workplay: agile development as a game, and how to make it more so

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Talk given at the 2011 Lean Agile Scrum Conference, Zurich, SwitzerlandSeptember 14, 2011Abstract:Jane McGonigal provoked an interesting discussion with her book "Reality Is Broken:. Why Games Make Us Better and How They Can Change the World" Agile teams experience many of the aspects of the gameplay benefits that McGonigal talks about: flow (from feedback) autotelic reward and happiness from working with others. This session explores the ways in Which agile development delivers to the four intrinsic rewards its Practitioners - satisfying work, experience of being successful, social connection and meaning - and looks into ways in Which We can design our work to further bridge the divide between games and reality.

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Lean,  Agile  &  Scrum    Conference  2011  

Sponsoren

Andreas Buzzi (Credit Suisse) | Erich Oswald (Ergon AG) François Bachmann (SPRiNT-iT Suisse) | Fredi Schmidli (swiss IT bridge gmbh) | Hans-Peter Korn (KORN AG) | Kai Windhausen (BSgroup Technology Innovation AG) | Mischa Ramseyer (pragmatic solutions gmbh) | Patrick Baumgartner (Swiftmind GmbH) | Peter Stevens (DasScrumTeam) | Reto Maduz (Zühlke AG) Tudor Girba

Organisationsteam

�Workplay:    Agile  development  as  a  game,  and  how  to  make  it  more  so�  

Ma$  Philip    16:15  

What  if  work  life  were  more  like  a  game?  

About  me  

Pip  (a.k.a.  MaG  Philip)  Level-­‐6  agile  trainer-­‐coach  ThoughtWorks  Studios  guild    

What  this  talk  is  about  

Using games solely for training or planning

Games that teach

Experience report

Using games for actual work

Thinking about how we can gamify agile teams

How agile teams have a head start

Challenge!

Inspira?on  and  gra?tude  

Key  intersec?on  

work  

play  

Personal  and  organiza?onal  goals  

Personal

Organizational

Why  should  we  gamify  work?  

•  Adapt  work  for  incoming,  younger  workforce  •  Intrinsic  rewards  are  renewable  resource  •  Develop  leadership  in  teams  •  More-­‐sa?sfying  work  -­‐>  be$er  produc?vity  •  Develops  people  by  poin?ng  them  forward  •  Fosters  teamwork  and  accountability  •  Key  to  greater  innova?on  (through  imagina?on)  

Defining  traits  of  a  game  

Concepts  and  terms  

•  Play  •  Flow  •  Fiero  •  Shared  inten?onality  •  Ping  quo?ent  (PQ)  •  Collabora?on  radar  •  “Emergensight”  

Csikszentmihalyi’s  9  features  of  flow  

1.  Clear  goals  at  every  step  2.  Immediate  feedback  3.  Balance  between  challenge  and  skill  4.  Merger  of  ac?on  and  awareness  5.  Exclusion  of  distrac?ons  6.  No  worries  about  failure  7.  Absence  of  self-­‐consciousness  8.  Time  becomes  distorted  9.  The  experience  is  an  end  in  itself  

Intrinsic  rewards  

•  Sa?sfying  work  •  Experience  (or  at  least  the  hope)  of  being  successful  

•  Social  connec?on  •  Meaning  

How  agile  is  already    like  a  game  

How  agile  is  already  like  a  game:    Self-­‐organizing  teams  

How  agile  is  already  like  a  game:    “Quest-­‐like”  work  

How  agile  is  already  like  a  game:  Pairing  and  voluntary  par?cipa?on  

How  agile  is  already  like  a  game:  Visible  progress  and  rules  

How  agile  is  already  like  a  game:  High  levels  of  communica?on  

How  agile  is  already  like  a  game:  Collabora?ng  via  whole-­‐team  approach  

How  agile  is  already  like  a  game:  Marketplace  dynamics  

How  to  make  it    more  so  

How  to  make  it  more  so:    Leveling  up  

as  self-­‐improvement  

How  to  make  it  more  so:    Something  bigger  than  ourselves  

 

How  to  make  it  more  so:    Intensify  feedback  

How  to  gamify  your  agile  team  

Reeves  and  Reed’s    10  ingredients  for  great  games  

1.  Self-­‐representa?on  with  avatars  2.  3D  environments  3.  Narra?ve  context  4.  Feedback    5.  Reputa?on,  Ranks  and  Levels  6.  Marketplace  and  economics  7.  Compe??on  under  explicit,  enforced  rules  8.  Teams  9.  Parallel,  reconfigurable  communica?on  systems  10. Time  pressure  

How  to  gamify  your  agile  team:  Some  specifics  

Example:  Narra?ves  and  quests  

Example:  Avatars  

Example:  Customer  wishes  

Example:  Project  incep?on  

– Team  members  create  their  characters,  iden?fy  what  they’ll  need  (special  training,  hardware)  

– “Dungeon  master”  (game  designer/narrator)  tells  the  team  the  back  story  

– Customer  helps  map  out  quests,  gives  virtual  monetary  value  to  each  

– Designer  and  customer  determine  what  it  means  to  win,  rules,  virtual  currency  and  rewards  

 

Example:  Team  page  

Possible  roles  in  a  gamified  agile  team  

•  Game  designer  •  DKP  (“dragon-­‐kill  points”)  manager  •  Guild  leader  

Dangers  (Ach  tung!)  

Ac?vity:  What  might  you  do?  

Ac?vity:  Work-­‐play  mirror  

gg    (good  game)  

Ma$  Philip  mphilip@thoughtworks.com  

@ma$philip    

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