Gaming Happiness at Work

Happiness at work is a game. If the core requirements for happiness at work are not present, you disengage and check out. If the core requirements are there, you automatically experience fun, satisfaction and potentially, a deeply engaged sense of well-being. THE CULTURE GAME book shows how to deliver happiness through the intentional design and implementation of good-game mechanics.

Work is BROKEN when it is not fun to play. The THE CULTURE GAME book provides tools for playing an all-new game of engagement and learning. By doing this you are delivering happiness at work by injecting good-game mechanics into the structure of work and meetings.

The core requirements for happiness at work are:

A sense of control
A sense of progress
A sense of belonging and membership
A sense of wider purpose and meaning

Agile patterns and practices, authentically applied, definitely deliver happiness. The game of Scrum is simply one example.

The next thing to realize is that work is a game and that Scrum is a game, Kanban is a game, all your meetings are games, and that big Agile adoption underway at your company is in fact a game. Your company culture is also an elaborate game.

When viewed in this way, it is possible to more fully game your interactions, your meetings and work itself, so that participating is optimized towards a satisfying, fun and naturally productive experience.

Games

Games have 4 basic properties. When the values for each of the properties are well-formed, the game is enjoyable, fun and satisfying. When the 4 properties are not well-formed, the game is not fun and you either opt-out or, if this is not possible, you disengage (“check out”) almost automatically.

The 4 basic properties of a good game are:

A clear goal
A clear set of rules that are uniformly applied
A clear way to “check the score”, get feedback and track progress
Opt-in participation

Agile patterns and practices are usually (but not always) well-formed games. Well-formed games associate with satisfaction, happiness and even joy; poorly defined games associate with disengagement, low levels of learning, and a distinct lack of enjoyment.

THE CULTURE GAME book draws on the work of four big authors: Jane McGonigal (REALITY IS BROKEN), Dave Logan (TRIBAL LEADERSHIP), Tony Hsieh (DELIVERING HAPPINESS), and Peter Senge (THE FIFTH DISCIPLINE).

The objective of THE CULTURE GAME book  is to introduce you to the tools and dynamics of happiness at work, and the basics of good-game design for work. As a result of reading the book, you are able to:

  • More fully understand business agility
  • More quickly analyze and diagnose the specific business agility problems you are facing
  • More easily design for successful meetings
  • More easily design for successful Agile adoptions
  • More easily design for satisfying work, and
  • Begin to encourage the emergence of a genuine learning organization in your company.

Drawing from wide-scope academic research, several core-foundation books and 4 years of real coaching in real organizations, THE CULTURE GAME takes you through a specific 8-part framework. This is a framework for designing and developing more learning at work by leveraging some very specific game mechanics for re-designing the way you do work with other people.

Are these ideas intriguing to you? Contact us to arrange a 2-day CULTURE GAME WORKSHOP for your organization. In this workshop, we teach you how to game your culture by gaming your meetings, so these meetings convert from soul-sucking death marches to fun and enjoyable and energizing team-learning events. During the workshop, teach you very specific business agility techniques, and we train your people as CULTURE GAME facilitators. Click here to learn more about THE CULTURE GAME WORKSHOP.


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