Synopses & Reviews
Games are playing a crucial role in many successful businesses—not just in PR and marketing, but as a model for designing business systems and workflows. In this book, Michael Hugos provides compelling case studies that demonstrate how game mechanics enable companies to respond quickly to challenges in todays real-time economy.
Its not about giving workers a smiley face for producing more widgets. Youll discover how game mechanics—particularly popular multiplayer video games—provide field-tested best practices for engaging workers in creative and complex activities. With games, your company can shift from an outmoded top-down hierarchy to an agile network structure that promotes coordination over control.
- Discover why industrial age business structures from the 20th century no longer work
- Design real-time business collaboration systems, using massively multiplayer online game concepts
- Make your in-house systems more agile with technologies such as social media, mobile devices, and cloud computing
- Understand game dynamics: goals, rules, real-time feedback, and voluntary participation
- Apply virtual worlds and 3-D animation to business intelligence and data analytics applications
As economies falter, we're learning that old notions of efficiency and labor no longer work. Enterprise Games points to a way out of the problems we're facing. Game mechanics are a powerful tool for organizing supply chains, organizing production, and rebuilding the economy in ways that are fundamentally more agile than anything we have today. Michael Hugos builds on his real world experience building and managing supply chains to show what happens when you really take games seriously: not just giving workers a smiley face for producing more widgets, but using games to organize the whole process.
Games and game mechanics provide as powerful a model for organizing knowledge and creative work as the assembly line once did for organizing industrial and repetitive work. As present economies falter, were learning that old notions of industrial efficiency and top-down command and control of labor no longer work. Enterprise Games points to a way out of the problems were facing.
Game mechanics provide a powerful set of field-tested techniques for organizing, motivating and managing work as well as play. These techniques go far beyond just giving workers a smiley face for producing more widgets. Michael Hugos provides real-world case studies from his own experience and that of other business executives and entrepreneurs to show how the merger of games and business operations can deliver widespread prosperity for the real-time economy we now live in.
About the Author
Michael Hugos is an author, speaker, award-winning CIO and principal at Center for Systems Innovation [c4s . He works with clients to find elegant solutions to complex problems with focus in supply chains, business intelligence, and new business ventures. Earlier he spent six years as CIO of a national distribution organization where he developed a suite of supply chain and e-business systems that transformed the company's operations and revenue model. For this work he won the CIO 100 Award, the InformationWeek 500 Award and the Premier 100 Award. He earned his MBA from Northwestern Universitys Kellogg School of Management and writes a blog for CIO magazine called "Doing Business in Real Time". He is author of seven other books including the popular Essentials of Supply Chain Management, now in its third edition.
Table of Contents
Preface; Challenges and Opportunities; Audience for This Book; Structure of This Book; Acknowledgments; We'd Like to Hear from You; Safari® Books Online; Chapter 1: Transformation of the Great Game of Business; 1.1 Games Could Make Flow; 1.2 Capitalism as Shared Opportunity; 1.3 Game-Like Operating Models Drive Growth and Profits; Chapter 2: Feedback in the Real-Time Economy (Why Games Matter); 2.1 Feedback Systems Are the New Highest Calling of Information Technology; 2.2 Game Mechanics Applied to Business; 2.3 A Multiplayer Online Game Known as the "Red Cup System"; Chapter 3: Feedback Systems Drive Business Agility; 3.1 Traditional Bonus Plans Fail to Provide Clear Goals and Rules; 3.2 Effective Bonus Plans Create Trust and Participation in the Game; 3.3 Game Dynamics Promote Business Agility; 3.4 A Multiplayer Online Game of Agile Supply Chain Management; Chapter 4: New Paradigms and Operating Principles; 4.1 Games, Gamers, and New Business Strategies; 4.2 All the World's a Game; Chapter 5: Gamification; 5.1 Why Gamification?; 5.2 Concepts and Techniques of Gamification; 5.3 Foursquare; 5.4 Playboy; 5.5 Samsung Electronics; 5.6 Salesforce.com; 5.7 Gamification Is a Controversial Practice; 5.8 Beyond Gamification; 5.9 CityOne by IBM; 5.10 Plantville by Siemens; 5.11 Gamification is Just the Start; Chapter 6: A Continuum of Functionality: Simulations to Serious Games; 6.1 A Continuum of Functionality in Game Capabilities; 6.2 Pilots, Soldiers, and Surgeons Play Serious Games; 6.3 Serious Games for Pilot Training; 6.4 Serious Soldier Games; 6.5 Surgery Is a Serious Game; 6.6 Simulations and Serious Games Merge with the Real World; 6.7 Use of Serious Games Is Growing Quickly; 6.8 America's Army Game; 6.9 Chinese People's Liberation Army Game; 6.10 The Rise of Multiplayer Online Games; Chapter 7: Massively Multiplayer Online Games and Real-Time Collaboration; 7.1 When Serious Games Become Massively Multiplayer Online Games; 7.2 Game Ingredients and Building Blocks; 7.3 Massively Multiplayer Online Supply Chain Games; Chapter 8: Driving the Great Game of Sales; 8.1 The New Sales System Design; 8.2 Game Metaphor Extends Through to System Rollout; Chapter 9: Game Mechanics in Products, Services, and User Interfaces; 9.1 The Game of Accounts Payable; 9.2 Health and Wellness Benefits from Games; 9.3 A Driving Game Called Hypermiling; Chapter 10: Environments of Decision; 10.1 Harnessing Feedback Loops to Drive the Great Game of Business; 10.2 Loop 1 Awareness: Observe, Orient, Decide, Act; 10.3 Dataspaces and Navigating in the Real-Time Economy; Chapter 11: A Novel Encounter with Big Data; 11.1 Multisensory Engagement with the Data; 11.2 A New Way to Visualize Big Data; 11.3 3-D Design for Visualizing Real-Time Big Data; 11.4 Creating an Interactive Simulation to Explore the Data; Chapter 12: Game Layer on Top of the World; 12.1 Game Layer Leverages the Capabilities of Social Infrastructure; 12.2 The Game Layer is a Coordination Layer; 12.3 Real-Time Visualization of Big Data Streaming from the Game Layer; 12.4 Game IT Merges Video Game Technology with Business Technology; 12.5 Global Game Layers Are Already in Place; 12.6 Networks of Presence--Toward Global Awareness; Chapter 13: Games for Change; 13.1 Waking Up from History; 13.2 Serious Alternate Reality Games; 13.3 What If Companies Operated as Alternate Reality Games?; 13.4 Decentralized Coordination Replaces Centralized Control; 13.5 Massively Multiplayer Alternate Reality Role Playing Games; Chapter 14: The Future of Work; 14.1 Capitalism Reinvented for This Century; 14.2 Five Characteristics of an Agile and Responsive Enterprise; 14.3 If We Can't Find Full-Time Jobs, Let's Try Games Instead; 14.4 An MMO for the Game of New Product Development; 14.5 The Times They Are A-Changin';