the gamer mentality who see it as “life” or “credits” or whatever mapping to their game of choice they have. I see it, however, as reaching out to the ecofreak in everyone in this highly economic society where everything is or will eventually be commodified. By setting this limit, it makes sending the emails a bit more like a game of strategy, it makes people really think about what emails they are sending and think about the true importance level of those emails. In 4 years of working at a military installation I have seen days where 100 emails are recevied and they are all marked “urgent”. This system allows a supervisior to quickly scan and prioritize emails and therefore less time is wasted. With this less wated time and less emails being sent needlessly efficiency grows.

    4) Taken as generalities and not as absolutes I think most of the behavioral patterns are fairly close to mark. Close enough for my tastes and thoughts to not see a need to argue any of them. I, being one of those people that rode the bleeding edge of early computer/video technology, exist in a strange world indeed; born of the boomers and yet seated in the gamers, the mere fact of my being here is evidence enough of that. I believe game-based models and injecting play into a workplace is the best idea to come along since sliced cheese. In every corporate place I have worked we interjected game into the workplace, even if we weren’r supposed to be doing so. The good managers finally figured out that ocassional play helps keep their workers sane, and having sane workers is a very good thing.

  2. Comment by megankoss on November 29, 2007 3:39 am

    1. Describe 4 different ways that the game generation is different from the baby boom generation based on attitude and behaviors.

    1- Pervasion. The sheer numbers of game systems produced and purchased makes it almost certain that although not every child may own a game system, they have experienced it in some way. Games are literally everywhere, selling in massive numbers. They have proven their staying power through the many various incarnations they have seen from the Atari and its fellows of the early 80’s and prior to the advanced systems of today, so the number of people exposed to this type of entertainment is huge. The article states that professionals over the age of 34 are unlikely to have grown up with games other than part of a fad, but those under 34 were twice as likely to have been exposed to video games. In this way, video games have developed and maintained a vast audience. The game generation differs from the baby boom generation in its size and the way it has been so deeply pervaded by gaming.

    2- Life Experience. For members of the game generation, they have only experienced a world with games. Born after or around the creation of video games, and grown up during the prime of their development, members of this generation have never known anything but a world with games. The game generation has therefore fed on the positive aspects of technology - like storybooks, board games, and other toys traditionally experienced by previous generations, video games were a commonality for this generation. Through widespread availability, the majority of children experienced video games in some way, and so video games had a hand in shaping memories for many members of this generation.

    3- Technology-Friendly Mindset. Raised on a developing form of technology intended as a form of entertainment, kids of the game generation are far more comfortable with the constantly evolving technologies that continue to further pervade our lives. Early experiences with video games like the NES built interest among children who would later grow up and adopt newer advancements in video games as the technology matured. As video games are sort of a parallel and sometimes and overlap with other technologies like computers, their comfort level allowed them to experience other areas of technology. This brings us to today, where twenty and thirty-somethings who played games as kids are in positions to change technology as we see it. With the maturation of the children of this generation, we’ve also seen other advancements like the changes that accompanied the “Web 2.0″ movement. Cell phones and iPods and other gadgets are commonplace. It’s possible that they’re equally responsible for the tech-savviness of young children today as well: there are even cell phones made especially for children now. Members of this generation are unafraid of new technology and the possibilities that surround it. Previous generations are less likely to be so open and adoptive of new technologies because they haven’t experienced them in the same way children of the game generation have. They have no personal or emotional ties to the technology, and don’t understand it in the same way.

    4- Bleeding-Edge Lifestyle. In technology-related fields (computer science for example) the term “bleeding-edge” refers to the absolute newest technologies - often things so new that they aren’t quite perfected. I feel that this term describes this generation well because of the way technology has advanced as a result of their work as adults today. An example of this could be social networking sites like MySpace or Facebook. Sometimes started as college projects, these websites were completely unheard of a few years ago, and are now extremely popular with millions of members. At the same time, they are imperfect because the system can be abused (underage users/child predators, people who don’t understand the system or put information online that could potentially harm them, etc.) as solutions haven’t been developed due to the infancy of the system - it’s so new that nothing like it has existed before, and solutions don’t exist yet. These types of new products (especially on the internet) are appearing all the time, and constantly changing the way we do things. Previous generations were more traditional in their approach to change - new versions of the same products. This generation innovates and looks for totally different ways of accomplishing a task.

    2. Based on statements made on their web site, how does the Go Game foster corporate team building and how is their process “unique”?
    According to their website the Go Game fosters corporate team building through the experience shared by the players. “Players will realize the magic power of the team, getting to know and depend on one another as never before. Each course features diverse challenges for all personality types and thinking styles, so players will have the opportunity to show off their own unique talents and abilities.” By placing players in unusual, puzzle-solving situations, they force teams to discover what one anothers’ abilities are and how they best work together. They also state they they are different because “While other companies offer paper based scavenger hunts, we are the only game in town to use wireless-web technology. ” They also mention their use of technology (digital cameras, cell phones, etc.) and inclusion of actors in the game.

    3. How does Seriousity leverage game-based models in conjunction with “gamer generation” attitude and behavior to make work both fun and efficient?
    Seriosity’s “Attent” system leverages game-based models along with “gamer generation” attitude and behavior to optimize efficiency and make work fun by balancing game elements with work elements. The Attent system is fairly logical: spend credits to maximize the attention your message will receive. The system is simple and does exactly what it needs to do - prioritize email importance. The concept of using credits doesn’t complicate the e-mail process much beyond an extra click or two, and doesn’t take much time to do. It uses “gamer generation” attitude to accomplish its task by applying a new method to a long-standing problem.

    4. As most of you are the “gamer generation”, do you agree or disagree with what is stated about attitude and behaviors in “Got Game”? And how do you feel about using game-based models and injecting play into the workplace?
    I agree with most of what is said in “Got Game.” Games in general, whether they’re electronic or not, tend to promote the idea that “winning is good and losing is bad,” so you generally want to be the winner and reap the benefits. This isn’t necessarily an entirely bad way to approach life or problems. It makes sense to want to achieve the best possible outcome in whatever you do, so that seems logical enough to me. I also feel that game-based models and play in the workplace are a good idea, if implemented properly. I like Seriosity’s approach because it achieves the task well while also “blending in” with the environment. It’s not excessively playful, and it doesn’t distract from the primary task, but still adds a playful element to an ordinary task. I think these types of implementations for small tasks such as email priority will become more and more prevalent. I think play itself could be a useful addition to the workplace, especially in areas where tasks are extremely repetitive.

  3. Comment by swin4 on November 29, 2007 9:30 am

    1)1-children of the game generation have grown up around games all their life where as the baby boom generation did not
    2-today’s generation is always looking for the next best thing, never satisfied with what they have. This comes in stark contrast to the baby boom generation who were satisfied with things that work going by the term “if it aint broke dont fix it”
    3-technology is everywhere today. when the baby boomer generation was growing up they had a lot less in their surroundings, this technology affects the way people of today live.
    4-the sheer size of the game generation when compared to the baby boom generation affects the mentality of its population. The game generation is much larger than that of the baby boom generation.
    2)the Go Game Foster use a team building technique that is unique to say the least. They use a wireless technologies such as cell phones to direct a game. This game places teamates in different strange situations thats designed to draw out strengths of each individual teamate.
    3)Seriosity uses a monetary system to help prioritize emails. With this program the user is allowed a certain value of these credits to spend on his outgoing emails. This helps to incorporate a certain play aspect into a dull everyday task. The program updates a commonly used system that has many technical faults but still works, so that it is more efficient.
    4.The attitude in “Got Game” is not wrong in any way. Growing up in the gaming generation you quickly learn that winning is good and losing is bad. So using this knowledge as motivation to try harder at anything you do in life is not a bad thing in my opinion. Injecting play into the workplace would be a highly beneficial thing to do. Often times work is very repetitive and boring, bringing in play would help to take attention away from the repetition.

  4. Comment by milipradhan on November 29, 2007 1:40 pm

    1.
    While baby boomers were a drastic change in population of babies, the gamer generation has become much larger in number.
    While the baby boom meant economy: “Population: Babies Mean Business”,
    one can clearly see the how this has worked in the form of gaming business in the game generation where every aspect of society tries to be a game.
    The pervasiveness of the games as a fun as well as learning activity is another huge difference between the two.
    its pervasiveness and availability in the everyday life makes it a necessary devil, or rather, the devil that is fun and challenging. The pervasiveness and availability also accounts for the layer of digital game interface that stands and mediates between the user and the life itself. So, the gamer generation’s interaction with life is less tactile and more virtual.
    The game generation also looks into the next product or breakthrough of technology, the next game that is built on them — like going from basic level of a video game to increasingly harder levels — the challenge, the rewards and the continual attempt to keep up with increasingly innovative technology itself becomes a game.

    2 & 4:
    The Go Game reminds me of Uncle Roy project except of course this one is corporate-oriented.

    The uniqueness that the site claims to be making — “inventiveness, creativity, and seamless magic weaved into each activity…” — sounds like an ad for a product. By tapping into individuals’ fantasies of finding “a note under a park bench”, or “the vision of your CEO going undercover as a fry cook at KFC”, or “a public display of outrageousness”, it ironically pervades into what is otherwise considered personal domain of day-dreaming or wish-fullfillment. By creating a space for a leisure activity, the companies, like families, can now go out for family activities

    What’s also “unique” about this game that it’s source is external, instead of coming from inside the company itself, there is another company selling the service. This can be equated to a baby-sitter for a day, or a day-care service where the staff members can bond together so that they can work like a family.

    Like a family (also an institution) in need of going out for a family activity; they no longer will feel bad being part of a greater machinery:
    “Two months later and we’re still talking about the event and working as a well-oiled machine.” Borrowing from Delueze & Guattari’s “Body without Organs”, team building then involves organs working towards forming a wholesome body — leaves no place for the organs (which in this case are the individuals) to be independent. The increase in the interjection of play into work makes the play outside of work less necessary/ needed. The leisure here functions not for itself but for the labor to be accomplished in a fun way.

    It is viable to think of the physical world soon serving the sole purpose of being means by which to keep the body alive so that it can project and interject itself into the virtual world(s) of gaming.

    —————————————————-

    3.
    from the interview:
    “I don’t do well unless we don’t do well”

    while there isn’t much value in the communal in the American society, in the corporate worlds, equivalency of communal (i.e. through “team building” ;) is encouraged through reward system. It is interesting to notice that the rewards themselves are petty and rewards for the sake of rewards compared to it serving a more practical purpose in the communal lives of the participants: the activities and rewards taking place more and more in the virtual worlds become more and more fetish for the symbolic rather than for something physical that would serve an everyday function

    the boundaries between “transparency & value”, “private & public” are some things that artists explored some time ago; it is now being used as a tool by the corporate and using the knowledge to their advantage by exploiting it further as game play.

    the speaker/ interviewee makes distinction betn the two kinds of fun:
    fun in feeling of involvement, engagement, personalization
    not so much laughing and joking
    infusing of the leisure with the labor results in inferring that Labor is Fun — so much fun that we don’t need the perhaps “old-fashioned” (traditional) forms of leisure like laughing and joking!!

  5. Comment by priide on November 29, 2007 6:16 pm

    1. Critical Mass - The size of the gaming generation is bigger then the baby boomer’s. The bottom line is only really big groups matter.
    The gaming generation is more social with their need for social interaction.
    Gamers want more out of life. Gamers play to do things they cant do in real life.
    Gamers believe people wont wort hard unless forced to do so.

    2. The Go Game helps build teamwork. People in “work” mode tend to oblivious to daily tasks and people. With the help of the go team it could help lighten the mood and get people into a more excited work state of mind. Team building is key to a successful business. By using wireless technology it helps keep people tech friendly so they are prepared for most future applications.

    3. I really don’t see any need or use for the Seriosity “Attent” application. It’s a cool concept but its to weak to go anywhere with. E-mails are E-mails you cant make them fun or less boring by adding a priority to them. The E-mails are going to be sent and read whether or not it has a top ranking.

    4. I do agree with most of things except for the social part. Most gamers are to busy playing games and isolating themselves to be “more” social. I understand they are social in online game playing but not when it comes to making real life friends. I think using game based models in the work place is a great idea. Since I am heading into the workforce I would like to see game models introduced making my future work force more excited and willing to work.

  6. Comment by amuntges on November 29, 2007 8:58 pm

    1.The gamer generation is different from the baby boomer generation because:
    -The generation gap- People recognize themselves through the experiences of growing up. The difference between the baby boomers and the gamers is becoming more clear because the gamers were raised with technology and video games, where as the boomers were not. Digital recognition has for the most part been a part of the gamer’s life and it was only part of the boomer.
    - Gamers out number the baby boomers
    - There is a greater adaptability to new technology from the game generation since for their whole lives digital technology has existed. While boomers are able to keep up with parts, the gamers are more adaptable to new changes
    -Gamers are incredibly self-absorbed and believe the world is moldable around them. Where boomers are described to be hard workers who contribute to the betterment of the whole, gamers are not. The mentality developed through games is that there is a great sense of control and if something is not working it is possible to change it. This mentality builds ego and self-centeredness.
    2. GoGame.com fosters team building through play and entertainment. They could be called unique because of their approach to play, which is to create large scavenger hunts where groups of people work together to win a game. Through activities like, picture and video taking and running around, play creates a bonding experience between team members that fosters healthy attitudes between them so a happy work environment can be formed.
    3. Seriosity.com takes the notion of point systems from video games and morphs the concept to e-mail in the workplace. So that now instead of being overwhelmed by the layers upon layers of digital information being thrown at us daily, one can clearly see through it and find the important information by using a point system to tell us what is worth reading and what is not. It simplifies e-mail, messages and so on so that no longer are we focusing our valuable time on enlarging our penises ten times, but rather reading about meetings and corporate ideas.
    4. I am beginning to think I am in a strange minority on this concept of the game generation. While I believe I must be a part of it, my experience of what “Got Game” is talking about is something different. I never got into video games. My childhood memories are of playing outside and living my life away from a TV or game system. That is not to say I was unaware of gaming, because my brother had a Sega, but I suppose I was uninterested, its effect on my life has been different than that described in the book. I suppose now computers are a large part of how I function, but I still don’t do video games. Boards games will always be more interesting….

  7. Comment by spottedpenguin on December 1, 2007 1:38 pm

    Katerina
    1.
    Growing up with games has made the current generation very different from the baby boomer generation. According to the reading the game generation are more willing to take risks, work well in a team and be good leaders. The way the gamer generation learns things is differently; they think more strategically.Within a corporate structure the boomer generation have a more organized hierarchical structure while the new generation expects more from the individual, and expects more reward. The game generation is more comfortable with technology and will easy pickup/adapt to new technology

    2.
    The Go Game creates a game for a company within the city the company is located in. The member in the company form teams to play the game. The game requires each team to work together to win. It is designed to promote strategical thinking, problem solving and creativity within the members of the team. The teams are required to play using wireless technology for communication and digital camera and video to document.

    3.
    Seriousity claims that its e-mail system will reduce “information overload” by putting a “rating” of importance on e-mails so a person looking at their email box will know what is worth opening and what’s not. The system is supposed save time and encourage a more efficient way of working among the employees. Seriousity uses a point system for its emails which is in a way similar to how some games use point systems. Employees of the company get a certain amount of points, when they send an email they use up points(based on how many they assign the email, more points for greater importance). They have to be smart about how they spend points and not spend too many on meaning less things. Don’t really see Seriousity as making work more fun but I could see how its would make things more efficient.

    4.
    I agree with what was said in “Got Game” though not all of might apply to me but I think to our generation as a whole it does. But I can see how playing games has influenced how I think and do things. I think using game–based models in the work place is a good idea because it can make work more interesting and it would be something familiar to our generation which could make work more efficient.

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