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1 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Matt Brown, Chief Gaming Officer | Conteneo
September 2013
Gameplay to Amplify
Strategic Creativity
© Copyright 2013 Matthew P. d. Brown. All Rights Reserved
2 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Strategically Creative (& Creatively Strategic)
Power ofPlay
Game and Gamification
Creative Strategy at Work
3 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
4 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Strategic
Innovation
Culture
User
Centered
Brand
Innovative
Design
Thinking
Creative
Organic
Growth
Strategically
Creative
5 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
GrowUnderstand LaunchInnovate Design Make
It’s All Strategic Creativity
6 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
7 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Opposite of play is depression, notwork.
~ Stuart Brown
8 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Play
Checklist
 Play is…
• Action oriented
• An end in itself
• Self-motivating
• Spontaneous
• Fully engaged – In the Flow
• Creative
• Satisfying
• Imaginative
• Usually social
• Active (mentally or physically)
• Player-controlled
• Change oriented
• Biologically essential
• Withholding judgment
• Positive approach to failure
x Play is not…
• Process oriented
• A means to an end
• Obligatory
• Predictable
• Distracted
• Prescriptive
• Boring
• Routine
• Lonely
• Passive
• Authority-controlled
• Rigid
• Leisure construct
• Critical
• Negative approach to failure
9 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
10 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
How We Learn
Experience
Play
Instruction
11 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Information
Skills
Capabilities
What We Learn
12 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Capabilities
Explore = What is this? How does it work, sound, feel, move?
Discover = What are characteristics of objects, actions, events?
Classify = How does this fit with what I already know?
Remember = Who, what, where, when, how, why?
Predict = What are possible consequences of actions or events?
Plan = What actions are needed and in what sequence?
Organize = What sequence and structure of actions are needed?
Persist = What happens when I do it and can I persist toward goal?
Experiment =What additional ideas or criteria should I try?
Demonstrating =Can I explain or show what I learned?
Imagine = What new ideas can I think of?
Create = What innovative means can I use to express my new ideas?
13 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Play provides Practice and Production . . . so
use it or lose it.
14 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
15 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Sensory Play
Seeking and having experiences primarily for sensory enjoyment.
16 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Construction Play
Assembling pieces to create patterns, structures, symbolic representations.
17 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Art Play
Using materials like paint, pencils and clay to express ideas, feelings and narratives.
18 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Gross Motor Play
Active playing involving large body movements that build A.B.C.’S of fitness.
19 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Manipulative Play
Producing fine motor actions alone or in combination with gross motor.
20 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Music Play
Exploring, learning and expressing oneself through music, song and dance.
21 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Book Play
Exploring books and reading to writing expositions and narratives.
22 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Pretend Play
Role-playing and directing both real & fantasy scenarios with range of materials.
23 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Game Play
All games from chance to strategy to sports; set or spontaneous rules.
24 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
25 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Games = Achieving Results Because It’s Fun
Gamification= Making Boring Stuff More Fun
26 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Natural & Intrinsically Motivated : Playful
Contrived & Extrinsically Motivated : Instructive
27 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Rules, Goals, Context, Possibility of Win/Lose, Gamification Elements
Leaderboards, Rewards, Levels
28 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
29 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
30 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Explore + Discover = Curiosity Strategically Creative Step 1: Learn
Clearly articulate significant unmet need.
31 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Imagine + Create = Creativity
Strategically Creative Step 2: Solve
Conceive highly desired,
beneficially differentiated solution.
32 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Try + Experiment =Persistence Strategically Creative Step 3: Execute
Realize high impact solution for users
33 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
People
Tools
&
Techniques
Processes
Or … Components of an Innovation Culture
34 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Make a mess!
Play and Strategic Innovation © Copyright 2012 | Speck Design, Inc.
35 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Try to say
yes!
36 © Copyright 2013 Matthew P. d. Brown. All Rights ReservedPlay and Strategic Innovation © Copyright 2012 | Speck Design, Inc.
38 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Live the culture!
39 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
A Common Thread: Collaboration
• Consensus - No decision until collective agreement.
• Cooperation - Being agreeable and willing to assist each other.
• Command and Control - The decider rules. Most extrinsic.
• Collegiality - Being friendly and supportive.
• Collaboration - Leader and team drive to consensus within constraints. If consensus
not reached, leader decides and team aligns around decision.
Collaboration Amplification =
Social Gameplay Rather Than Meetings
40 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
Stay Curious . . . Try something new
without expectation.

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AgileCamp 2014 Track 5: The Power of Play

  • 1. 1 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Matt Brown, Chief Gaming Officer | Conteneo September 2013 Gameplay to Amplify Strategic Creativity © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
  • 2. 2 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Strategically Creative (& Creatively Strategic) Power ofPlay Game and Gamification Creative Strategy at Work
  • 3. 3 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
  • 4. 4 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Strategic Innovation Culture User Centered Brand Innovative Design Thinking Creative Organic Growth Strategically Creative
  • 5. 5 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved GrowUnderstand LaunchInnovate Design Make It’s All Strategic Creativity
  • 6. 6 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
  • 7. 7 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Opposite of play is depression, notwork. ~ Stuart Brown
  • 8. 8 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Play Checklist  Play is… • Action oriented • An end in itself • Self-motivating • Spontaneous • Fully engaged – In the Flow • Creative • Satisfying • Imaginative • Usually social • Active (mentally or physically) • Player-controlled • Change oriented • Biologically essential • Withholding judgment • Positive approach to failure x Play is not… • Process oriented • A means to an end • Obligatory • Predictable • Distracted • Prescriptive • Boring • Routine • Lonely • Passive • Authority-controlled • Rigid • Leisure construct • Critical • Negative approach to failure
  • 9. 9 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
  • 10. 10 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved How We Learn Experience Play Instruction
  • 11. 11 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Information Skills Capabilities What We Learn
  • 12. 12 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Capabilities Explore = What is this? How does it work, sound, feel, move? Discover = What are characteristics of objects, actions, events? Classify = How does this fit with what I already know? Remember = Who, what, where, when, how, why? Predict = What are possible consequences of actions or events? Plan = What actions are needed and in what sequence? Organize = What sequence and structure of actions are needed? Persist = What happens when I do it and can I persist toward goal? Experiment =What additional ideas or criteria should I try? Demonstrating =Can I explain or show what I learned? Imagine = What new ideas can I think of? Create = What innovative means can I use to express my new ideas?
  • 13. 13 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Play provides Practice and Production . . . so use it or lose it.
  • 14. 14 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
  • 15. 15 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Sensory Play Seeking and having experiences primarily for sensory enjoyment.
  • 16. 16 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Construction Play Assembling pieces to create patterns, structures, symbolic representations.
  • 17. 17 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Art Play Using materials like paint, pencils and clay to express ideas, feelings and narratives.
  • 18. 18 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Gross Motor Play Active playing involving large body movements that build A.B.C.’S of fitness.
  • 19. 19 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Manipulative Play Producing fine motor actions alone or in combination with gross motor.
  • 20. 20 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Music Play Exploring, learning and expressing oneself through music, song and dance.
  • 21. 21 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Book Play Exploring books and reading to writing expositions and narratives.
  • 22. 22 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Pretend Play Role-playing and directing both real & fantasy scenarios with range of materials.
  • 23. 23 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Game Play All games from chance to strategy to sports; set or spontaneous rules.
  • 24. 24 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
  • 25. 25 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Games = Achieving Results Because It’s Fun Gamification= Making Boring Stuff More Fun
  • 26. 26 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Natural & Intrinsically Motivated : Playful Contrived & Extrinsically Motivated : Instructive
  • 27. 27 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Rules, Goals, Context, Possibility of Win/Lose, Gamification Elements Leaderboards, Rewards, Levels
  • 28. 28 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
  • 29. 29 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved
  • 30. 30 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Explore + Discover = Curiosity Strategically Creative Step 1: Learn Clearly articulate significant unmet need.
  • 31. 31 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Imagine + Create = Creativity Strategically Creative Step 2: Solve Conceive highly desired, beneficially differentiated solution.
  • 32. 32 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Try + Experiment =Persistence Strategically Creative Step 3: Execute Realize high impact solution for users
  • 33. 33 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved People Tools & Techniques Processes Or … Components of an Innovation Culture
  • 34. 34 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Make a mess! Play and Strategic Innovation © Copyright 2012 | Speck Design, Inc.
  • 35. 35 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Try to say yes!
  • 36. 36 © Copyright 2013 Matthew P. d. Brown. All Rights ReservedPlay and Strategic Innovation © Copyright 2012 | Speck Design, Inc.
  • 37. 38 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Live the culture!
  • 38. 39 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved A Common Thread: Collaboration • Consensus - No decision until collective agreement. • Cooperation - Being agreeable and willing to assist each other. • Command and Control - The decider rules. Most extrinsic. • Collegiality - Being friendly and supportive. • Collaboration - Leader and team drive to consensus within constraints. If consensus not reached, leader decides and team aligns around decision. Collaboration Amplification = Social Gameplay Rather Than Meetings
  • 39. 40 © Copyright 2013 Matthew P. d. Brown. All Rights Reserved Stay Curious . . . Try something new without expectation.

Editor's Notes

  1. Match words to slide 6
  2. Mb - Make look like the other pages – picture of Bicyclist with a messenger bag