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Designing the Rules for High Performance
1. Designing the Rules for High
Performance: Applying Computer
Game Design to Organizations
Jeroen van Bree
ISPI-EMEA Conference 2010
Gothenburg, 2 October 2010
119. To a large extent, your company is being
managed by long-departed theorists who
invented the conventions of “modern
management” back in the early years of
the 20th century.
- Gary Hamel
155. The only knowledge we have in-house is about
brand management and community management.
contributions
funding knowledge
156. Analysis of the framework
Brainstorms with the
PLAYERS
Add RULES
157. Analysis of the framework
Brainstorms with the
PLAYERS
Add RULES
Paper prototyping
158. Analysis of the framework
Brainstorms with the
PLAYERS
Add RULES
Paper prototyping
159. Analysis of the framework
Brainstorms with the
PLAYERS
Add RULES
Paper prototyping
Playtest BEHAVIOR
160.
161.
162.
163.
164. clear goals
strategy
recoverable
meaningful choice
loss
direct feedback
165. Analysis of the framework
Brainstorms with the
PLAYERS
Add RULES
Paper prototyping
Playtest BEHAVIOR
166. Analysis of the framework
Brainstorms with the
PLAYERS
Add RULES
Paper prototyping
Playtest BEHAVIOR
Refine rule set
167. Jeroen van Bree
jeroen.vanbree@ynno.com
M +31 (0)6 5318 7512
http://twitter.com/jeroenvanbree
http://ideas.ynno.com/topics/games-at-work
Orteliuslaan 9
3528 BA Utrecht
The Netherlands
info@ynno.com
T +31 (0)30 767 05 00
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