Why games are better than business

Alan Gutierrez‘ comment in my earlier post made me think about his question. He said,

What is it about these online games that makes it easy for people to
organize, form partnerships, share wealth, and compete effectively?
People work better in a group.

I want to know if there is an online model, or business model, for
creatives to attack business problems with the same ad hoc tenacity.

I think the biggest difference is the element of play. This is not news folks. Why do we keep getting stuck here? Enough people have written about play being so much more fun that work, why are companies having so much trouble having a little fun for a change?

And why is learning that rocket science?

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6 Responses to Why games are better than business

  1. Parth Vaishnav says:

    Wonder if you’ve read Living Company by Arie DeGeus. He discusses the use of games and simulations to get people involved in cracking business problems.
    The key is to let people explore and respond to scenarios in an environment where they dont have to fear the real consequences of their actions. If they did, they would stick to known, safe options.
    He likens this process to children playing.
    The challenge is to develop natural, intuitive and yet accurate ways of modelling reality and the effect on it of people’s actions.

  2. Niti Bhan says:

    what do I know? english is my second language

  3. niblettes says:

    Games and healthcare blog (and conference)
    And speaking of games, here’s a site (from a program started by a former professor of mine) on some fascinating microgames. The design methodology is basically “just do it, do it fast, and do lots of it.” A lot of the results aren’t great, but some are truly captivating (Gravity Head is one of my favs). If you check it out, be careful, you will spend hours.

  4. Yes, must be fun. Programming was always more fun that playing video games for me. Coding is fun. Happy users are fun. Money is fun.
    The key element is play, or is it the rules that are inforced in the online world that are abondoned in the working world, where civil law holds sway. If you don’t like someone online, you can kick them out of your little clique. Can’t do that as easily in the working world, especially in parts of the EU.
    Someone needs to design an easy to form online corporation for software developers, who can form like WoW guilds. It might be the fluidity of formation and dissolution as well.
    Half-baked ideas above, by the way. Offloading here.

  5. Vinay Rao says:

    We use a ‘game’ method in everything we do as often as we can. For eg. we used to find it difficult to get real insightful data from people during a contextual enquiry. We later started getting them to play games with us, with each other – there was more fluidity in their responses and in the interactions with each other. they remembered us in a nice way because of that and it was easy for us to involve them again in latter phases of design projects. Even when we conceptualize in the studio, it is a little bit of fun pitting one against the other – so long as it does not result in nastiness.
    I think most (big) companies make too big a deal of this team work business. All it leads to is office politics. It’s best to get them to play hard together. To answer Alan’s question, we do this when we are solving real-life client problems. Everybody has fun and everybody wins in the end.

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