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Enterprise Games: Using Game Mechanics to Build a Better Business Paperback – September 26, 2012


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Product Details

  • Paperback: 216 pages
  • Publisher: O'Reilly Media; 1 edition (September 26, 2012)
  • Language: English
  • ISBN-10: 1449319564
  • ISBN-13: 978-1449319564
  • Product Dimensions: 9 x 6.1 x 0.7 inches
  • Shipping Weight: 9.6 ounces
  • Average Customer Review: 4.3 out of 5 stars  See all reviews (22 customer reviews)
  • Amazon Best Sellers Rank: #1,461,491 in Books (See Top 100 in Books)

Editorial Reviews

Amazon.com Review

Notes from the Author

Author Michael Hugos takes the strategies employed in such Massively Multiuser Online (MMO) games and applies them to real-life situations. A longtime CIO, Hugos has seen these techniques and tips work. Here is a small sampling of his wisdom:

The Engagement Machine
A game is an engagement engine – it attracts and engages players. You can measure the success of a game by the number of players it attracts and the level of engagement it gets from players. Think of a business also as engagement engine – it attracts and engages customers and employees. You can measure its success by the number of customers and enthusiastic employees it attracts. Now think of games that attract you and why – what ideas does this give you for using game mechanics in your own business?

IRL
The key element to creating a game is a real-time feedback system that shows people what the score is and whether their actions are taking them closer to or further away from the goal. Games attract players through excitement created by this moment-to-moment feedback. Companies can attract customers and enthusiastic employees through excitement created by showing them what is happening in their business activities in real-time or near real-time and then giving them reasons to care about the outcome.

Technology/Process/People
There are three necessary conditions to create a feedback system and generate excitement in a company or business activity: 1) Real-time or near real-time visibility of relevant data for everyone involved – this is technology; 2) Authority to act within predefined rules to accomplish predefined goals is delegated to everyone involved – this is process; 3) A stake in the outcome for everyone involved so everyone is motivated to act and continue to improve as situations change – this is people.

Choose Your Avatar
Increase your company’s ability to communicate and collaborate with customers, partners and employees by creating systems with features similar to those used in MMO games such as "World of Warcraft" and "EVE Online." Present business collaboration systems rarely go beyond document sharing and video conferencing. Next generation business collaboration systems can use 3D animation, avatars and virtual worlds to deliver levels of performance in business similar to what MMOs do for online game play.

About the Author

Michael Hugos is an author, speaker, award-winning CIO and principal at Center for Systems Innovation [c4s . He works with clients to find elegant solutions to complex problems with focus in supply chains, business intelligence, and new business ventures. Earlier he spent six years as CIO of a national distribution organization where he developed a suite of supply chain and e-business systems that transformed the company's operations and revenue model. For this work he won the CIO 100 Award, the InformationWeek 500 Award and the Premier 100 Award. He earned his MBA from Northwestern University’s Kellogg School of Management and writes a blog for CIO magazine called "Doing Business in Real Time". He is author of seven other books including the popular Essentials of Supply Chain Management, now in its third edition.


More About the Author

I'm an author, speaker, award-winning CIO and principal at Center for Systems Innovation [c4si]. My work combines IT and business agility with systems thinking and game theory to redesign and reinvigorate business operations. I have advised and mentored development teams at Microsoft Xbox, Starbucks Coffee Company, U.S. Navy Medical Logistics Command and numerous smaller companies.

In addition to my interest in business and technical stuff, I'm a history buff (Roman and Modern history in particular). We're going through an epic cultural and social shift on a global scale these days. Having historical perspective is a big help to make sense of what is happening.

Previously I was chief information officer (CIO) of a North American distribution organization where I developed a suite of supply chain applications that transformed the company's operations and revenue model. For this work I won the CIO 100 Award for resourcefulness, the InformationWeek 500 Award for innovation, and the Premier 100 Award for career achievement.

I earned my MBA from Northwestern University's Kellogg School of Management with a major in finance and management information systems. I'm author of several business and technical books. My newest business book is Enterprise Games: Using Game Mechanics to Build a Better Business. My newest historical fiction book is Leptis Magna: Emperor's Dream on the Edge of the Desert.

I can be reached via my website - www.MichaelHugos.com


Customer Reviews

4.3 out of 5 stars
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The book is well illustrated with examples and he writes in an enjoyable manner.
Patti Chadwick
Enterprise Games: Using Game Mechanics to Build a Better Business is loaded with good examples that are mapped back to Hugos' four gaming characteristics.
Richard Staats
Highly recommended for anyone who has thought about games or gamification and how it might apply to work in a serious way.
Mark P. McDonald

Most Helpful Customer Reviews

3 of 3 people found the following review helpful By Richard Staats VINE VOICE on December 13, 2012
Format: Paperback
Gamification is a popular concept, and all too often books that talk about current trends tend to be wildly enthusiastic and anecdotal. What Michael Hugos has done is to develop a framework that he uses consistently through the book.

Mr. Hugos states convincingly that games have the following four elements: clear goals, consistent rules, effective feedback, and voluntary participation. He uses the framework throughout the book.

One of the things that I appreciated about the book is that Mr. Hugos gives examples where introducing gaming concepts into businesses have gone poorly. Understanding the limits of application are just as important as understanding the application areas.

The book is packed with examples and diagrams. The writing is conversational and accessible,

The concepts in this book nest nicely with research in other areas. In Drive: The Surprising Truth About What Motivates Us, Ed Pink tells us that long term people are motivated by the desire for: autonomy, mastery, and purpose. Mapping Hugos' concepts, autonomy maps fairly directly to voluntary participation. Purpose is a nice match with clear goals, and mastery flows from goals, rules, and feedback.

Enterprise Games: Using Game Mechanics to Build a Better Business is loaded with good examples that are mapped back to Hugos' four gaming characteristics.

All in all, a very good read that facilitates the reasonable application of gaming concepts to real world enterprises.

In service,

Rich
The Original Dr. Games since 1993
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Format: Paperback Vine Customer Review of Free Product ( What's this? )
The author of Enterprise Games, using Game Mechanics to Build a Better Business, proposes a solution to the rapidly changing business world, namely the importation of game mechanics into the business world. According to the author the old assembly line model of business is too slow to adapt to the the rapid change of what is known as the real time economy. In addition, businesses have to deal with ever larger amounts of data. The author feels that game mechanics provides a potential solution to both of these challenges. In regards to dealing with the real time economy, the author offers a definition of games as consisting of real time feedback loops which are more flexible than the linear assembly line. I feel that the author explained his position on this aspect of using game mechanics for business well and convincingly. This aspect of using game mechanics for business forms the core of the book and is well illustrated with examples. I feel that author's explanation of why game mechanics are useful for dealing with big data was not as well explained. He gives examples of companies that have utilized creative data visualization techniques to gain insight into patterns in data and envisions that virtual worlds might be built around data that can then be navigated in a manner similar to the way players navigate in a game, but I was less convinced by these arguments. Still, I am glad the author added these chapters as I think the ideas might be developed into something more useful later. Finally, I should add that this book is really only useful for outlining how to use game mechanics in business; this book will orient you and present you with a plethora of both online resources and book resources to continue your research but it is not a one stop shop for learning all there is to know about the use of game mechanics in business.
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2 of 2 people found the following review helpful By Mark P. McDonald TOP 1000 REVIEWERVINE VOICE on November 27, 2012
Format: Paperback Vine Customer Review of Free Product ( What's this? )
Enterprise Games picks up where Jane McGonigal's book left off - how gaming ideas and practices can apply to business. This book is a hidden treasure that I would not normally have picked up, but I am very very glad I did. Michael Hugos, the author is an accomplished practitioner and innovator bringing his real life experience to a potentially academic subject. Highly recommended for anyone looking to understand the practicalities, practices and pragmatism required to introduce a radical new concept - gaming - into business and business processes.

Overall the book concentrates on how the four defining traits of any game apply to the `game of work.' Those traits: a goal, rules, a feedback system and voluntary participation, shape the organization and direction of the book.

Hugos' central thesis is that `using gaming mechanisms might be as powerful a model for organizing knowledge and creative work as the assembly line was for organizing industrial and repetitive work.' It's a powerful idea and one that Hugos backs up across 14 detailed and informative chapters.

Hugos makes a compelling case to look at the nature of work in a new light. Work in the post-industrial/information age shares many traits with a successful game. Success rests in exercising sound judgment, influence and coordination. Some of the key ideas in this book illustrate this point:

Game traits explain new means to generate influence and coordination that leverage big data information and social media which each provide context and connections necessary to create real results. Hugos shows how these traits apply to business, management and operations in ways that provoke the reader to think about a revolution in the way we work rather than another round of incremental evolution.
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