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HBR Article: Leadership's Online Lab

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IBM and Seriosity Study: Online Gaming is Good for Business

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New York Times Article: Why Work is Looking Like a Video Game

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If you are interested in reaching us for press purposes, please contact our Public Relations team. In the meantime, see what others are saying about Seriosity:

9/9/09 - Wall Street Journal, "The Currency Revolution" by Andy Jordan


"The weak dollar. A Federal Reserve constantly being second-guessed. It’s times like these when talk inevitably turns to alternative or complementary currencies. "

05/26/09 - WIRED, "How Game Design Can Revolutionize Everyday Life" by Clive Thompson


"Everyone complains about e-mail overload — getting so much stupid corporate e-mail that you miss out on important messages. But Byron Reeves has figured out a way to solve the problem. "

12/5/08 - CIO, "Revenge of the Gamers"


06/16/08 - NPR, "Software Lets Senders Assign Value to E-mails" by Wendy Kaufman


NPR interviews Seriosity while covering Attent as a solution to information overload.

05/12/08 - Computerworld, "Revenge of the gamers: World of Warcraft is honing tomorrow's leaders" by Kathleen Melymuka


"MMORPGs -- massively multiplayer online role-playing games -- like World of Warcraft, Eve and EverQuest may be the best simulators of tomorrow's business environment...Smart companies should be playing too."

04/28/08 - Press Release, "Harvard Business Review Highlights Seriosity, IBM Collaboration" by Seriosity, Inc.


"Businesses are advised to look to online multiplayer games as a source of inspiration for grooming the next generation of leaders, according to the lead article in the May, 2008 issue of the prestigious Harvard Business Review."

4/25/08 - Harvard Business Review , "Leadership's Online Lab" by Byron Reeves, Thomas W. Malone, and Tony O'Driscoll


"Tomorrow's business landscape could be alien territory for today’s business leaders. What will business look like in such a world? ...The answers may be found among the exploding space stations, grotesque monsters, and spiky-armored warriors of games such as Eve Online, EverQuest, and World of Warcraft."

1/18/08 - Stanford Magazine , "Virtual Lessons, Real Productivity" by Greta Lorge


"Most if not all of these [virtual] worlds have developed sophisticated market systems with currencies and methods for transactions that parallel actual economies...Objects of value in these fantasylands elicit the same response that real money might: people want more."

10/23/07 - BBC , "When Work Becomes a Game" by Mark Ward


"The whole idea here is to get the objectives of the individual players aligned with the objectives of the organisation...Do that and you have something good."

08/20/07 - BusinessWeek , "The End Of Work As You Know It"


Byron Reeves, Seriosity co-founder, shares his perspectives on how the business world will dramatically change.

07/23/07 - Press Release , "Seriosity Selected as 'The Next Big Thing' Company" by the Sand Hill Group


Information overload has reached epidemic proportions across the corporate world and is costing billions of dollars each year,” said M.R. Rangaswami, co-founder of the Sand Hill Group, organizers of the Enterprise 2007 conference. “Seriosity has a robust solution to tackle this issue as well as a platform to transform how the enterprise operates. Seriosity is well positioned as the Next Big Thing in the software industry.

06/28/07 - Red Herring , "The Warcraft MBA" by Ryan Olson


Corporate software maker Seriosity on Thursday released a report detailing some of the ways in which people who play massively multiplayer online role-playing games are developing skills vital to business success. And the company believes these types of games are shaping the next generation of corporate leaders.

06/28/07 - Podcast , "Playing Games at Work" hosted by Dan Briody, IBM


Dan Briody of IBM's Global Innovation Outlook group interviews Byron Reeves, the faculty director of the Stanford Media X program and co‑founder of Seriosity, who talks about gaming environments and how they can be applied to the work place.  Length, 9:06.

06/27/07 - Press Release, "IBM and Seriosity Study: Online Gaming is Good for Business" by Seriosity


"According to a new study by IBM and Seriosity, online role playing games are shaping the next generation of corporate leaders, revealing similar qualities in effective leaders in the distributed, global workforce and players of immersive, multi-player online games."

06/14/07 - BusinessWeek, "IBM's Management Games" by Aili McConnon


"For IBM's new research, the computer giant tracked the leadership qualities of gamers with the help of Seriosity (a company that develops enterprise software inspired by multiplayer games), Stanford, and MIT."

05/20/07 - New York Times, "Why Work is Looking Like a Video Game" by Michael Fitzgerald


"The emergence of these complex role-playing games inspired the formation of Seriosity, which sells e-mail software. A Stanford communications professor, Byron Reeves, was a co-founder of the company in 2004, and, two years later, received $6 million from Alloy Ventures..."

03/20/07 - Press Release, "Gartner honors Seriosity as a 'Cool Vendor'" by Seriosity, Inc.


"Seriosity, Inc., a developer of innovative enterprise software inspired by multiplayer games, has been named one of Gartner, Inc.'s "Cool Vendors in the High Performance Workplace, 2007" in a report issued March 15, 2007..."

02/28/07 - CNET, "A cure for e-mail attention disorder?" by Daniel Terdiman


"Corporate managers concerned about the amount of time employees spend sifting though mountains of unwanted e-mail may soon have World of Warcraft to thank for providing a solution."

11/08/06 - ZDNet, "Seriosly interesting" by Esther Dyson


"[Seriosity] now has a brand-new CEO - Ken Ross, formerly of Extricity, Pillar and Ross Systems - and 20-plus employees and offshore developers. And its website gives a little hint of what it is up to. Last March, the pitch was: We learn from games to enhance productivity in the corporate environment. The obvious conclusion was: Dragons and dwarves competing to produce a payroll, or 10 cold calls puts you in a nicer virtual office. But no; that would be too shallow..."

11/02/06 - MSNBC, "Small Industry, Big Plans" by Kristin Kalning


"Facing a potential brain drain may require radical thinking from conservative companies. A new wave of freshly minted college grads, a demographic that was literally raised on video games, will revolutionize the way workplaces operate, predicts Byron Reeves, a professor at Stanford University and a proponent of game-based learning in the corporate sector..."

05/01/06 - BusinessWeek, "My Virtual Life" by Robert D. Hof


"All this has some companies mulling a wild idea: Why not use gaming's psychology, incentive systems, and social appeal to get real jobs done better and faster? "People are willing to do tedious, complex tasks within games," notes Nick Yee, a Stanford University graduate student in communications who has extensively studied online games. "What if we could tap into that brainpower?" In other words, your next cubicle could well be inside a virtual world. That's the mission of a secretive Palo Alto (Calif.) startup, Seriosity..."

03/15/06 - ZDNet, "From World of Warcraft to the boardroom" by Dan Farber


"Some people are saying that the massive multiplayer game World of Warcraft, with more than 6 million players, is the new golf of the business world. Hitting a small white ball around a chemically groomed park isn’t for everyone, and is more expensive than the $15 per month fee for WOW, but at least you get some fresh air and exercise. But, the virtues of virtual worlds like WOW and Second Life are now the subject of serious study and even startups focused on applying game concepts, such as reputation systems, rewards, persistence, deep engagement, immersion and social interaction..."

03/09/06 - BusinessWeek, "Thinking the Future, With IBM" by Steve Hamm


" By most traditional measures, IBM is one of the most innovative companies in the world. Year after year, it gets more U.S. patents than any other company. It's responsible for many of the key technology breakthroughs in the info-tech industry. And it runs the largest private-sector basic research operations in the world, with more than 3,000 scientists and mathematicians...."