Spätestens mit der New Economy Ende der 90er hielten spielerische Elemente Einzug in die Arbeitswelt – und sei es der sprichwörtliche Kicker. Heute gleichen Büros von Agenturen, Startups und Webunternehmen wie Google oft Spielplätzen für Erwachsene. Einer aktuellen Umfrage in Großbritannien zufolge sind 80% von Managern überzeugt, dass solche entspannten Umfelder Mitarbeiter motivieren können. Bei genauerem Hinsehen erschöpft sich "spielerisches Design" jedoch oftmals in bunten Farben und runden Formen. Dieser Vortrag beleuchtet, was wirklich spielerische Bürogestaltung bedeuten kann, wie es Arbeit und Psyche beeinflusst – und ob sich Spiel durch Gestaltung überhaupt vorschreiben lässt.
1960 brachte Milton Bradley “Das Spiel des Lebens” heraus: Ein feuchter Kapitalistentraum von Brettspiel, bei dem der gewann, der mit viel Glück als Reichster den Ruhestand erreichte. Heute machen “Gamification”-Anbieter Ernst mit dem Lebens-Spiel: Vom Abnehmen bis zur Rettung von Afrika, vom TV-Show-Gucken bis zum DNA-Sequenzabgleich: Keine Tätigkeit, die nicht durch Punkte, Abzeichen und andere Elemente aus Computerspielen spaßiger und motivierender gestaltet werden könnte – so ihr Versprechen.
Dabei ist die Debatte über “Gamification” tief gespalten: Auf der einen Seite stehen feuchte Vermarkter-Träume von der perfekten Kundenbindung, auf der anderen Game Designer, die vor Schlangenölverkäufern und flacher “Punktifzierung” warnen. Wie gestaltet man eine spielerische Erfahrung, die für Nutzer wirklich relevant ist – statt nur flüchtige Neuigkeitsreize zu schaffen? Welche Lektionen halten Spiele für andere Produkte und Anwendungen tatsächlich bereit? Welche Kritik ist gerechtfertigt? Und wie können Designer, die an der “Gamifizierung” einer Anwendung interessiert sind, die gefährlichsten Untiefen umschiffen? Der Vortrag gibt eine Übersicht über die aktuelle “Gamification”-Bewegung und zeigt Potenziale und Prinzipien ebenso wie blinde Flecken und Gefahren auf.
Let's play Work – wie Sie mit Gamification Ihre Nutzer involvieren und so Ihr...Søren Schaffstein
Warum kümmern sich Ihre Angestellten lieber um ihren "Tiny Tower" oder "ernten Rüben auf ihrer Farm" während sie eigentlich arbeiten sollten? Physisch gesehen tun sie, verglichen mit der täglichen Büroarbeit, doch gar nichts Anderes: sie tippen auf den Screen oder klicken mit der Maus. Aber offensichtlich muss es in den Spielen etwas geben, dass sich "besser" anfühlt als die tägliche Arbeit... Wir werden deshalb einen genaueren Blick darauf werfen, warum das Einführen von Mechaniken aus der Spielewelt in Ihrem Unternehmen oder auf Ihrer Website hilft, die Motivation der Nutzer und damit die Effizienz zu steigern.
Der Vortrag beginnt mit einem theoretischen Teil, der Spiele im Allgemeinen betrachtet. Wir werden einen Einblick gewinnen, welche Mechanismen einen Spieler dazu bringen ein Spiel zu spielen – und noch viel wichtiger: es auch wiederholt zu spielen. Mit Freude. An Hand von zahlreichen Beispielen werden wir sehen, wie die gezeigten Prinzipien erfolgreich in der Praxis und in Ihrem Projekt umgesetzt werden können.
Wahrscheinlich haben Sie auch schon das Buzzword "Gamification" gehört. Der Begriff ist nicht umsonst aktuell in aller Munde. Also lassen Sie uns gemeinsam in das Thema eintauchen und erfahren Sie mehr über Rewards, Achievements, Inevitability...
1960 brachte Milton Bradley “Das Spiel des Lebens” heraus: Ein feuchter Kapitalistentraum von Brettspiel, bei dem der gewann, der mit viel Glück als Reichster den Ruhestand erreichte. Heute machen “Gamification”-Anbieter Ernst mit dem Lebens-Spiel: Vom Abnehmen bis zur Rettung von Afrika, vom TV-Show-Gucken bis zum DNA-Sequenzabgleich: Keine Tätigkeit, die nicht durch Punkte, Abzeichen und andere Elemente aus Computerspielen spaßiger und motivierender gestaltet werden könnte – so ihr Versprechen.
Dabei ist die Debatte über “Gamification” tief gespalten: Auf der einen Seite stehen feuchte Vermarkter-Träume von der perfekten Kundenbindung, auf der anderen Game Designer, die vor Schlangenölverkäufern und flacher “Punktifzierung” warnen. Wie gestaltet man eine spielerische Erfahrung, die für Nutzer wirklich relevant ist – statt nur flüchtige Neuigkeitsreize zu schaffen? Welche Lektionen halten Spiele für andere Produkte und Anwendungen tatsächlich bereit? Welche Kritik ist gerechtfertigt? Und wie können Designer, die an der “Gamifizierung” einer Anwendung interessiert sind, die gefährlichsten Untiefen umschiffen? Der Vortrag gibt eine Übersicht über die aktuelle “Gamification”-Bewegung und zeigt Potenziale und Prinzipien ebenso wie blinde Flecken und Gefahren auf.
Let's play Work – wie Sie mit Gamification Ihre Nutzer involvieren und so Ihr...Søren Schaffstein
Warum kümmern sich Ihre Angestellten lieber um ihren "Tiny Tower" oder "ernten Rüben auf ihrer Farm" während sie eigentlich arbeiten sollten? Physisch gesehen tun sie, verglichen mit der täglichen Büroarbeit, doch gar nichts Anderes: sie tippen auf den Screen oder klicken mit der Maus. Aber offensichtlich muss es in den Spielen etwas geben, dass sich "besser" anfühlt als die tägliche Arbeit... Wir werden deshalb einen genaueren Blick darauf werfen, warum das Einführen von Mechaniken aus der Spielewelt in Ihrem Unternehmen oder auf Ihrer Website hilft, die Motivation der Nutzer und damit die Effizienz zu steigern.
Der Vortrag beginnt mit einem theoretischen Teil, der Spiele im Allgemeinen betrachtet. Wir werden einen Einblick gewinnen, welche Mechanismen einen Spieler dazu bringen ein Spiel zu spielen – und noch viel wichtiger: es auch wiederholt zu spielen. Mit Freude. An Hand von zahlreichen Beispielen werden wir sehen, wie die gezeigten Prinzipien erfolgreich in der Praxis und in Ihrem Projekt umgesetzt werden können.
Wahrscheinlich haben Sie auch schon das Buzzword "Gamification" gehört. Der Begriff ist nicht umsonst aktuell in aller Munde. Also lassen Sie uns gemeinsam in das Thema eintauchen und erfahren Sie mehr über Rewards, Achievements, Inevitability...
1) The document challenges the view that play has universal intrinsic features, arguing that definitions of play reflect Western cultural norms rather than universal characteristics.
2) It argues that play is better understood as a frame or context that transforms activities, rather than an activity itself. Playfulness is a mode of engagement rather than a distinct type of activity.
3) Key features of play across cultures and species include autotelic engagement and limited immediate function rather than separation from work or being inconsequential as often defined in the West. Play provides a frame allowing activities to be meaningful while engaged in playfully.
Situational Autonomy Support in Video Game Play: An Exploratory StudySebastian Deterding
This document summarizes an exploratory study on how social contexts can affect autonomy experience in video game play. The study found that video game play in both leisurely and low-autonomy contexts (such as for work) can involve experiences of controlled motivation when player choices and interests do not align with external expectations or consequences. A lack of choice over aspects of gameplay such as when and how long to play, game selection, and ability to disengage reduced experienced autonomy. The study suggests more research is needed on implementing situational autonomy support to improve enjoyment and outcomes of gamification and serious games used in controlled contexts.
Forced to Be Free, Partially: Participation Norms in Leisurely Video Gaming E...Sebastian Deterding
1) While voluntary participation is considered a norm of leisurely video gameplay, interviews revealed that adult responsibilities and participation norms with others can sometimes lead to moments of involuntary play.
2) Various factors like social closeness, setup effort, participation dependency, and closure point span were found to moderate participation norms.
3) Features of leisurely gameplay like its muted consequences and focus on shared enjoyment support voluntary participation as a norm, though solitary play allows for a greater experience of freedom from participation norms.
Mediennutzungs-Situationen als Rahmungen. Ein Theorie-AngebotSebastian Deterding
Vortrag auf der Jahrestagung 2011 der DGPuK-Fachgruppe Rezeptions- und Wirkungsforschung "Neue Medienumgebungen, neue Rezeptionssituationen, andere Wirkungen? Theoretische Herausforderungen für die Rezeptions- und Wirkungsforschung", 27.-29. Januar 2011, München.
Be it playful design or gamification: It usually takes about five minutes until the Mary Poppins tune “Spoonful of Sugar” is evoked. This talk will explain why this reference is both true and false, how the movie entails two radically divergent theories of fun that match what we know in psychology and educational research, and how to translate this into designing for fun. My talk given at Gaminomics 2015, June 11, 2015 in London.
Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They...Sebastian Deterding
1. Persuasive games use procedural rhetoric through their rules and gameplay to convey particular messages and perspectives to players. However, players can interpret the same game differently based on their understanding.
2. The document examines two games - Train and Playing History 2: Slave Trade - that aimed to persuasively convey the message that blindly following rules without considering people can be dehumanizing. These games were received very differently by audiences despite their similar messages.
3. The document argues that a game's genre, visual framing, and how it travels and is portrayed in media shapes how audiences perceive and interpret the game's intended stance and message. How a persuasive game is framed and circulated in culture can impact
Gamification in health behaviour change produces muddled results. Why? Because game design elements, behaviour change techniques, etc. are too decontextualised and underspecified to guide design implementation. Talk at the CBC 2018 conference "Behaviour Change for Health: Digital & Beyond", February 21, 2018, London.
This document discusses factors that contribute to gaming enjoyment through three key concepts: safe action, embarrassment, and autonomy. Safe action in games is achieved through features that establish negotiated consequences and collective enforcement of in-game commitments. Embarrassment is reduced in gaming contexts by social framing that normalizes behavior and shields players from disapproving observers. Autonomy in gaming emerges from a relaxed field free from pressures where players have license to configure gameplay and minimize consequences according to their preferences and values.
City Games: Up and Down and Sideways on the Ladder of AbstractionSebastian Deterding
Like games and everyday life, games and cities have been intersecting in two primary ways: modelling the city in an abstract view from above, with planning games and urban simulations, and transforming people's everyday urban experiences and behaviors with playful interventions on the ground. Neither one, this talk argues, has been particularly successful in creating lasting improvements in citizen's well being. To accomplish this, we need to take game design seriously and look sideways at the messy middle between map and territory, the processes in which one is translated into the other (or not). My keynote at ISAGA 2017 in Delft, NL, July 10, 2017.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
1. Meetings are unavoidably boring when there is little shared knowledge and understanding between participants due to large, dispersed groups with differentiated roles.
2. However, meetings are still necessary for accountability in sharing information and making decisions.
3. The document proposes increasing shared understanding through methods like social streams and colocation, and establishing alternative practices for specific meeting purposes like sharing non-critical information or making simple decisions. This could help reduce unnecessary boring meetings while maintaining accountability.
1) The document challenges the view that play has universal intrinsic features, arguing that definitions of play reflect Western cultural norms rather than universal characteristics.
2) It argues that play is better understood as a frame or context that transforms activities, rather than an activity itself. Playfulness is a mode of engagement rather than a distinct type of activity.
3) Key features of play across cultures and species include autotelic engagement and limited immediate function rather than separation from work or being inconsequential as often defined in the West. Play provides a frame allowing activities to be meaningful while engaged in playfully.
Situational Autonomy Support in Video Game Play: An Exploratory StudySebastian Deterding
This document summarizes an exploratory study on how social contexts can affect autonomy experience in video game play. The study found that video game play in both leisurely and low-autonomy contexts (such as for work) can involve experiences of controlled motivation when player choices and interests do not align with external expectations or consequences. A lack of choice over aspects of gameplay such as when and how long to play, game selection, and ability to disengage reduced experienced autonomy. The study suggests more research is needed on implementing situational autonomy support to improve enjoyment and outcomes of gamification and serious games used in controlled contexts.
Forced to Be Free, Partially: Participation Norms in Leisurely Video Gaming E...Sebastian Deterding
1) While voluntary participation is considered a norm of leisurely video gameplay, interviews revealed that adult responsibilities and participation norms with others can sometimes lead to moments of involuntary play.
2) Various factors like social closeness, setup effort, participation dependency, and closure point span were found to moderate participation norms.
3) Features of leisurely gameplay like its muted consequences and focus on shared enjoyment support voluntary participation as a norm, though solitary play allows for a greater experience of freedom from participation norms.
Mediennutzungs-Situationen als Rahmungen. Ein Theorie-AngebotSebastian Deterding
Vortrag auf der Jahrestagung 2011 der DGPuK-Fachgruppe Rezeptions- und Wirkungsforschung "Neue Medienumgebungen, neue Rezeptionssituationen, andere Wirkungen? Theoretische Herausforderungen für die Rezeptions- und Wirkungsforschung", 27.-29. Januar 2011, München.
Be it playful design or gamification: It usually takes about five minutes until the Mary Poppins tune “Spoonful of Sugar” is evoked. This talk will explain why this reference is both true and false, how the movie entails two radically divergent theories of fun that match what we know in psychology and educational research, and how to translate this into designing for fun. My talk given at Gaminomics 2015, June 11, 2015 in London.
Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They...Sebastian Deterding
1. Persuasive games use procedural rhetoric through their rules and gameplay to convey particular messages and perspectives to players. However, players can interpret the same game differently based on their understanding.
2. The document examines two games - Train and Playing History 2: Slave Trade - that aimed to persuasively convey the message that blindly following rules without considering people can be dehumanizing. These games were received very differently by audiences despite their similar messages.
3. The document argues that a game's genre, visual framing, and how it travels and is portrayed in media shapes how audiences perceive and interpret the game's intended stance and message. How a persuasive game is framed and circulated in culture can impact
Gamification in health behaviour change produces muddled results. Why? Because game design elements, behaviour change techniques, etc. are too decontextualised and underspecified to guide design implementation. Talk at the CBC 2018 conference "Behaviour Change for Health: Digital & Beyond", February 21, 2018, London.
This document discusses factors that contribute to gaming enjoyment through three key concepts: safe action, embarrassment, and autonomy. Safe action in games is achieved through features that establish negotiated consequences and collective enforcement of in-game commitments. Embarrassment is reduced in gaming contexts by social framing that normalizes behavior and shields players from disapproving observers. Autonomy in gaming emerges from a relaxed field free from pressures where players have license to configure gameplay and minimize consequences according to their preferences and values.
City Games: Up and Down and Sideways on the Ladder of AbstractionSebastian Deterding
Like games and everyday life, games and cities have been intersecting in two primary ways: modelling the city in an abstract view from above, with planning games and urban simulations, and transforming people's everyday urban experiences and behaviors with playful interventions on the ground. Neither one, this talk argues, has been particularly successful in creating lasting improvements in citizen's well being. To accomplish this, we need to take game design seriously and look sideways at the messy middle between map and territory, the processes in which one is translated into the other (or not). My keynote at ISAGA 2017 in Delft, NL, July 10, 2017.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
1. Meetings are unavoidably boring when there is little shared knowledge and understanding between participants due to large, dispersed groups with differentiated roles.
2. However, meetings are still necessary for accountability in sharing information and making decisions.
3. The document proposes increasing shared understanding through methods like social streams and colocation, and establishing alternative practices for specific meeting purposes like sharing non-critical information or making simple decisions. This could help reduce unnecessary boring meetings while maintaining accountability.
Would the real Mary Poppins please stand up? Approaches and Methods in Gamefu...Sebastian Deterding
This document discusses approaches and methods for gamification design. It outlines two conflicting theories of fun: fun as an additive substance that can be added to non-fun activities, or fun as an emergent quality that can arise from any well-designed system or activity. The document advocates following game design principles to restructure existing activities and find inherent challenges, then structuring them with goals, rules, and feedback to create engaging gameplay experiences. It emphasizes iterative playtesting to get the design right.
This document discusses the concept of productivity and leisure. It suggests that while technology was meant to reduce work and increase leisure, modern technologies and apps have instead led to overwork, less productivity, and less well-being. Cultural and economic factors like secular Calvinism, the Horatio Alger myth, inequality, and precarity serve to reinforce this system. The document argues for rethinking productivity to focus on well-being, flourishing, reflection, and leisure instead of endless work and "hacking" one's life. It draws on thinkers like Aristotle, Weber, Pieper, and Keynes to advocate for economies of leisure instead of work.
The document discusses designing for curiosity. It defines curiosity as being motivated by things that are novel, comprehensible, positively relevant, and safe. It suggests stoking curiosity by inviting people into experiences that are relevant, safe, and have a solvable unpredictability. Some ways to do this include providing safety so people don't feel dumb, making them care before telling them what to know, giving puzzles they can proudly solve, and gradually revealing content rather than all at once. Curiosity can be encouraged through novel experiences, surprises, hinting at hidden information, creating unresolved complexity, and offering rich possibility spaces to explore.
Player Rating Algorithms for Balancing Human Computation Games: Testing the E...Sebastian Deterding
This document discusses using player rating systems to balance task difficulty in human computation games. It proposes treating tasks as players and using player rating algorithms to sequence tasks based on a player's changing skill level over time. The study tests whether a bipartite graph structure between players and tasks negatively impacts prediction accuracy of player rating algorithms. It finds that bipartiteness does not affect accuracy, and unbalanced graphs with "super vertices" may improve accuracy by providing more information. The approach shows promise for difficulty balancing, but requires further testing on retention and with different games.
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...Sebastian Deterding
1) Procedural rhetoric uses in-game processes to persuade players, but different players can come to different understandings of the same in-game logic.
2) The games Train and Playing History 2 used procedural rhetoric to address controversial topics like the JFK assassination and slave trade, but were received very differently by audiences.
3) This difference can be explained by three factors: the genres framed the content differently and set different expectations; the games traveled through different media contexts outside their intended frames; and their visual framing in shared media shaped varying audience perceptions.
The Great Escape from the Prison House of Language: Games, Production Studies...Sebastian Deterding
This document summarizes the journey of a young humanities scholar taught that all knowledge exists within texts and the library, and to avoid interacting with people outside. It discusses how different theories view meaning as existing solely within the text itself or through other surrounding texts and contexts. It argues that solely reading and writing isolated in the library may not be enough to fully understand cultural meaning-making, and that speaking with authors and understanding different contexts can provide new insights.
Progress Wars: Idle Games and the Demarcation of "Real Games"Sebastian Deterding
My talk from DiGRA FDG 2016: Analyzing idle games through the theoretical lenses of “game aesthetics” and “boundary work”, I explore how game makers intentionally or unintentionally partake in working the boundaries of “real” games.
Desperately Seeking Theory: Gamification, Theory, and the Promise of a Data/A...Sebastian Deterding
Gamification promises a new, data-driven take at a science of design: establishing what design features cause what psychological and behavioural effects. But to realise this promise, it needs theory.
1. The presenter discusses a scholarly book project on role-playing game (RPG) studies that analyzes RPGs across different forms including tabletop, computer, live-action, and online games.
2. Larps can benefit from RPG studies by learning about solutions to common problems, innovative designs, and gaining new perspectives to better understand their own practices.
3. While flexibility is an asset that allows larps to borrow ideas, designers must also be aware of cognitive biases from their personal experiences that could limit understanding differences across RPG forms.
9. 80%
new chapter
der befragten Manager (FMCG, UK)
meint, spielerische Büroumgebungen
fördern Motivation von Mitarbeitern.
relaxed office environments: fad or future? (2014)
10. 91%
new chapter
der befragten Manager (FMCG, UK)
meint, spielerische Büroumgebungen
fördern Teamwork.
relaxed office environments: fad or future? (2014)
11. 70%
gartner
der Global 2000 Unternehmen haben
2014 wenigstens eine gamifizierte
Anwendung.
gartner news room (2011)
http://www.gartner.com/newsroom/id/1629214
19. »You might regard it as the
womb of the Institute.
It is kind of messy, but by God
it is procreative!«
lettvin faraday, MIT professor
zitiert in: »building 20: the procreative eyesore« (1991)
21. »I kept running into people that I
hadn’t seen for months. I’ve never
seen a building that promoted
collaboration and creativity as well
as this one.«
john lasseter, creative director, Pixar
zitiert in: »steve jobs« (2011)
51. »n. Any institutionally-created, operated, or controlled environment in
which participants are lured in either by mimicking pre-existing open or
naturally formed environments, or by force, through a system of
punishments or rewards.
n. Any system or environment that repulses a target user due to it’s
closeness to or representation of an oppressive or overbearing
institution.
n. A situation in which an authority figure or an institutional power
forces those below him/her into social or quasi-social situations.«
Jared M. Stein
defining creepy tree house (2008)
52.
53. »Set up a playground for the children in each
neighborhood. Not a highly finished playground, with
asfalt and swings, but a place with raw materials of
all kinds—nets, boxes, barrels, trees, ropes, simple
tools, frames, grass, and water—where children can
create and re-create playgrounds of their own.«
christopher Alexander
a pattern language (1978: 369–370)
59. »Players navigate a possibility space by their
choices and actions; every player’s path is unique.
Games cultivate – and exploit – possibility space
better than any other medium. ... We're invited to
create and interact with elaborately simulated
worlds, characters, and story lines.«
will wright
dream machines (2006)
http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm
60. »So when designing tools for
play, underspecify!«
Kars alfrink
a playful stance (2008)
http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm
prinzip
#2
68. »Its ‘temporary nature’ permitted its occupants to
abuse it in ways that would not be tolerated in a
permanent building. If you wanted to run a wire from
one lab to another, you didn’t ask anybody’s
permission — you just got out a screwdriver and
poked a hole through the wall.«
paul penfield, MIT Professor
mit’s building 20: the magical incubator 1943–1998 (1997)
http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm
69. »If you walk around downstairs in the animation
area, you’ll see that it is unhinged. People are allowed
to create whatever office they want. One guy might
build a front that’s like a Western town. Someone
else might do something that looks like Hawaii…
John believes that if you have a loose, free kind of
atmosphere, it helps creativity.«
bard bird, autor & regisseur, »ratatouille«
zitiert in »steve jobs« (2011)
http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm
70.
71.
72.
73.
74. abenteuerspielplatz büro?
ein möglichkeitsraum
Rearrangierbare Räume
Rearrangierbare, rekombinierbare Einrichtung
Manipulable, wegwerfbare Einrichtung
Bring your own device/stuff
unterspezifiziert
Lizenz zum unbeobachteten Herumspielen
Ermutigung zum unbeobachteten Herumspielen
77. »De Man cites the case of one worker who wrapped
13,000 incandescent bulbs a day; she found her outlet
for creative impulse, her self-determination, her meaning
in work by varying her wrapping movements a little
from time to time. ... Like the light bulb wrapper, I did
find a ›certain scope for initiative,‹ and out of this slight
freedom to vary activity, I developed a game of work.«
donald f. roy
banana time (1960)
http://www.businessweek.com/magazine/content/11_17/b4225060960537.htm
88. »Fun is just another
word for learning.«
Raph Koster
a theory of fun for game design (2005)
89. »Fun from games arises out of mastery. It
arises out of comprehension. It is the act of
solving puzzles that makes games fun. With
games, learning is the drug.«
Raph Koster
a theory of fun for game design (2005)
90.
91.
92. »An understanding of human motivation
requires a consideration of innate
psychological needs for competence, autonomy,
and relatedness.«
Edward Deci, Richard Ryan
the what and why of goal pursuit (2000)
93. »An understanding of human motivation
requires a consideration of innate
psychological needs for competence, autonomy,
and relatedness.«
Edward Deci, Richard Ryan
the what and why of goal pursuit (2000)
94. »This pattern is what we call the progress
principle: of all the positive events that
influence inner work life, the single most
powerful is progress in meaningful work.«
Teresa M. Amabile
the progress principle (2012: 76)
95. »Truly effective video game designers know how
to create a sense of progress for players within all
stages of the game. Truly effective managers know
how to do the same for their subordinates.«
Teresa M. Amabile
the progress principle (2012: 88)
98. »It is an invariable principle of all play, that
whoever plays, plays freely. Whoever must
play, cannot play.«
James P. Carse
finite and infinite games (1986)
99. »An understanding of human motivation
requires a consideration of innate
psychological needs for competence, autonomy,
and relatedness.«
Edward Deci, Richard Ryan
the what and why of goal pursuit (2000)
100. »An understanding of human motivation
requires a consideration of innate
psychological needs for competence, autonomy,
and relatedness.«
Edward Deci, Richard Ryan
the what and why of goal pursuit (2000)
104. psychisch
funktional
basis
Jacqueline Vischer, “Designing the work environment for worker health and productivity”, 2003
105. theorie
#2
neue technik
technikdeterminismus
neues
magie verhalten
106.
107.
108. Prinzipien hinter dem Agilen Manifest
5. Errichte Projekte rund um motivierte Individuen. Gib ihnen das
Umfeld und die Unterstützung, die sie benötigen und vertraue darauf,
dass sie die Aufgabe erledigen.
11. Die besten Architekturen, Anforderungen und Entwürfe entstehen
durch selbstorganisierte Teams.
109.
110.
111.
112.
113.
114. »There are reasons that this company has a higher turn over of
staff than a call centre. ... A lot of micro management, big
teams and knee jerk copycat change of directions often mid
sprints. Frequent prolonged crunch mode has resulted in low
quality software and bad company vibe. Partly due to
unrealistic hard deadlines pulled out of a woolly hat. A fear of
failure postpones or cancels most releases. ... No, I would not
recommend this company to a friend«
anonymous current employee
glassdoor (2014)
129. »It is the nature of a fun community to care
more about the players than about the game. ...
We are having fun. We are caring. We are safe
with each other. This is what we want.«
Bernie de Koven
the well-played game (1978: 19-20)
131. Ich lasse dich
nicht fallen.
Ich sage dir, wenn
es zu viel ist.
… braucht und fördert vertrauen
http://www.flickr.com/photos/lucianvenutian/439410200
132. arbeit spiel
Fremdbestimmt Selbstbestimmt
Mittel zum Zweck Selbstzweck
Folgenreich Folgenlos
Durchreguliert Offen
Sorge um Ergebnis Sorge umeinander
Motivation dient Funktion Funktion dient Motivation
133. arbeit spiel
spielerische arbeit
Fremdbestimmt Selbstbestimmt
Autonomieorientiert
Mittel zum Zweck Selbstzweck
Lern- & qualitätsorientiert
Folgenreich Folgenlos
Risikofreudig,
scheiternsbereit
Durchreguliert Offen
Offen, vertrauensbasiert
Sorge um Ergebnis Sorge umeinander
Sozial orientiert
Motivation dient Funktion Funktion dient Motivation
Wertorientiert