Improspectives

Improv skills lead to success

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Improv and Gamification: Structure

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I’m taking the free Coursera course on Gamification, taught by Kevin Werbach from the Wharton School of Management. The book For the Win, which Werbach coauthored with Dan Hunter, mentions four basic elements of gamification:

  • Motivation
  • Meaningful choices
  • Structure
  • Potential conflicts

Werbach and Hunter use the structure element to ask:  “Can the desired behaviors be modeled through a set of algorithms?” For San Francisco firm Keas, structure comes in the form of challenges participants undergo during the workday to improve their wellness, Microsoft gamified identifying translation errors in Windows 7 dialog boxes, and airlines provide better service as you accumulate more miles.

Measuring results in improv is a less exact process, but ComedySportz gets around the problem by having the audience vote to see which team gets the points for a pair of competing games.  The idea that the show is a competition, where the players try to win but don’t care if they lose, provides a hook that makes the experience more than simple entertainment.

For businesses, organizational performance is often based on revenue, market share, and similar targets identified by the executive team. Individual employee performance is measured versus criteria set for each employee, but how do you provide an overall structure for a project, department, or division? Chip manufacturer Intel uses a Plan of Record, or POR, to identify goals and, in some cases, methodologies at all levels of the enterprise. That which adhereth to the POR is blessed; that which doth not is condemned.

Developing a structure to measure performance can be difficult, especially when applied to creative workers. Don’t feel compelled to gamify a process — the best gamification structure might be none at all.

Improv and Gamification: Introduction

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You can divide improvisation into two rough categories: short-form and long-form. Short-form improvisation consists of games (also called “scenes” or “forms”) that last about 3-8 minutes and, generally, have specific guidelines to which the players should adhere. Many organizations, including ComedySportz and Theatresports (from which ComedySportz was derived, with the permission of Keith Johnstone), use team-on-team competition to enhance the audience’s experience. Winning a round gets a team points, which are compared on a scoreboard, and provide a clear metric for the state of the show.

Gamification, the practice of applying game elements to business and social activities, has become increasingly popular. Kevin Werbach of Penn’s Wharton School and Dan Hunter of New York Law School (and adjunct faculty at Wharton), two leading gamification proponents, wrote For the Win, a book that’s available inexpensively on Amazon through Wharton Digital Press. In their book, they describe how companies have gamified internal processes and customer/product interactions to add fun to what might otherwise be boring situations. If you’ve ever become mayor of a business by checking in on FourSquare, you’ve been gamified.

Werbach and Hunter go into significant detail on how gamification works, but I’ll focus on four points (mentioned on p. 44 of the book) over the next few posts. They are:

  • Motivation
  • Meaningful choices
  • Structure
  • Potential conflicts

I’ll tackle each point  from the perspective of an improviser who also spends time in the business world.

If you’d like to learn more about gamification, you can take Werbach’s Gamification course on Coursera.org. The next section of the course starts on April 1, 2013, but he offered it in the Fall of 2012 and, with luck, it will be available again for readers who learn about the course after the current session ends.