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Enterprise Games
Using Game Mechanics to Build a
Better Business
Michael Hugos
Beijing · Cambridge · Farnham · Köln · Sebastopol · Tokyo
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Enterprise Games
by Michael Hugos
Copyright © 2012 Center for Systems Innovation. All rights reserved.
Printed in the United States of America.
Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA
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ISBN: 978-1-449-31956-4
[LSI]
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To my wife, Venetia.
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v
Contents
Preface | vii
1 | Transformation of the Great Game of Business 1
2 | Feedback in the Real-Time Economy (Why Games
Matter) 11
3 | Feedback Systems Drive Business Agility 23
4 | New Paradigms and Operating Principles 37
5 | Gamification 47
6 | A Continuum of Functionality: Simulations to Serious
Games 63
7 | Massively Multiplayer Online Games and Real-Time
Collaboration 79
8 | Driving the Great Game of Sales 93
9 | Game Mechanics in Products, Services, and User
Interfaces 105
10 | Environments of Decision 117
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iv | contents
11 | A Novel Encounter with Big Data 129
12 | Game Layer on Top of the World 147
13 | Games for Change 163
14 | The Future of Work 175
Index | 193
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vii
Preface
We are living in a time of big changes. We face changes driven by
powerful forces like world population growth; rising prices for food, fuel,
and raw materials; depletion of natural resources; and increasing levels of
greenhouse gases in the atmosphere. And at the very same time, we are
also surrounded by the rapid spread of new technologies such as social
media, mobile consumer devices like smartphones and tablet computers,
and cloud computing and software apps. Clearly, the path forward involves
finding ways to use the potentials of the latter to address the challenges
of the former.
The magnitude of the challenges we face now is unlike anything we
have experienced since the early years of the last century. At that time a
hundred years ago, work and society were transformed by the spread of
industrial technology and the resulting mass migration of people from
farms and small towns to factories and big cities.
The first decades of the last century saw a transition from the practices
of an earlier age—the Victorian Age—to the practices of a new age—the
Industrial Age. In the countries where industrial activity was concentrated,
there was conflict between those who paid wages and those who earned
wages, and yet ultimately, that conflict was channeled in socially constructive ways that resulted in the growth of a large middle class sustained
by lifetime employment in companies offering jobs with career paths,
benefits, and pensions. This economic model of employment became a
worldwide standard during the last half of the twentieth century.
Challenges and Opportunities
Now, industrial activity has spread around the world. And we see traditional practices that once sustained the middle class are disappearing in
countries everywhere, and conflict between wage payers and wage earners is returning. High rates of change in technology and volatility in the
prices of everything from basic commodities to finished products make it
hard for companies to predict demand for their products, and even harder
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viii | Enterprise Games
for them to create long-term business plans. A major result of this is the
fluid nature of employment these days.
People are employed one month and unemployed the next, and it is
usually for reasons beyond their control that have little to do with their
personal performance. Companies hire and fire as needed to respond to
market volatility and rapid rates of change. Twentieth-century traditions
of lifetime employment and jobs with career paths, benefits, and pensions
are harder and harder to maintain.
The personal and economic stress and dislocation this causes makes
us yearn to revive or reinvigorate business practices from the last century
so as to recapture the stability and benefits they once provided. But that
yearning will go unrequited because those practices no longer fit the realities of our real-time, global economy.
Games and the associated technology we currently refer to as video
games offer us more than just diversion and escape from difficult times.
They offer us field-tested models to use for organizing companies and
performing complex and creative tasks. They offer clear and compelling
examples for how people can work together, build their careers, and earn a
living in rapidly changing and unpredictable environments.
The very notion that games could have anything in common with
work will trigger some to reject these ideas out of hand. For the rest, this
book offers a set of grounding concepts, case studies, and a big-picture
view of the use of games and game-like operating models in business. As
one person who helped me with this book said, “There is a huge gameshaped opportunity in modern business practices.”
Audience for This Book
This book is written for people who are interested in exploring the use of
games to address the challenges we face. It is written to be accessible to
a broad base of readers from business, professional, and technical backgrounds. It is written for change-minded business executives, and for
people who advise them and deliver new ideas and services to them. It is
written for people who design games and are curious about new opportunities that arise from the merging of games and business, and for people
whose work is already taking on a game-like quality and who want further
insight into what is happening.
Footnotes and references are provided for readers who wish to explore
in more detail the particular technologies, methodologies, and business
practices that are presented. This is not a book that concentrates on any
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Preface | ix
one game topic such as the practice currently known as “gamification.”
Nor is this a prescriptive cookbook that lays out a predefined set of steps
for applying a specific game technique to a particular business situation.
My intent is to arm and inspire those who are in a position to influence or change the way businesses and organizations operate. I draw on
my own experience as well as on the writings and experiences of others
in business and game design in order to present real-world examples of
the merging of games and business. These examples outline salient features of an operating model for companies and economies that can deliver
broad-based and sustainable prosperity. I hope this sparks your own creativity. I hope you build on the examples and concepts presented here as
you experiment with them in your own company and your own career.
Structure of This Book
The book is loosely divided into three parts. The first part, Chapters 1–4,
presents the challenges and opportunities for redesigning work to fit the
realities of our real-time economy. It puts forth ideas and case studies to
illustrate how games can provide operating models to follow for redesigning work.
The second part consists of Chapters 5–9, and is a discussion of
games and game mechanics that are relevant to rethinking the way work
is done. This part provides specific examples, pictures, and case studies to
show how game techniques and technologies can be applied to the design
of new business systems and workflows.
The third and last part, Chapters 10–14, describes business and social
impacts of combining technology from video games with in-house corporate systems and the rapidly spreading technologies that make up social
media, consumer technology, and cloud computing. The book concludes
with a discussion about where this is all going and what it might mean for
the future of work.
I welcome hearing from you with thoughts, comments, and questions.
You can contact me via email at [email protected] or visit my website at
www.MichaelHugos.com.
Michael Hugos
Center for Systems Innovation [c4si]
Chicago, Illinois
August 2012
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x | Enterprise Games
Acknowledgments
Thank you to the game designers and developers who have so expanded
the state of the art over the last 25 years and more. They brought the design
and the technology of video games, social games, massively multiplayer
games, and alternate reality games to their present state of sophistication.
They keep pushing the envelope.
Thank you to the thinkers and visionaries who have practiced, written, and spoken about the techniques and potentials of games. I have
read the works of many of them and spoken in person with some of
them. Throughout this book, I footnote relevant works and comments of
people who influenced me in formulating my ideas and writing this book.
Interested readers owe it to themselves to follow up on these footnotes and
learn more about these people and their work.
Thank you to the reviewers of this book, who helped me clarify my
message and who pointed out errors in my original manuscript and offered suggestions for improvement.
Thank you to the editors and staff at O’Reilly Media, who gave me
the opportunity to write this book and who worked with me to focus and
refine the material presented here.
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We have a web page for this book, where we list errata, examples, and any
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Preface | xi
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1
| 1
Transformation of the
Great Game of Business
Using games and game mechanics might be as powerful a model for
organizing knowledge and creative work as the assembly line was for organizing industrial and repetitive work.
Because we have been taught that play is the opposite of work and
that a game is the opposite of a job, we believe that play and games are
frivolous. Thus, many of us instinctively reject the idea that games or play
can be part of that serious activity we call work. But maybe we should
think again.
We all have a sense of what a game is. Regardless of whether we are
talking about sports games or card games or board games or video games,
we can see they all share a core set of traits in common. Games are skills
based, results oriented, and structured by rules. Games have been described as having four defining traits: a goal, rules, a feedback system, and
voluntary participation.
1
The goal of a game defines what the game is about, its purpose. Rules
place limitations on how the players can accomplish the goal, and they
channel the activities of the players into directions that are supportive of
the game. Rules are what make the game work. A feedback system is what
keeps the players constantly informed on how well they are doing and
their progress toward accomplishment of the goal. Voluntary participation
means that people in the game understand and willingly accept the goal,
the rules, and the feedback system. This willing acceptance creates the
common ground that unites all the players in a game and makes it possible for them to play or work together.
1 Jane McGonigal, Reality is Broken: Why Games Make Us Better and How They Can
Change the World (New York: The Penguin Press, 2011), 21. Watch a video of a talk she
gave titled “Gaming Can Make a Better World” at http://www.ted.com/talks/jane_
mcgonigal_gaming_can_make_a_better_world.html.
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