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Room 1 The Dreamer ( Drive to Learn) Room 3 The Spoiler ( Drive to Defend) The elements used to organize the creative work force and guarantee creative outcomes Room 2 The Realist ( Drive to Acquire) Ideas will return to Room 1 to allow for the work on the project to continue, repeating the cycle.  If an idea does not survive through Room 3, the idea is abandoned.
[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],The Dreamer 1 ,[object Object],[object Object],[object Object],[object Object],[object Object],The place where dreams were dreamed, ideas were spun out, no restrictions, no limits - just every sort of outrageous creative hunch or idea was freely developed
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[object Object],[object Object],[object Object],[object Object],[object Object],The Realist 2 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Here the dreams from Room 1 were coordinated and the story board created as events and characters fitted into sequence.
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[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],The "sweat box" - a small room under the stairs where the whole crew would critically review the project to date with no holds barred. The process was safe because it was the project not a particular individual that was being criticized. The Spoiler 3
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[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Drive to Acquire Social norms Drive to Bond Drive to Learn Drive to Defend Personal values Past experience Mental skill set resolves competing drive demands Goal-directed choice and effort The Realist Disney Culture The Dreamer The Spoiler
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[object Object],[object Object],[object Object]
 
Eisner’s consistent micro-management "resulted in loss of morale throughout the company” as well as “the perception by all our stakeholder –consumers, investors, employees, distributors, suppliers, -that the company is rapacious, soul-less, and always looking for the ‘quick buck’ rather than long-term value which is leading to a loss of public trust.” -Roy Disney
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Eisner's Leadership at Disney

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  • 2.
  • 3.
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  • 5.
  • 6. Room 1 The Dreamer ( Drive to Learn) Room 3 The Spoiler ( Drive to Defend) The elements used to organize the creative work force and guarantee creative outcomes Room 2 The Realist ( Drive to Acquire) Ideas will return to Room 1 to allow for the work on the project to continue, repeating the cycle. If an idea does not survive through Room 3, the idea is abandoned.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14.
  • 15. Drive to Acquire Social norms Drive to Bond Drive to Learn Drive to Defend Personal values Past experience Mental skill set resolves competing drive demands Goal-directed choice and effort The Realist Disney Culture The Dreamer The Spoiler
  • 16.
  • 17.
  • 18.  
  • 19. Eisner’s consistent micro-management "resulted in loss of morale throughout the company” as well as “the perception by all our stakeholder –consumers, investors, employees, distributors, suppliers, -that the company is rapacious, soul-less, and always looking for the ‘quick buck’ rather than long-term value which is leading to a loss of public trust.” -Roy Disney
  • 20.
  • 21.
  • 22.