Seriosity

Byron & Leighton's Blog

Introducing Your High-Tech Startup: An Irreverent Guide

A couple of years ago, Leighton wrote a long note to one of the CEOs in his Alloy Ventures portfolio about coming out of stealth-mode and introducing his company to the world.  This has been passed around to other portfolio companies but has never appeared publicly.  After being asked to serve as an “Xconomist” for the new on-line business news and content company, Xconomy, he has posted this advice on their website.

Ten Ways Games Can Boost Your Career

In July, Oliver Chiang of Forbes published a piece about how playing video games can boost your career.  The article included a colorful slide show of the 10 reasons why this is so.  Most of the examples are from World of Warcraft.  We are happy to see Forbes, picking up on the relevance of WoW when it comes to leadership and management.

This story draws on the important work of our friends, John Hagel and John Seely Brown at Delloitt’s Center for Edge Innovation and Ross Smith at Microsoft.

The focus of this article is on the transferability of skills honed in a game into the real world of work.  We are very much in agreement.

The emphasis in our thinking is that these ideas and tools are way too good to be reserved for practicing to work.  We think the elements of great games should be introduced into real everyday work.

Here is Oliver’s list:

  1. Leadership
  2. If at first you don’t succeed
  3. It’s about team work
  4. Developing talent
  5. Learning to improvise
  6. Performance-driven
  7. Living for challenges
  8. Competition
  9. Becoming an entrepreneur
  10. Managing information

Gamification for Maximizing Employee Engagement

Recently, Byron and Leighton gave a keynote address at the LOGIN conference.  Watch their speech about how businesses can and are using games to increase leadership and productivity among employees.

LOGIN 2010: Total Engagement: Using Games to Change How People Work from Cynthia L. Freese on Vimeo.

Will Gaming Lead to Better Businesses and Better People?

Have you watched Jesse Schell’s legendary DICE speech on the gamification of everyday life?  If you haven’t, you should.  And I mean really, all 28 minutes of it.

There are two main points that really hit home for me.  The first because it deals with the thesis of Total Engagement (the Seriosity founders’ book on gaming in the corporate world), and the other because it is just so astounding.  I’ll break them down below.

Point #1: Back to Reality.  Schell points out that the recent major technological hits (WII, Farmville, Webkins, Guitar Hero) all have a few things in common.  Paramount among these is the ability to break through to reality.  Yes, these are games, but they all somehow bring us back to reality (WII=the physical body, Farmville=real friends on Facebook, Webkins=real stuffed animal, Guitar Hero= real guitar).  This trend is also explored in the movie Avatar, for which we’ve already professed our admiration.  Schell shows us that Avatar is all about how we can use technology to get back to nature—something ultimately real and genuine.

This is where the tie-in to serious gaming clicked for me.  Employees can use games to cut through all of the corporate garbage that muddles up real achievement.  Instead of PowerPoints and buzzwords, games allow people to focus on the task itself, and they are rewarded for doing so.  By going virtual, real results are accomplished.

Point #2: Everything will be a game.  Starting at about minute 21 of the video, Schell takes us through a day in the life of what he claims is the not so distant future.  It’s absolutely riddled with games and bonus points and leveling up, and also full of advertisements for all of the companies that make these games possible.  Just about when you’re sickened by the commercialization of it, he talks about how these games are making a living record of everything thing you do.  For instance, your grandchildren will know every book you read because of the Kindle/Amazon game you played throughout your life.  And then he brings up the ultimate question.  Because of these games, and because of the everlasting record they create, will we make different choices and become better people?  Or, could it drive unhealthy behavior, as we’ve talked about before?

What do you think?




































The authors

  • Byron is the Paul C. Edwards Professor in the Department of Communication at Stanford University, and Co-Founder and Faculty Co-Director of the H-STAR Institute and Media X.
  • J. Leighton Read, M.D., is a General Partner in four Alloy Ventures funds from 2001-2007 and a successful entrepreneur and CEO.

Total Engagement

A book on using games and virtual worlds to change the way that people work and businesses compete.
 

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