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Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers 1st Edition
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Great things don’t happen in a vacuum. But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming.
This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world’s most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming.
- Overcome conflict and increase engagement with team-oriented games
- Improve collaboration and communication in cross-disciplinary teams with visual-thinking techniques
- Improve understanding by role-playing customer and user experiences
- Generate better ideas and more of them, faster than ever before
- Shorten meetings and make them more productive
- Simulate and explore complex systems, interactions, and dynamics
- Identify a problem’s root cause, and find the paths that point toward a solution
- ISBN-100596804172
- ISBN-13978-0596804176
- Edition1st
- PublisherO'Reilly Media
- Publication dateAugust 31, 2010
- LanguageEnglish
- Dimensions7 x 0.6 x 9.19 inches
- Print length286 pages
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We're hardwired to play games. We play them for fun. We play them in our social interactions. We play them at work. That last one is tricky. "Games" and "work" don't seem like a natural pairing. Their coupling in the workplace either implies goofing off (the fun variant) or office politics (the not-so-fun type).
The authors of Gamestorming, have a different perspective. They contend that an embrace and understanding of game mechanics can yield benefits in many work environments, particularly those where old hierarchical models are no longer applicable, like the creatively driven knowledge work of today’s cutting edge industries.
Here is one of the 83 games featured in Gamestorming:
The ELEVATOR PITCH Game
OBJECTIVE OF PLAY: What has been a time-proven exercise in product development applies equally well in developing any new idea: writing the elevator pitch. When developing and communicating a vision for something, whether it’s a new service, a company-wide initiative, or just a good idea that merits spreading, a group will benefit from going through the exercise of writing their elevator pitch.
Often this is the hardest thing to do in developing a new idea. An elevator pitch must be short enough to deliver in a fictional elevator ride but also contain a compelling description of the problem you’re solving, who you’ll solve it for, and one key benefit that distinguishes it from other ideas.
NUMBER OF PLAYERS: Can be done individually, or with a small working group
DURATION OF PLAY: Save at least 90 minutes for the entire exercise, and consider a short break after the initial idea generation is complete before prioritizing and shaping the pitch itself. Small working groups will have an easier time coming to a final pitch; in some cases it may be necessary to assign one person with follow-up accountability for the final wording after the large decisions have been made in the exercise.
HOW TO PLAY: Going through the exercise involves both a generating and a formative phase. To set up the generating phase, write these headers in sequence on flip charts:
- Who is the target customer?
- What is the customer need?
- What is the product name?
- What is its market category?
- What is its key benefit?
- Who or what is the competition?
- What is the product’s unique differentiator? These will become the elements of the elevator pitch. They are in a sequence that adheres to the following formula.
To finish the setup, explain the elements and their connection to each other:
- The target customer and customer need are deceptively simple: any relatively good idea or product will likely have many potential customers and address a greater number of needs. In the generative phase, all of these are welcome ideas.
- It is helpful to fix the product name in advance--this will help contain the scope of the conversation and focus the participants on “what” the pitch is about. It is not outside the realm of possibility, however, that useful ideas will be generated in the course of the exercise that relate to the product name, so it may be left open to interpretation.
- The market category should be an easily understood description of the type of idea or product. It may sound like “employee portal” or “training program” or “peer-to-peer community.” The category gives an important frame of reference for the target customer, from which they will base comparisons and perceive value.
- The key benefit will be one of the hardest areas for the group to shape in the final pitch. This is the single most compelling reason a target customer would buy into the idea. In an elevator pitch, there is no time to confuse the matter with multiple benefits--there can be only one memorable reason “why to buy.” However, in the generative phase, all ideas are welcome.
- The competition and unique differentiator put the final punctuation on the pitch. Who or what will the target customer compare this idea to, and what’s unique about this idea? In some cases, the competition may literally be another firm or product. In other cases, it may be “the existing training program” or “the last time we tried a big change initiative.” The unique differentiator should be just that: unique to this idea or approach, in a way that distinguishes it in comparison to the competition.
The Generating Phase
Once the elements are understood, participants brainstorm ideas on sticky notes that fit under each header. At first, they should generate freely, without discussion or analysis, any ideas that fit into any of the categories. Using the Post-Up technique, participants put their notes onto the flip charts and share their ideas.Next, the group may discuss areas where they have the most trouble on their current pitch. Do we know enough about the competition to claim a unique differentiator? Do we agree on a target customer? Is our market category defined, or are we trying to define something new? Where do we need to focus?
Before stepping into the formative phase, the group may use dot voting, affinity mapping, or another method to prioritize and cull their ideas in each category.
The Formative Phase
Following a discussion and reflection on the possible elements of a pitch, the group then has the task of “trying out” some possibilities. This may be done by breaking into small groups, as pairs, or as individuals, depending on the size of the larger group. Each group is given the task of writing an elevator pitch, based on the ideas on the flip charts.After a set amount of time (15 minutes may be sufficient), the groups reconvene and present their draft versions of the pitch. The group may choose to role-play as a target customer while listening to the pitch, and comment or ask questions of the presenters.
The exercise is complete when there is a strong direction among the group on what the pitch should and should not contain. One potential outcome is the crafting of distinct pitches for different target customers; you may direct the group to focus on this during the formative stage.
STRATEGY
Don’t aim for final wording with a large group. It’s an achievement if you can get to that level of completion, but it’s not critical and can be shaped after the exercise. What is important is that the group decides what is and is not a part of the pitch.Role play is the fastest way to test a pitch. Assuming the role of a customer (or getting some real customers to participate in the exercise) will help filter out the jargon and empty terms that may interfere with a clear pitch. If the pitch is truly believable and compelling, participants should have no problem making it real with customers.
The elevator pitch, or elevator speech, is a traditional staple of the venture capital community, based on the idea that if you are pitching a business idea it should be simple enough to convey on a short elevator ride.
About the Author
Sunni Brown, M.P.A., is Owner of BrightSpot Info Design, a company specializing in visual thinking to support organizational and group success. Sunni was trained in graphic facilitation at The Grove Consultants International, a San Francisco-based company that pioneered the use of visuals in meetings and group processes. She is currently an Associate of The Grove, a freelance consultant for XPlane - the visual thinking company - and an Associate of Alphachimp Studios. She is also co-Founder of VizThink Austin, currently the largest visual thinking community in the United States. Sunni presents regularly on the topics of graphic facilitation, graphic recording and visual thinking. She is also a contributing researcher for Nancy Duarte's upcoming book on storytelling and presentations. Sunni holds Bachelor's degrees in Journalism and Linguistics and a Master's in Public Affairs from the Lyndon Baines Johnson School of Public Affairs. She lives in Austin, TX.
James Macanufo: As a consultant at XPLANE, James helps large technology and government clients develop their vision, strategy and communication plans. He is actively obsessed with understanding what things are, the way they work, and why they matter. He is also an occasional inventor of card games.
Product details
- Publisher : O'Reilly Media; 1st edition (August 31, 2010)
- Language : English
- Paperback : 286 pages
- ISBN-10 : 0596804172
- ISBN-13 : 978-0596804176
- Item Weight : 1.05 pounds
- Dimensions : 7 x 0.6 x 9.19 inches
- Best Sellers Rank: #44,213 in Books (See Top 100 in Books)
- Customer Reviews:
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About the authors

Dave Gray is the founder of XPLANE, the visual thinking company, a consultancy focused on building clarity, understanding and alignment in organizations.
His first book, Gamestorming, has sold more than 100,000 copies and has been translated into 16 languages.
Dave can be found on the web at http://xplaner.com

James is a senior consultant at XPLANE, where he leads the Visual Thinking practice. He believes that visualization is essential to understanding what things are, how they work, and why they matter. In five years at XPLANE, he has helped global technology and government clients design solutions for their complex challenges.
He works side-by-side with clients such as HP, IBM, Autodesk, Nokia, The US Department of Education and the US Marine Corps to shape strategy, transformation and communication programs. Combining 10 years of information design experience with a deep expertise in facilitation, he leads groups in navigating and explaining complex systems in 'real-time.'
With co-authors Dave Gray and Sunni Brown, James has written Gamestorming as a guide to getting started in combining the power of visualization with the structure of the group process. His blog, viznotes.com, is dedicated to discovering new methods and best practices in the field.
Prior to XPLANE, James was a journalist, reporting on and creating information graphics at Newsweek Magazine and American City Business Journals. He holds a Bachelor's of Journalism from the University of Missouri-Columbia.

Sunni (Sun) Brown is a social entrepreneur, catalytic author, keynote speaker, expert facilitator, the Innovator-in-Residence at MURAL, and an American Zen-chaplain-in-training.She’s the founder of creative consultancy Sunni Brown Ink and more recently founded the Center for Deep Self Design in Austin, TX. She was named one of the “100 Most Creative People in Business” and one of the “10 Most Creative People on Twitter” by Fast Company. Her TED talk has drawn over 1.6 million views and her work on visual thinking has been featured in every major U.S. publication including The New York Times, The New York Post, The Wall Street Journal, Time Magazine, WIRED, and Entrepreneur, as well as being featured twice on CBS Sunday Morning and on The TODAY Show.
Sun’s two globally-beloved books—Gamestorming: A Playbook for Innovators, Rulebreakers and Changemakers, and The Doodle Revolution: Unlock the Power to Think Differently—have been translated into 25 languages and counting, and she’s working on Gamestorming 2.0 for remote and VR environments with her co-author, Dave Gray. She is one of the educators widely credited with the rise of visual thinking as a tool for deeper inquiry and is designing a system of visual Collaborative Intelligence™ for remote and hybrid teams.
As a facilitator, Sun and her team have designed and led hundreds of group experiences in diverse industries, and CDSD reflects her evolution after more than a decade of interactive, facilitative work. Drawing on her expertise in creatively solving external challenges in business, Sun turned her attention toward supporting writers and speakers in meeting internal challenges as they approach the page and the stage. She is crafting a method of inner science called Deep Self Design™, which will be featured in a fourth book, part-memoir, part how-to.
Like many on the contemplative path, Sun began her investigation of inner science in 2007 after a series of personal crises catalyzed a personal and spiritual awakening. Sun trained for thousands of hours in za-zen, Mindfulness-Based Stress Reduction, Right Use of Power, and two mind-body practices called Hakomi and Internal Family Systems. She continues to be a devout student of the American Zen tradition (an innovative branch of Sōtō that integrates Western psychology) and is the highest-level practitioner of a revolutionary, evidence-based therapy called Internal Family Systems, developed by one of her mentors, Dr. Richard Schwartz. She has trained for 15 years with two revered teachers, Dr. Margaret Syverson, Sōtō Zen Priest with Dharma Transmission and Dr. Flint Sparks, Sōtō Zen Priest and former Clinical Psychologist.

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If the authors ever update it, I would like to see a better index the games (Kindle version really fails), possibly a table which lists all games and a very short description. Besides a better TOC of games, I'd add a new section of "game storming examples". Instead of the very brief ending of one example, I'd provide 8 to 15 short examples of full game storming sessions with the agenda, for typical use cases that are the lifeblood of planning, strategy and other frequently occurring meetings. These should depict the agenda visually if possible (how things connect).
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I read books in bursts, when I call on others wisdon to move myself ahead in a particular direction. This time, my new role involves innovation, marketing and strategy. This book should cost $5000, come signed and with a return envelope to thank the authords. It's value lies in providing a very sharp color palette and tools to collaborate in the seams betweek group knolege, teams and business challenges. As an economist, marketing person and researcher (analytic thinker) I can essily see why, when and how to apply many of the games in real life scenarios. The instructions are very well balanced, with enough detail to make them work, ut not more than it becomes too fixed or rigid (or boring). The goal is to USE these. And it is exhausting to go over all the posibilities. So you could try some if doing a quick read of the entire book exhausts you too much. But Inchose to force. I opted to read all of it first and think scenarios where I could use the methods. It have already started to create different kinds of workshops in my mind as I do this. Additionally, just reading the methods, some of which you may be familiar with, retriggers things you knew and forgot. In some other cases the instructions are so sound you'll note you where doing something wrong in the past. It shows they have practiced, and the variarions and short advice will make so much sense especially when you have sern some of the Methods in action, and know there's 20% that you'll need to deviate little or bend some rules-and to make sure you manage expectations, calm, clarify or less people lose the stress (eg. no wrong way here).
This book is a gift from the authors. It's hugely dense by its very own nature, and may overwhelm if you want to read from A to Z. Jt And there lies its strength: a solid palette, a good initial framework, and very sound advice, instructions and, did I say the best compilation of ideas on the topic ever?
PROS: Gamestorming is an engaging, one-of-a-kind resource for using games in business settings. The introduction and early chapters are well geared to those without much gaming background and do a good job explaining how games can be used to help groups define problems, clarify thinking, generate ideas and ID next steps. There is even a small section with simple drawing tips for illustrating ideas...a nice addition. The diverse selection of games, which appropriately fills more than three-quarters of the book, is applicable to a range of situations. Think of it like a collection of "recipes" for games, which good facilitators can follow exactly or adapt to their own needs. Purely as an idea book for business games, it would rate at least a "4" but there are a few things that make it less useful than it probably could be for some audiences.
CONS: The book is ambitiously written for "the novice and the experienced practitioner alike," but appealing to everyone can be tough. Novice facilitators will like the intro but may find the later sections somewhat lite on game strategy. It's just hard in a few paragraphs to fully explain each game's flow or give newcomers much in the way of tips or trouble shooting to make a confident go of it. A beefed-up focus on "how to" might have been better for this group (those looking for a primer on facilitation may want to check out Kaner's "Facilitator's Guide to Participatory Decision-Making"). By contrast, seasoned facilitators might want more nuance in other areas, like how to organize the rich info games generate for later use, so it isn't reduced to a bunch of meaningless sound bites -- a challenge with any brainstorming session. Finally, to round out its practical application, a few more examples or links showing how games can be used to solve real-life problems would help (see Daniel Hoang's Amazon review of Gamestorming, for several good online links).
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Besides that, this is a comprehensive collection of activities for workshops. The activities are extremly useful for all persons who have to facilitate workshops. In addition to the immense list of activities, they also offer an explanation on how a workshop (or game) should be designed, through the use of the three stages opening, exploring, and closing.









