Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete

DIAMOND
RATING
Senteo Rating 2.5
04/27/23
views 2291
comments0
Author:Byron Reeves, J. Leighton Read
04/27/23
views 2292
comments0
Author:Byron Reeves, J. Leighton Read
DIAMOND
RATING
Senteo Rating 2.5

Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete
Byron Reeves and J. Leighton Read, Harvard Business Press, 2009
Senteo’s Review information

In Total Engagement the authors argue that games will change how all of us work – for anyone convinced that engagement is a key ingredient of the future of work, they believe games are the definitive model. If one hundred million Americans played a computer or video game last week and many spend up to 25 hours per week in this realm, then why not make work more fun using the same principles?

The authors begin with an overview of who plays games, how much, and why. They then make the case for games at work, noting that the number of workers in relation to dependents is going down in developed countries, necessitating large gains in productivity to offset standard of living decreases. They note that a key question in their thesis is whether the activities going on in games have anything to do with the real world of work, so recruited a group of Stanford students based on gaming resumes to help find taxonomies of information work that could serve as a template for mapping games to work, providing a list of 40 work categories along with game descriptions that could be linked with each category. They also provide a framework in the form of 10 game features to guide real work: self-representation with avatars; three-dimensional environments; narrative context; feedback; reputations, ranks, and levels; marketplaces and economies; competition under rules that are explicit and enforced; teams; parallel communication systems that can be easily reconfigured; and time pressure. The book ends with what the authors call “tactics for change,” outlining some first steps to take to “move forward in an enterprise revolution that will result in more stimulating, aligned, and productive work.

The authors, a Stanford University professor on media and games along with a physician, inventor and biotech entrepreneur, seek to present a more scholarly argument for applying games to the work environment. They provide a long list of 40 work functions where games can be applicable, along with examples of games for each. For someone new to the field, as opposed to game “experts,” this book provides a lively read for arguing how games can be applied to work environments.

Aside from some suggested tactics in the last chapter, this book seems to come short in making the argument of how games will boost productivity and real examples therein. The authors start with examples of 28 year-olds who play games 25 hours per week and argue that if games were used in the workplace they would be more engaged. However, one cannot help but wonder about the inherent productivity of a person who plays computer games for 25 hours per week and whether games in the workplace are the solution to attracting productive staff. Their suggested tactics in the last chapter include building a conceptual map linking games to work, (2) study what others are doing with games at work, and (3) experiment with bite-sized use cases that address real pain points. Thus, implementation and its effects are left up to experimentation. They also note one analyst predicting that by 2011 80% of information workers will have an avatar at home or work, which would seem to overestimate the advance of this movement.  For a more detailed and recent book on game theory and applications/tactics, we recommend Game On (see Senteo review).

Every week, millions of people including many of your employees spend hours playing multi-player online games with a level of engagement they don t bring to work. These aren’t just adolescent video games – we’re talking rich narrative quests with 3-D environments, cool avatars, and compelling goals and rewards. Imagine the value if you could transfer key ingredients of game design and the gamer excitement and focus that come with it to the office. What if your employees could solve customer problems, design new software, or configure better shipping routes working inside a game environment at work?

This isn’t just possible, say Byron Reeves and J. Leighton Read; it’s inevitable. As global competition intensifies and employee productivity and engagement become more critical, the user experience provided by game technology offers a tantalizing solution for business. This is far more than a quaint metaphor for business and its way beyond training tools. Implemented in the workplace, elements of games can solve a host of business problems with morale, communication, and alignment all while honing skills like data analysis, teamwork, recruitment, leadership, and more.

Based on extensive hands-on research, case studies, and the authors’ entrepreneurial ventures, Total Engagement convincingly outlines how games will transform work, from repetitive call-center jobs to high-level teams who must collaborate with members dispersed around the globe

Authoritative and provocative, Total Engagement shows you how to become a player to reckon with as the gaming revolution transforms the workplace.

The book is aimed at anyone interested in the evolution and design of work, and how game psychology and technology can be applied to business. It is more intended for an introduction to the subject, rather than a detailed or technical representation. It could be relevant for those engaged in recruitment, hiring, training, retention, leadership, teams, evaluation, collaboration and innovation.

Senteo Subject Category
Senteo

The book is mainly research and theory-oriented.

The best book reviews in your inbox!
Subscribe now and receive a special gift with your subscription.


    Leave a Reply

    Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete
    Byron Reeves and J. Leighton Read, Harvard Business Press, 2009
    Have you already read this book?
    Here, are people invited to rate the book?

    How useful was this post?

    Click on a star to rate it!

    Average rating / 5. Vote count:

    No votes so far! Be the first to rate this book.

    See content on this topic

    Banks have long struggled to adequately match customer expectations. So how can banks give customers what they really want? Michael Ruckman explains how to build and maintain real relationships.
    Mr. Ruckman gave insights into the changing role of leadership in modern companies, the changes in business models over the last few decades, focusing on what firms should do.
    Michael Ruckman Talks about Customer-Centric Business Models
    What is the difference between retention and loyalty, and between customer-centric and relationship-centric business models? How exactly can one monetize customer experience? Michael Ruckman answers these questions and more…
    Voice On Demand Retail Podcast: Part 1 – Customer Experience & Journeys
    Michael Ruckman talks about Customer Experiences & Customer Journeys, The three faces of Digital for Retailers and the state of leadership in the retail market today.
    Michael Ruckman Talks about Customer-Centric Business Models
    What is the difference between retention and loyalty, and between customer-centric and relationship-centric business models? How exactly can one monetize customer experience? Michael Ruckman answers these questions and more…
    Voice On Demand Retail Podcast: Part 3 – Leadership in the Retail Market
    Michael Ruckman talks about Customer Experiences & Customer Journeys, The three faces of Digital for Retailers and the state of leadership in the retail market today.
    Build a Tower, Build a Team
    Tom Wujec from Autodesk presents some surprisingly deep research into the “marshmallow problem” — a simple team-building exercise that involves dry spaghetti, one yard of tape and a marshmallow.
    How to Build a Business That Lasts 100 Years
    Join strategist Martin Reeves as he explains how executives can apply six principles from living organisms to build resilient businesses that flourish in the face of change.
    Senteo Rating
    The Innovator’s Dilemma: The Revolutionary Book That Will Change the Way You Do Business
    Senteo Rating
    Gamify: How Gamification Motivates People to Do Extraordinary Things
    Related Book Reviews & Education
    Dennis Lee Yohn explores how brand and company culture need to work hand-in-hand in order for companies to reach their full potential. Yohn is a consultant, business speaker, and author.
    Author Paul Gibbons explores organizational change from the “modern” perspective, incorporating mindfulness, behavioral economics, sociology, and complexity theory. Paul Gibbons is a former investment banker, consultant, professor, and CEO.
    Kim M. Scott discusses the behavior of the bosses and their types. She insists that a combination of honesty and care for people can result in a happier and more productive workplace.
    The book is organized into 2 main sections, the first explains value and experience for the customer, the second explains how any company can create value through experience.