Tag Archives: #selfgamification

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.

Fun is Not a Bonus; It’s a Must for Success

Reading time: 5 minutes

We all grew up in cultures that taught us to be serious about life and what we wanted to achieve in it. Otherwise, we wouldn’t survive either literally or figuratively, or both.

If we wanted to achieve anything in life, we had to work hard. And to underline this seriousness and determination, we learned to complain and surround whatever we wanted or had to do with drama.

Somehow, the opinion of having fun being in the way of achieving anything in life seemed to have established as being true in many human minds.

But interestingly enough, the opposite is the fact. And thanks to globalization and due to the internet growing connectedness on our planet, we have become more and more aware of the fact that having fun is not impeding success, but instead leading to it.

That is easier to see in the entertainment industry. When talking about fun, I love quoting Heidi Klum, a German-American supermodel and television personality, and one of the four judges on America’s Got Talent (AGT) between 2013 and early 2019.

After the results show of the AGT 2017 finals, a reporter asked Heidi what advice she would give to the winner, Darcy Lynn, a twelve-year-old ventriloquist. Without hesitating, Heidi answered, “Always to have fun. If you don’t have fun, it shows in your performance. That is always the key number one.”

But also in other areas, including the most technical and business ones, the experience of fun sets you on the path toward success.

“Fun is an extraordinarily valuable tool to address serious business pursuits like marketing, productivity enhancement, innovation, customer engagement, human resources, and sustainability.” — Kevin Werbach, For the Win: How Game Thinking Can Revolutionize Your Business

Here is another quote about fun, which is one of my favorite quotes by my favorite authors on living in the moment, Ariel and Shya Kane: “We have come to realize if we are not having fun, we are moving in the wrong direction.”*

But how to find this “correct” direction. What is fun anyway?

Fun is a complex term made up of just three letters.

What is fun for us might not be fun for someone else. What we find fun is not only subjective to various persons but even to the same person in different circumstances. We might enjoy playing a game one day and not so much on another.

But there is a great thing about fun. However difficult it is to define it with words (I counted, for example, more than ten various definitions of fun in just a few chapters of the acclaimed book Theory of Fun for Game Design by Raph Koster**), we all know what it feels like for us.

Fun can show in different ways. One time while we have fun and enjoy something we laugh, and other times fully engulfed into a video game we play or fantasy novel we read, we frown and appear quite tensed from the outside. But we will still have fun!

There is another excellent feature of fun. You can discover it anywhere and in anything. Even in those activities, you claim as not being fun initially.

We can either discover fun when we give that project or activity a chance and approach it with curiosity and without prejudice (open to recognizing the fun factors in there), or we can bring fun elements into this project deliberately. Or better both.

How can we do this?

Curiosity and passion can help us here. I call them to be the other two siblings of fun in this inspirational triplet, one preceding and another succeeding the birth of fun at each moment. This triplet helped us, humans, to choose and pave earlier unfathomable paths. See References and Notes to read one of my favorite stories on how curiosity leads to passion and fantastic success.***

Fun also lead me to unexpected initially but utterly rewarding places. I wouldn’t have become an author if I hadn’t let myself “taste” the writing out of curiosity and let myself follow what felt healing, rewarding, rejuvenating, but most of all, fun for me. I tried various art forms in my life, including singing, playing guitar, painting, making jewelry, and decorations. But it was writing that turned out to be the best to express myself.

Through all that experience, I discovered that fun equaled wholehearted and rewarding engagement. And that is what defines successful projects and those involved in them. The latter are wholeheartedly engaged and experience this engagement as utterly satisfying.

References and Notes:

* https://www.transformationmadeeasy.com/

** Here are just five of the shortest ones:

  • “Fun is light, energetic, playful and…well…fun.” — Will Wright in the foreword
  • “Fun is all about our brains feeling good — the release of endorphins into our system.”
  • “Fun is the act of mastering a problem mentally.”
  • “Fun is contextual.”
  • “Fun is another word for learning.” — Raph Koster, Theory of Fun for Game Design

*** “I was in the cafeteria and some guy, fooling around, throws a plate in the air. As the plate went up in the air I saw it wobble, and I noticed the red medallion of Cornell on the plate going around. It was pretty obvious to me that the medallion went around faster than the wobbling. I had nothing to do, so I start figuring out the motion of the rotating plate. I discovered that when the angle is very slight, the medallion rotates twice as fast as the wobble rate—two to one. It came out of a complicated equation! I went on to work out equations for wobbles. Then I thought about how the electron orbits start to move in relativity. Then there’s the Dirac equation in electrodynamics. And then quantum electrodynamics. And before I knew it… the whole business that I got the Nobel prize for came from that piddling around with the wobbling plate.” — Richard P. Feynman, Surely You’re Joking, Mr. Feynman! Adventures of a Curious Character

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.

Designers and Players: The Main Feature of the Gameful Project Management

Reading time: 4 minutes

Acronyms: GPM = Gameful Project Management; SMG = Self-Motivational Game.

Of all four main components of games*, Self-Gamification emphasizes voluntary participation, which seems to me to be sometimes forgotten in gamified solutions and when serious games are developed. (We will consider the game components and their counterparts in real-life projects in a later post.)

When I was exploring and formulating the Self-Gamification approach in the book Self-Gamification Happiness Formula: How to Turn Your Life into Fun Games, I discovered that the main feature of turning anything in our lives into fun games is the following:

We are both the designers AND the players of our Self-Motivational Games (SMG).

Before reading this blog series or the book Self-Gamification Happiness Formula, you might have heard this statement as two separate ones:

  • “Be the designer of your life,” and
  • “Here is how you play the game called life.”

But I discovered that you couldn’t separate the two. We are both the designers AND the players of our daily, weekly, monthly, yearly, and so on games, be it at work, at home, or anywhere else.

That is especially true for project management.

Many brilliant resources on project management emphasize that successful project managers start with managing themselves**.
But how can we do it, I mean turn project management into games?
We can, for example, learn from other players and designers of self-motivational project management games.

Many gamers and skill learners nowadays learn from videos on YouTube and other media, watching how their fellow players play the games (or instruments) they love and succeed playing.

But designers learn that way too. They play other people’s games in the genre they are interested in and eagerly study and absorb each detail for inspiration.

Writers do that too. They learn from their peers and idols by reading books in the genres they write.

The project management game designers have even a better situation. They can learn not only from other project managers in their or different niches, but they can also learn from the game and play (toy) designers. They can absorb almost everything around them like a sponge, wringing out what doesn’t apply and keeping the fun for them bits to implement in their projects and work.

Above learning from others, the following question to yourself and your team (since project management includes team management***) can help to jump-start undoing even the tightest knots in your projects:

  • For yourself: “If my project was a game, and I was its designer (which I am!), how would I approach it so that I, as its player, can’t wait to start playing (engaging in it) and enjoy doing so when I do?”
  • For you and your team members: “If our project was a game, and we were its designers (which we are!), how would we approach it, so that we as its players can’t wait to start playing (engaging in it) and enjoy doing so when we do?”

When you ask yourself and your team this question, remember that no idea that appears is wrong. The main criterium to find out it is appropriate for you and your team is how fun it is.

In the next blog post, I will address the significance of fun for project management.

References:

* “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

** “It is a project manager’s job to organise everyone else, and you will be much more efficient at doing that if you can keep on top of your own activities. If you are clear about what you have to do next it will make it easier for you to organise other people and the work of your team.” — Elizabeth Harrin, Managing Yourself: Shortcuts to success

*** “Project management is no longer just about managing a process. It’s also about leading people—twenty-first-century people. This is a significant paradigm shift.” — 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 Serious Games

Reading time: 4 minutes

Acronyms and definitions: GPM = Gameful Project Management, SG = Self-Gamification; GPM is the application of SG to project management.

In the last post, we have discovered that Gameful Project Management (GPM), in other words, a gameful approach to project management, is not the same as project management gamification.

So, if it is not gamification, could the GPM or its outcome be a serious game or a collection of serious games?

After some research and contemplation, I realized that that wasn’t it either.

Here’s why.

Serious games are “full games that have been created for reasons other than pure entertainment.” — Andrzej Marczewski, Even Ninja Monkeys Like to Play: Unicorn Edition

In spite of being called “serious,” these games can be very much fun for their players. My son and his classmates love playing grammar and math games at school, which are a combination of learning grammar, math, and other subjects with a ball game or another fun sport activity.

On a more “serious” note, serious games are also used to bring awareness into the intricacy of such issues as patient care, vaccination, and many other for medical personnel*, as well as many other areas.**
So similarly to gamification, serious games also have the purpose of achieving a specific goal, which is often to educate but not exclusively so. For example, “Genes in Space,”*** is “a space shooter game that uses gameplay to map genomes to help the fight against cancer in the real world!” — Andrzej Marczewski, Even Ninja Monkeys Like to Play: Unicorn Edition

Here is a quote showing the common side of gamification and serious games:

“Serious games and gamification have in common that they both use game design and game elements (Marczewski, 2013) and they both serve a business purpose: increasing employee of customer engagement, improving the learning curve in education…The main difference between gamification and serious games is that gamification is not using gameplay where serious games do. Some of the most well-known examples of serious games are Plantville from Siemens (a serious game focused on educating plant management) and “Pass It On” from AXA Insurance (a serious game focused on personal financial planning) (Marczewski, 2013; AXA, 2011).”****

In contrast to that, the goal of the GPM is not aiming to increase productivity or motivation or engagement, to educate or facilitate learning. All these are the are byproducts of the GPM but not its goals.

The goal of GPM is to turn any project as well as the management part of it into fun, engaging games, of which you are both the designer and the player. GPM assumes that you are open to the possibility to see projects and project management tasks (regardless of whether you claim to like them or not) as games. When you see what you do like games and each of its components as a game component, then you quickly realize how to modify those components so that your projects and project management “games” entice the players, in other words, all involved in these projects.

The outcome of the GPM could be a serious game or a gamified solution, but it doesn’t’ have to be that way. The main outcome of GPM is the ability to see what you do as a game and approach it both as a designer and the player of it. In other words, it is about taking ownership of how these projects and project management games turn out to be, especially how fun and engaging they are for you and all involved, as players.

Thus, serious games are “created for reasons other than pure entertainment,” even though their players can be entertained and have fun while playing them. On the other hand, the Gameful Project Management can guide you to make your projects and project management processes entertaining and fun, regardless of whether you initially preferred doing them or not.

P.S. We will discuss the necessity of fun for your project and project management success in a later post.

References:

* Focus Games in the UK create board games for these and other areas. Their page has a great collection of case studies for the serious games they develop: https://focusgames.com/case_studies.html

** There are many successful companies creating serious games for various requirements. Many of them are also situated in Denmark (the country I live in). Here are just two of these: https://www.seriousgames.net/, http://cphgamelab.dk/en/vores-spil/

*** https://www.genesinspace.org/

**** https://www.pmi.org/learning/library/gamification-project-management-5949; The references quoted in the article:

  • Marczewski, A. (2013, March). What’s the difference between Gamification and Serious Games? Retrieved on 29/08/2013 at http://www.gamasutra.com/blogs/AndrzejMarczewski/20130311/188218/
  • AXA. (2011). Company debuts the game of life…insurance. Press Release 13/09/2011.
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.