Tag Archives: #gamification

Gameful Project Management: Embracing the Rules

Reading time: 3.5 minutes

Is there a project in your life, either work or personal, that sets ridiculous, in your opinion, requirements, or, in other words, rules*?

Most of us have (or used to have) at least one such project.

Let’s look at something else from a similar standpoint.

Isn’t a rule to hit a small ball with a club over a long distance to fall hopefully after not too many hits into a small hole, utterly ridiculous too? Wouldn’t it be more straightforward to take a ball into your hand, march straight to the hole and drop it in there?

Yes, it would!

And still, if you are a golfer, you would never choose the straightforward solution and instead will take your club faithfully and play by those, possibly strange to others, rules.

What is the difference between the rules in golf or any other game, in its classical meaning, and the rules in real-life projects? And are there more than one?

Yes. There are several. Here is what I discovered, looking at the games and projects anthropologically, in other words, non-judgmentally.
First of all, the rules in projects, have specific goals in mind that are different from just having fun (see the previous chapter on goals, “Approaching the Goals Anthropologically”). They serve a specific purpose since they are not always designed for entertainment (although they might, at least indirectly, be meant that way, as it is the case in the entertainment industry).

But the most significant difference is not in the goals, which is another game component altogether. It is in our resistance to embrace and follow the rules as if we have designed them (even if may have come up with the project and the rules ourselves), and they were our idea all along. In contrast to that, in games, we readily do so, which is often visible because we take on that game’s identity. For example, we become passionate golfers.

So, even if we sign the contracts and by that claim our will to engage in the project or job, we still resist the project’s or job’s rules inside us, judging them as bad, ridiculous, or impossible to function.

If a golfer on a course would put his or her arms crossed in front of them and start judging the inventors of the clubs and balls, he or she would completely stop playing the game and stop having fun.

What choices such a player has then?

These choices are at least of the following three types:

  • To continue complaining from their standpoint, which most probably will lead them to be left behind by their co-players.
  • Make a note (either mentally, on a piece of paper, or in an email to themselves) to check out which other models of balls and clubs are there on the market and order one or more for testing. Or check out another game altogether.
  • Make a note to create a new model of a club, a ball, or a new gold-inspired game after the match has ended, and then either send the suggestion to one of the golf-equipping/game designing companies or “play” with the materials to create these themselves.

We have the same types of choices with our real-life projects.

We can either continue suffering from the limits set by the project’s rules, or put our curious, studying, and designing hats on.

We could get more information on what else is possible for our project game.

And we could adjust the rules (and possibly also goals and feedback system) of the project in such a way that it becomes engaging, fun, and thus, provides the best possible outcome.

References and Glossary:

* “The rules place limitations on how players can achieve the goal. By removing or limiting the obvious ways of getting to the goal, the rules push players to explore previous uncharted possibility spaces. They unleash creativity and foster strategic thinking.” — Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World

If you want to learn more:

Sign up to Optimist Writer’s Blog to follow the Gameful Project Management series.

Check out my coaching and consulting services to work directly with me.

Take a look into my book Self-Gamification Happiness Formula.

Go to this link for the list of all the resources I offer on Self-Gamification.

Approaching the Project Goals Anthropologically

Reading time: 6.5 minutes

Goals* in games often pose a fun challenge. For example, save the princess, who is kept captive and guarded by hideous underworld dragons.

We rarely consider challenges in real-life projects as fun, especially in one that’s stalling or which doesn’t run as expected or preferred.

Apart from that, the goal is always clear and visible in a game. In a real-life project, we often get lost in complaints and forget why we started doing something in the first place.

There is another curious difference between how we consider — and treat — goals in games and projects.

In multi-player (and other) games, all players voluntarily agree to embrace the goals and the rules and have their score recorded in a feedback system given by the game provider. (We will consider rules, feedback systems, and voluntary participation in the following three posts.)

In contrast to that, in real-life projects, we tend to be quite resistant toward goals, rules, and often also reports we need to prepare (which are nothing else than the various types of feedback systems in your project). Even if we sometimes might enjoy filling in and formatting the report, we will complain at least out of tradition about having to do so, and we will feel compelled to feel along with that tradition.

Is it wrong that we don’t resist games as much as we resist projects and that we are more willing to be excellent and engaged in games than in real-life projects? No, it’s not. I’m not trying to blame us humans for taking lives seriously. We absorbed this attitude in the cultures we grew up in, from the generation coming before us and who historically had much challenging lives with significantly less opportunity and awareness than we do today. We absorbed these attitudes toward various areas of our lives as much as we absorbed and learned the language and the traditions of the cultures we grew up with.

So why is then all that comparison above? What I did above was an attempt to apply “cultural relativism, an approach that rejects making moral judgments about different kinds of humanity and simply examines each relative to its own unique origins and history.” — Cameron M. Smith, Anthropology For Dummies

In this blog post, the two cultures I consider non-judgmentally are “us in games,” and “us in real-life projects,” before we started turning our projects and project management into games.

As you see above, depending on the circumstances we are in (”games” versus “real-life projects”), we can become a different culture.

In fact, understanding that each of us is a culture of our own can help us perceive why each of us sees the goals, which are supposedly clearly defined in a contract with your customer or employee/employer, through very differently colored and patterned lenses. (Read also “GPM and the Synergy of Three”)

Where do all these different colors come from?

They might come from the secondary goals behind the real-life projects.

The primary goals both in games and projects are defined when you answer the question, “What do we what or need to achieve to win this game or to bring this project to a successful (= preferred) closure?”

The answers are often very clear: save the princess, design, and fabricate this product until the specific date and with particular quality criteria and satisfying or even overcoming customer expectations.

The secondary goal is defined by the question, “Why do we want to do that?”

[A side-note: The word “secondary” doesn’t mean here that the goal defined by it is less important than the primary goal. It is just not as immediately visible as the latter.]

The secondary goal in games, especially in those we play to make us happy, is to have fun and experience happiness while playing. We often greet games, and specifically new games, with a smile and curiosity and a question, “I wonder what playing it would be like.”

That is entirely different from how we greet the real-life projects. There we often expect “only” work. And the word “work” frequently has a bad taste.

Thus the secondary goals in a real-life project are rarely to have fun. It is often to increase productivity, be better than competitors, improve this or that. Here we come again to the pressure and the will to manipulate our current status into something different. (See also “Achieving Improvement Without Forcing It”)

So what is again the difference between goals in games and real-life projects?

The goals in fun games pose an exciting challenge, and they are both kind and honest. Here’s how. If you go on the quest of that princess and throw yourself into the adventure to fight or escape those dragons, you will be excited, maybe even laughing happily along the way, having success experience with each dragon you avoid or defeat. You feel elated each step of the way.

In real-life projects, there is often just one success. It is expected at the end of the project, if it is done on time, and in conformance with previously set criteria. The achievements in-between or with less than expected results are rarely celebrated.

So, how can we make the goals of your project games truly gameful in terms of self-gamification?

We need to approach them both honestly and kindly.

I don’t mean here to try to find out whether your goals are realistic. You can reach some unimaginable and unplanned goals starting at quite strange places, like the story I quoted about Richard Feynman in the References and Notes of the post “Fun is Not a Bonus; It’s a Must for Success.”

Realistic doesn’t mean that you are kind and honest. By trying to be realistic, you might try to suppress your heart’s desires both for yourself and your peers in the project. That is neither kind nor honest.
The advice to keep the goals concrete is measurable is helpful, especially because it urges not to jump ahead of us. But we still might resent those concrete and measurable goals and think that we don’t want to achieve them, that we only have to.

So what to do?

The following: Go to that triplet mentioned in the post “Fun is Not a Bonus; It’s a Must for Success”: the curiosity-fun-passion triplet.

Ask yourself:

  • Are you curious about this project? No? What could make you curious (in case you need to address it because you committed to doing so)?
  • What could be fun for you in the challenge that the project already poses? What other fun features, challenges could you add to make it hard to leave?
  • What are you passionate about? Is there any connection between that and your project? Volunteer to do those parts of the projects that connect your passion to the project. So if you love using Microsoft Excel, volunteer to maintain project spreadsheets or something similar. That will increase your experience of fun.

You probably can see how you can develop this further. Yes, fun is your compass, and at the same time, measuring tool of your success.

What I often recommend is to always have your fun-detecting antenna on. Then you will be on the right track toward your true goals, those you want to achieve with all your heart, especially the true secondary ones, the ones that determine why you are working on that project.

References and Glossary:

* “The goal is the specific outcome that players will work to achieve. … The goal provides players with a sense of purpose.” — Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World

If you want to learn more:

Sign up to Optimist Writer’s Blog to follow the Gameful Project Management series.

Check out my coaching and consulting services to work directly with me.

Take a look into my book Self-Gamification Happiness Formula.

Go to this link for the list of all the resources I offer on Self-Gamification.

Every Game is a Project; Every Project is a Game

Reading time: 5 minutes

When beginning to create anything, you start a project.

The same applies to games.

If you want to create a game, you are taking on a project that contains many parts to it, both creative and management matters.

Here is how Thomas Schwarzl introduces his book Game Project Completed: How Successful Indie Game Developers Finish Their Projects, which among many other addresses the management aspects of a game project:

“This book deals with the underserved topic of how to finish a game project. Technical and artistic work are just the ingredients of the overall process. What makes them stick together and how to manage specific tasks make up the secret sauce to success.”

To create a game and make it a finished product, you will need to follow one way or another the following processes defined by the Project Management Institute (PMI)*.

“According to the PMI, there are five ‘process groups.’ Technically, they’re not supposed to be ‘steps’ or ‘phases’ in managing the project, but it might be easier to think of them that way. They are the following:

  1. ​Initiate
  2. ​Plan
  3. ​Execute
  4. ​Monitor and Control
  5. ​Close” — Kory Kogon, Suzette Blakemore, James Wood, Project Management for the Unofficial Project Manager

If you look at these five processes closer and recall that here in this series we consider the ability and the will to see and approach anything we do as games, you will recognize (or at least imagine) that these processes can be seen as quests in your “game project game” or as separate games on their own.

To be able to recognize that projects are games too, we need to take a look at the game components and find out whether projects also consist of similar ones.

The most revealing for me definition of game components was the following:

“What defines a game are the goal, the rules, the feedback system, and voluntary participation. Everything else is an effort to reinforce and enhance these four core components.” — Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World

Before I read this definition, I hadn’t been able to see the parallels between my projects and games. I might have used a metaphor like “it’s a tough game” or similar, but I rarely considered my every-day projects to be games.

Let’s repeat the quote by Jan McGonigal and put the components into bullet points. The primary elements of a game are:

  1. The goal,
  2. The rules,
  3. The feedback system,
  4. Voluntary participation.

I am a business owner, so after reading this, I could immediately see parallels between the projects I was working on for my customers, and games. A contract or an agreement, which my customer and I both sign, contains all four of these components. Each project has a goal, there are specific rules, like how I shall do it and by when. There are reporting and evaluation systems in each contract, which is indeed a feedback system even if the progress is not recorded by getting points or badges. And finally, when my client and I sign the contract and make an agreement, we both demonstrate the free will to participate in that project’s “game.”

The same applies to job contracts which lead to your job “games,” with their goals, rules, feedback system (the regular meetings you most likely have with your boss, before or after which you and your employer provide some kind of evaluation of each other), and both sides demonstrating the voluntary participation by signing the employment contract.

Other activities, like sports to stay in shape, also have all four components. The goal could be to live a healthy life. The rules are then the allocation of time you commit to it; the feedback system might be your step counter or an app where you record your workout results every day. Some people take on thirty, one hundred or another amount of days challenges and have social media as their feedback system. Each post recounting a successful workout session is cheered about by their friends and followers.

Voluntary participation might be challenging to see in such cases when we think we don’t want to do sports or to develop other healthy habits. However, if we end up working out or doing yoga without someone forcing us, then that is still voluntary participation.

So any project or activity is already a game. We just rarely see them that way.

Why do we need to see and treat what we do as games? If we don’t want to see, call, and embrace what we are up to as games, then we won’t be able to “play” them and enjoy them in a similar way as we do in games. Only when you become open to see your project as a game, you can identify how you can modify its design to make your “project game” exciting and fun.

I will address the topic of the will to see, learn, design, play, and have fun in projects as in games in a later post.

References and Glossary:

* “Founded in 1969, the Project Management Institute (PMI) sets standards for the project management profession. It has 454,000 members in 180 countries.” — Kory Kogon, Suzette Blakemore, James Wood, Project Management for the Unofficial Project Manager

If you want to learn more:

Sign up to Optimist Writer’s Blog to follow the Gameful Project Management series.

Check out my coaching and consulting services to work directly with me.

Take a look into my book Self-Gamification Happiness Formula.

Go to this link for the list of all the resources I offer on Self-Gamification.

Gameful Project Management Versus Project Management Gamification

Reading time: 5 minutes

When I first embarked on the adventure with Gameful Project Management, I couldn’t find many resources on approaching project management gamefully. I was searching for the following combination of words “gameful project management.” (See “Gameful Project Management: A New Blog Series Now, and Later More”.)

A bit later, still not believing there was nothing on it when there were so many gamified software solutions for project management out there, I searched for the combination of words “project management gamification.” And sure enough, there were many articles, at least one master thesis, and various books addressing the topic of project management and gamification one way or another.

I started reading eagerly, determined to learn from, and quote as many of the sources as possible.

But the more I read, the more I felt I was moving in the “wrong” direction. A quote by the award-winning authors Ariel and Shya Kane, whom I mentioned in the post “GPM and the Synergy of Three,” came to mind. They once said, “We have come to realize if we are not having fun, we are moving in the wrong direction.”

So I wondered, why reading about gamification and project management didn’t seem exciting and fun for me, even if I was very interested in the topic? Was I maybe mistaken thinking that Gameful Project Management and project management gamification were the same thing?

As I continued to read and learn, trying to approach the learning process anthropologically, in other words, non-judgmentally, I came across a gamification definition that gave me a key to my puzzle.
Here is this definition:

Gamification “is simply applying the techniques used in games in non-gaming contexts, in order to increase the involvement in the activities.”*

The addition in for of the words “in order to increase the involvement in the activities” to the classical definition of gamification** opened my eyes to the difference between gamification and a gameful approach to project management.

Here it is. Gamification has as its purpose of using game elements to improve one or more parameters in an organizational unit, wherever or whatever it might be.

However, the wish to change or manipulate something into changing, like to improve something, would be an impediment to turning your projects and project management into fun for you and all involved games. Because you won’t be simply playing a game. You will be too “stressed out” trying to achieve your goal. No game elements will make such an activity fun. (We addressed improvement in “GPM: Achieving Improvement Without Forcing It”).

When you choose to play a “traditional” game (those you want to play to have fun), you rarely try to improve your current situation or reach a certain outcome in any of your projects or your life.
You just play the game and enjoy it.

It is true that by choosing to play a fun game, you might be looking for improving your mood, but not in order to manipulate the status of your projects (or your life) in any way.

And as soon as you play the game, or start learning its description, your attention will shift from wanting to improve your mood to the goal and the rules of the game in front of you.

Thus, Gameful Project Management is the same as the gamification process of project management. It is not about distracting you from work either, although once in a while, having a healthy break could be beneficial.

It is about cultivating an ability to see what you do in your project and project management as a fun game (we will address this later in more detail). You both design AND play this game. So, Gameful Project Management is about giving you tools for supporting yourself in your work and bringing fun factor into your projects without trying to manipulate its outcome.

I am wondering whether this approach might be the solution for the current challenges the gamification solution designers face when they try to sell their products and services to their customers. Their customers and in some cases, the solution designers themselves too, don’t see their work and their projects as games. But this ability can help us all put the drama we tend to create about projects aside and instead find inspiration in games and bring their lightness, fun, and joy factors in whatever we do.

I know from experience that it is possible and easily achievable.

Here is how. Both providers of gamified solutions and customers, need to study themselves and each other, as well as their interactions anthropologically, that is non-judgmentally and with utter interest. And along with that, play games of designing and playing their project (and project management) games while using (and considering) the gamified solutions like exciting game gadgets and feedback systems, which they are.

P.S. Gameful Project Management doesn’t result in Serious Games either. I will address this topic in the next post.

References:

* https://twproject.com/blog/project-management-gamification-using-games-project-management/

** Gamification is “the use of game design elements in non-game contexts” — Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). ACM.

If you want to learn more:

Sign up to Optimist Writer’s Blog to follow the Gameful Project Management series.

Check out my coaching and consulting services to work directly with me.

Take a look into my book Self-Gamification Happiness Formula.

Go to this link for the list of all the resources I offer on Self-Gamification.

Gameful Project Management and Its Focus on Success instead of Failures

Reading time: 6 minutes

As I learn more and more about project management, I am struck how seriously most of the sources sound, especially in their introductions. Most of them display statistics of failures and analyze why projects fail.
After turning many projects and activities — including the project management — into games for several years now, I’ve come to adopt gameful thinking more and more.

This kind of thinking lets you put the drama, the seriousness about what you have to do aside, and instead concentrate on excellence and success.

For example, if in a video game, you have a “hard” time managing a level, you do one of the following. You ask a fellow gamer to show you how she or he managed that level. Or you look up a video of that game and level online and watch what others do to finish it.

Then you have an epiphany, “Ah, you (he/she) went to the right side of that pit, and I was going all the time to the left! That is why that monster ate me, and you (he/she) finished this level!”

In real-life projects, when something doesn’t work, we search for the reasons (persons or circumstances) we think are guilty of what we believe happened. And we contemplate all that before we even think of asking others who succeed in similar situations.

In games (including sports) learning through techniques is very similar to cultural relativism practiced in modern anthropology, which I addressed in the post “GPM: Achieving Improvement Without Forcing It.”

In sports where you (or your team) perform at the same time as your competitors, such as football, soccer, volleyball, basketball, tennis, badminton, and other such a technique is simply achieved, especially if you record the game. That is because you can watch the recording and observe what the other team did to win the ball from you at any particular moment and how it differs from what you did

To achieve this in real-life projects might seem more challenging because you might perceive yourself (or your team) being alone with your task. That is because what others do in a similar situation might not be immediately visible or “recordable.”

Here is why a gameful approach to what you do is so helpful.
If you come to a habit of considering it as if it was a game, for example, a video game, of which you are both the designer and player, then you won’t be stuck in the complaint and despair for long.

Instead, you will think something similar to this, “I wonder what others do in such a situation (level) of my project (game)?”
Game designers often tap into anthropological (= non-judgmentally comparative) techniques, as well as positive psychology, which concentrates on studying success.

Many of the books on game design study success stories. They rarely start with failures. I think that is because they didn’t consider the discarded game designs as failures but simply as steps on the path to the successful ones.

However, many of the project management and business resources and even popular social events, such as “F*ck-Up Nights”* start or focus on illustrating failures and their analysis.

The idea behind these is surely very well-meant. The authors and organizers of these try to help those having hard times to see that they are not alone and also to try to show the possibility of how to get out of a problematic “failed” situation.

However, I can’t escape the feeling that the illustration of and emphasis on failures or what we perceive as failure is as effective or as meaningful as to analyze in the previous video game scenario the reasons why you kept going to the left side of that pit until now instead of choosing to go to the right.

Making a choice is as mysterious a process as that of inspiration**. Every one of our choices can be supported by countless reasons, and it can also be supported by countless reasons why we shouldn’t have made it, even if we might not see many or any of these pro- and contra- reasons from the first sight.

Trying to hunt these down and prove them being right or wrong is not helpful in any way. You wouldn’t try that in a game, or at least not for long. So why do we keep doing it in real life?

Do we do it because proving our point of view to be right is a fun and rewarding process? I’m not so sure. Is it because we fear to be either criticized or supported and then discredited afterward for what we do? That is more like it.

But there are also real-life examples showing that studying success instead of failures can not only be empowering but life-saving too.
One of the self-gamification components is kaizen, the philosophy and technique of breaking any challenge, any path to goals into tiny, easily doable and digestible bits.

My favorite writer on the topic of kaizen is Dr. Robert Maurer, Director of Behavioral Sciences for the Family Practice Residency Program at Santa Monica, UCLA Medical Center and a faculty member at the UCLA School of Medicine***. One of the reasons why I enjoy reading his books is his interest in studying success. The title of his website says it all. He called it the “Science of Excellence.”***

In his acclaimed book Mastering Fear: Harnessing Emotion to Achieve Excellence in Work, Health and Relationships, Robert Maurer shared a story a book that inspired him to devote his career to the psychology of success. In that, he learned about how such deadly diseases such as smallpox, malaria, and yellow fever were cured.

He wrote, “Prior to my visit to the library that day, I had assumed, as perhaps you do, that the way we remedy disease is by studying people who are ill and, from there, brilliant researchers in top-notch laboratories develop the miracle drugs needed for a cure. This is not, however, how the majority of these horrible maladies were tamed.”
He further reveals that the clue that helped save many lives was not in studying those who were ill, but in “studying those who have stayed healthy in the presence of grave illness and discovering what was different about them.”

This discovery inspired Robert Maurer “to believe that more significant breakthroughs could be made not by observing those courageously struggling, but by looking at those who were succeeding and discovering what they were doing differently.” — Robert Maurer, Mastering Fear: Harnessing Emotion to Achieve Excellence in Work, Health and Relationships

And since then he could find many confirmations on that.

Gameful Project Management embracing anthropology, kaizen and gamification (see post 2) will help you stop struggling, and instead cultivate gameful thinking and anthropological studying as well as applying of success for yourself, those around you, be it at work or at home, and regardless the project you take on.

References:

* https://fuckupnights.com/

** “Inspiration is a feeling of enthusiasm you get from someone or something, which gives you new and creative ideas.” — https://www.collinsdictionary.com/dictionary/english/inspiration

*** http://www.scienceofexcellence.com/

If you want to learn more:

Sign up to Optimist Writer’s Blog to follow the Gameful Project Management series.

Check out my coaching and consulting services to work directly with me.

Take a look into my book Self-Gamification Happiness Formula.

Go to this link for the list of all the resources I offer on Self-Gamification.