Got Game
1980s-era Nintendo-thumbed teenagers are now adults moving into senior positions in the workforce. As they move up, a cultural rift is forming in the workforce between the old guard who've never held a controller, and those who grew up hunting for the Triforce. Got Game proposes how to bridge this gap.
Beck and Wade argue that a massive culture gap began in the '80s when video game systems like the NES suddenly appeared in tens of millions of households across North America. Games radically reshaped youth for a whole generation by creating a new leisure activity with a distinctive culture. Ever since, gaming has become deeply embedded in our society and in the lives of each cohort over the last two decades.
At its core, Got Game is a guide for senior managers stumped at how to manage their gamer employees. Its purpose is to teach them that they must treat video games as serious preparation for the workforce, and that gamers possess a unique set of skills necessary in the modern business world:
"Anyone who actually looks at the games selling and being played knows that the typical video game is not the blood-spattering, media-grabbing, parent stressing cartoon that makes the nightly news on a slow or tragic day. Instead, it's a massive problem solving exercise wrapped in the veneer of an exotic adventure. Or it's the detailed simulation of an entire civilization, or a pivotal battle that affected the course of world history. Or it's a serious opportunity to try coaching a sports team or setting military strategy. In short, even if their surface is violent, sexist, or simpleminded (which is not true nearly as often as non-gamers believe), games are incredibly complex computer programs that lead the brain to new combinations of cognitive tasks."
The book is divided into two parts. The first three chapters are a primer for non-gamers, outlining video game culture, dispelling myths, and generally building the case for treating games and gamers seriously. Chapters four through eight, though, are where I thought the most innovative thinking lies. Here the authors draw explicit parallels between the skills people hone to win video games, and those needed in our global, techno-centric workforce. These chapters also go the extra distance by instructing managers on how to restructure their style to harness the skills in their gamer employees.
As a casual gamer, I found these aspects of the book helpful. By outlining the instances where managers and executives from outside the game generation don't see things the way I do, and then translating into terms they can understand, it is possible for me to effectively bridge the culture gap. Building understanding and common language reduces tension, making work less stressful, more fulfilling (and ultimately more like a video game!)
Here are some of the top insights in the book for non-gaming managers:
Tap into the gamer instinct for heroism
Gamers "have a hero's appetite for a challenge that requires full attention. Meeting these needs, giving the potential heroes who work for you a challenge that will inspire extreme efforts - can unleash enormous commitment."
Don't let superficial badges of culture mislead you
"Remember the old fogies who thought men with long hair automatically couldn't be trusted? We boomers now have the chance to replicate the fogies' mistake, or to build on major assets that out less open-minded peers overlook."
Don't dismiss gamers' ability to focus and multitask
"Gamer employees will prefer to be surrounded by extraneous noise and attentional clutter. They might want to have two or three activities assigned to them at once so that when they tire of one, they can move to the next, and then come back to the first when they have something useful to add."
Manage your teams as group video games
"Structure team assignments like a game, providing clear high-level direction but also lots of room to explore. Tell your team, 'here are the boundaries; you can't go outside them, but inside try anything - open all the doors, run into the walls, find a way to succeed.'"
Beck and Wade support their points of view with a commissioned study involving 2,500 business people. Graphed results are presented throughout comparing how gamers and non-games view risk, teamwork, decision-making, and responses to authority. While I realize that providing statistical support of ideas is essential, I didn't find the graphs or conclusions very compelling.
What I do appreciate is that in publishing this book, Harvard Business School Press is sending signals to the business community that video games are an important part of our culture and that we ought to consider the serious impact gaming is having in offices throughout the country.
The scope of this book goes beyond the 'important books for managers' genre. Proactive employees could easily benefit from strategically giving a copy to a boss to kickoff a conversation on refining a working relationship. For the more adventurous gamer, I'd recommend absorbing the business insights and using them to manage upward and get ahead in the workplace.
This will not be the last book about gamers in the workplace, but it does a good job kicking off the genre. I extend thanks to Beck and Wade for bringing attention to this real phenomenon.
Reviewer Eli Singer lives in Toronto. Apart from technology consulting, he blogs at singer.to and sends biking tours to Europe. You can purchase Got Game from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
I think the Game Testers are the Gamers and the Game programers, like the ones at EA are too busy programing 7 days a week, LOL
I am kind of concerned that at least from what i read in the review, this "advice" is just an unempirical opinion. I don't see much of citations about gamer's being motivated differently or doing better multitasking, etc. There are such things as social sciences, you can actually study these things in an organized and meaningful fashion. you know formulate a hypothesis, collect data, test hypothesis.. I would guess that some gamers actually are actually very good at single-tasking. The problem is making the job the exciting thing and not the game. (anyone besides me have a roommate who just did nothing but play starcraft for 3-4 straight days, skipping all classes...when he actually did somethign productive it was about the same method of operation.)
Games have had positive and negative effects. My generation, or at least a majority of it's members, has spent years being driven half-insane by puzzles and intellectual challenges both to reasoning and patience. There have always been such challenges, but nowhere near as often, as common, as widespread, or as twistedly intricate and lovingly built as what has existed since the early 80's.
On the positive side, from an early age we have been taught the value of patience, and the rewards of outright persistance. Anyone who's played many games has seen what happens when you give in to impatience and end up blowing anywhere from 5 to 60+ minutes of effort in one badly timed move. And without persistance, you couldn't beat many games in the first place - to achieve your goal, sometimes you have to bang away at it until it's done. You become very goal-oriented, having played games, and you also become competitive - not so much competitive in general, but competitive about doing your work faster, more intelligently, and more efficiently than anyone else around you.
On the negative side, we're quite a bit more reward-oriented than previous generations (when we accomplish something, we damned well want to see something come out of it). We do have a collective taint of what amounts to ADD, being able to focus tightly on short tasks like no generation before, but having trouble sticking to one course of action for the long haul. We're always looking for the shortcut, believing fully that it exists. And sometimes, even though it's often an asset in business, we can be a bit inhuman in our logic, dispassionately accepting losses, risks, and sacrifices when it furthers our goals.
Reminds me of a quote: "If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music."
Do not confuse "Freedom of Choice" with "Free Will".
The baby boomers grew up children of the military. They were taught through their society to respect the people with military style - in short, they learned to take orders from order givers. Gen-X has grown up as the first EVER American generation to (generally) not have a military dad. They're the first ones to actually grow up in an American society focused infinitely more on technological explosions than in physical ones. They've learned to respond to different stimuli, to respect different authority, to weight different values.
I don't think this is necessarily good or bad. I do think it deserves consideration as Gen-X starts to move into power positions in companies who have until now been run primarily by Boomers.
I think this book takes a look at some of the possible ways that people from the different mindsets would best perform in a shared environment. It's not trying to de-value any of the foundations of good business practice (communication, integrity, ethics) it's just trying to add to the aresenal available to someone willing to try to improve workplace relations between two very important, very talented, and (in some ways) very different groups of workers.
Love it or hate it, I think it's fairly ostrich-like to deny that generations differ.
cat life | grep joy >> memory
Can anyone remember where they first heard about that cheat? I'm sure it was the only one I ever got through word of mouth. The glory days of the internet pretty much changed the spread of video game codes forever...
"remember those days? I miss those days"
Note: This sig contains nine S's, nine I's and five O's which... means absolutely nothing.
Within the context of the World of Warcraft auction house and the /2 trade channel, I find myself learning the basic skills of supply and demand, negotiating a price on an item, marketing, etc. etc... I've actually never had this much practice negotiating prices in my whole life. I've found that the more data you have to back up your price point, the better... just like in real life (for you WoW'ers out there, look up LootLink and Auctioneer for some great in-game info) In fact, I'm getting pretty wrapped up in finding good deals (cheap buyouts) and doing turnaround sales. Which is strange, since I'm pretty much a geek and not a sales guy, but I'm actually doing OK at this. Lastly, I realized that I needed an angel investor to REALLY start earning the G's (just like in real life!), so I had 2 guildies lend me 50 gold each and that has seriously improved my profit margins, I will be paying them back soon...
This may sound funny but this all seems based on actual business principles
So where does that leave females? Did they "miss out"? Or are most of these observations "guy" oriented to begin with?
I am a 'volume keyer' typing parts of addresses and are one of the fastest out of around 150 people, and have been for the past 2 years.
Managers and others there don't know how I get consistantly high speeds. To put in perspective, I typically get 11,000-13,000 kestrokes per hour, whereas others are getting 6,000-9,000. As this job doesn't challenge me mentally, while typing postcodes and town names, my spare thoughts try and get me ever faster.
Another thing most of my collegues don't understand is that I tend to push it so my fingers, arms and eyes hurt a little, just to get that quicker speed, and be ahead of everyone else, like a game.
I put this limit-pushing speed down to my experiences with Quakes and Dooms.
The job was good to begin with but after 2.5 years, keying 4 hours a day, and 6am starts, I need new application!
I'm sorry, but that doesn't even make sense, particularly when it goes on to say that gamers like multitasking, which I'd think flies in the face "requires full attention". (Maybe gamers have a task-switching brain, rather than a true multitasking one?)
I'm a gamer, but I don't go out of my way to do "hard" stuff in Real Life. I'm not out climbing mountains because they're there or because they popped up in the machine room or anything. I play games to blow off steam, not because I have some desire to spend every waking instant crushing all opposition under my armor-clad heels. I actually like to help people for a living, even if it's with stuff I find easy. Trying to claw my way ahead leaves me cold.
Meeting these needs, giving the potential heroes who work for you a challenge that will inspire extreme efforts - can unleash enormous commitment."
I can see how the few suits who grab this book are going to read that. Gamers like "extreme efforts" - as in, putting in tons of overtime or otherwise running themselves ragged - as long as you invoke the word "hero" and maybe a few gaming metaphors you picked up from the kids.
"Bobby, the deadline's been moved up three weeks and we have to cut your budget in half. Think of it as the final level of Doom, Bobby! We need you to take your chainsaw of cost-cutting and chop up that Saber-Demon! Save us from the zombies at TheCompetitionCorp! You can do it!"
I read an aritcle on Wired a while back from a journalist who bet that he could make as much money buying and selling Everquest items as he could from his real job, over the course of a month. The result? He came within about 5-10% of doing it. Of course, that month also included all the ramp-up time to meet people, establish a name, etc. Over that month he made the equivalent of a $45,000/yr, so I guess he's paid pretty well as a journalist. One of the most humorous suggestions I've ever heard for ending African poverty (admittedly not a humorous subject) is to have everyone there work 8/hrs a day acquiring Everquest items and selling them. The entire economy of offline everquest transactions is larger than the GNP of a huge number of countries.