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Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers


Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers Cover


Synopses & Reviews

Publisher Comments:

Great things don't happen in a vacuum. But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming.

This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The

About the Author


Dave Gray is the Founder and Chairman of XPLANE, the visual thinking company. Founded in 1993, XPLANE has grown to be the world's leading consulting and design firm focused on information-driven communications. Dave's time is spent researching and writing on visual business, as well as speaking, coaching and delivering workshops to educators, corporate clients and the public. He is also a founding member of VizThink, an international community of Visual Thinkers.

Sunni Brown, M.P.A., is Owner of BrightSpot Info Design, a company specializing in visual thinking to support organizational and group success. Sunni was trained in graphic facilitation at The Grove Consultants International, a San Francisco-based company that pioneered the use of visuals in meetings and group processes. She is currently an Associate of The Grove, a freelance consultant for XPlane - the visual thinking company - and an Associate of Alphachimp Studios. She is also co-Founder of VizThink Austin, currently the largest visual thinking community in the United States. Sunni presents regularly on the topics of graphic facilitation, graphic recording and visual thinking. She is also a contributing researcher for Nancy Duarte's upcoming book on storytelling and presentations. Sunni holds Bachelor's degrees in Journalism and Linguistics and a Master's in Public Affairs from the Lyndon Baines Johnson School of Public Affairs. She lives in Austin, TX.

James Macanufo: As a consultant at XPLANE, James helps large technology and government clients develop their vision, strategy and communication plans. He actively obsessed with understanding what things are, the way they work, and why they matter. He is also an active gamer and occasional inventor of card games.

Table of Contents

; Dedication; Foreword; Preface; Chapter 1: What Is a Game?; 1.1 The Evolution of the Game World; 1.2 The Game of Business; 1.3 Fuzzy Goals; 1.4 Game Design; Chapter 2: 10 Essentials for Gamestorming; 2.1 1. Opening and Closing; 2.2 2. Fire Starting; 2.3 3. Artifacts; 2.4 4. Node Generation; 2.5 5. Meaningful Space; 2.6 6. Sketching and Model Making; 2.7 7. Randomness, Reversal, and Reframing; 2.8 8. Improvisation; 2.9 9. Selection; 2.10 10. Try Something New; Chapter 3: Core Gamestorming Skills; 3.1 Asking Questions; 3.2 Creating Artifacts and Meaningful Space; 3.3 Employing Visual Language; 3.4 Improvisation; 3.5 Practice; Chapter 4: Core Games; 4.1 The 7Ps Framework; 4.2 Affinity Map; 4.3 Bodystorming; 4.4 Card Sort; 4.5 Dot Voting; 4.6 Empathy Map; 4.7 Forced Ranking; 4.8 Post-Up; 4.9 Storyboard; 4.10 WhoDo; Chapter 5: Games for Opening; 5.1 3-12-3 Brainstorm; 5.2 The Anti-Problem; 5.3 Brainwriting; 5.4 Context Map; 5.5 Cover Story; 5.6 Draw the Problem; 5.7 Fishbowl; 5.8 Forced Analogy; 5.9 Graphic Jam; 5.10 Heuristic Ideation Technique; 5.11 History Map; 5.12 Image-ination; 5.13 Low-Tech Social Network; 5.14 Mission Impossible; 5.15 Object Brainstorm; 5.16 Pecha Kucha/Ignite; 5.17 Pie Chart Agenda; 5.18 Poster Session; 5.19 Pre-Mortem; 5.20 Show and Tell; 5.21 Show Me Your Values; 5.22 Stakeholder Analysis; 5.23 Spectrum Mapping; 5.24 Trading Cards; 5.25 Visual Agenda; 5.26 Welcome to My World; Chapter 6: Games for Exploring; 6.1 The 4Cs; 6.2 The 5 Whys; 6.3 Affinity Map; 6.4 Atomize; 6.5 The Blind Side; 6.6 Build the Checklist; 6.7 Business Model Canvas; 6.8 Button; 6.9 Campfire; 6.10 Challenge Cards; 6.11 Customer, Employee, Shareholder; 6.12 Design the Box; 6.13 Do, Redo & Undo; 6.14 Elevator Pitch; 6.15 Five-Fingered Consensus; 6.16 Flip It; 6.17 Force Field Analysis; 6.18 Give-and-Take Matrix; 6.19 Heart, Hand, Mind; 6.20 Help Me Understand; 6.21 Make a World; 6.22 Mood Board; 6.23 Open Space; 6.24 Pain-Gain Map; 6.25 The Pitch; 6.26 Product Pinocchio; 6.27 Post the Path; 6.28 RACI Matrix; 6.29 Red:Green Cards; 6.30 Speedboat; 6.31 SQUID; 6.32 Staple Yourself to Something; 6.33 SWOT Analysis; 6.34 Synesthesia; 6.35 Talking Chips; 6.36 Understanding Chain; 6.37 Value Mapping; 6.38 The Virtuous Cycle; 6.39 Visual Glossary; 6.40 Wizard of Oz; 6.41 The World Caf

Product Details

A Playbook for Innovators, Rulebreakers, and Changemakers
Dave Gray
Sunni Brown
Macanufo, James
Dave Gray
Brown, Sunni
Gray, Dave
Business Communication - Meetings & Presentations
Teams in the workplace
Management games
Business - General
Computers Reference-History and Society
Publication Date:

Related Subjects

Business » Communication
Business » General
Computers and Internet » Computers Reference » Enterprise Applications » Business Intelligence Tools
Computers and Internet » Computers Reference » Social Aspects » Human and Computer Interaction
Computers and Internet » Personal Computers » Desktop Applications » Presentation Software
Computers and Internet » Personal Computers » Desktop Applications » Project Management Software
Engineering » Communications » Information Theory
Health and Self-Help » Psychology » Cognitive Science

Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers
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Product details 266 pages O'Reilly Media - English 9781449395902 Reviews:
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