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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.
Product details
Paperback: 290 pages
Publisher: O'Reilly Media; 1 edition (August 2, 2010)
Language: English
ISBN-10: 0596804172
ISBN-13: 978-0596804176
Product Dimensions:
7 x 0.6 x 9.2 inches
Shipping Weight: 1.2 pounds (View shipping rates and policies)
Average Customer Review:
4.4 out of 5 stars
157 customer reviews
Amazon Best Sellers Rank:
#13,448 in Books (See Top 100 in Books)
Update: i had a chance to practice some of the ideas in the book in two scenarios. First was a strategy improvement workshop for a country business unit. The other was with a product development team and the sales person. Both heavily relied on ideas from this book, and also from the CONCEPTS that are in the first part. Both workshops where a success. So I am keeping my original 5 star rating and the claim the book should cost $5000, but I now only say it half-jokingly. Your BIGGEST HURDLE to get the most of this book is you need to understand all games (and thus go over about 100 methods), and the use this knowledge to build workshops. Sore, you can pick 1 methods and try a scenario where it would work. But the $5000 remark comes from reading and having in your mind 100 methods and the right context to actually create a very engaging, highly productive and collaborative workshop (or meeting) experience. Which also requires a bit of imagination as to where people minds will be at any point, and how each game output connects with which output.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).--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?
The authors deserve credit for pulling the content of this book together and organizing it in a way that is inviting and intuitive to read and browse. It's all about using games to help groups of people think about and address business challenges in creative ways. Although it has 8 chapters, Gamestorming really divides into two major sections: (1) an introductory set of chapters that define what games are, their key characteristics and skills for effective play and (2) an expansive collection of about 90 games, each with rules and strategy explained in one to three pages of text. The book concludes with a short example of how to put games to practical use.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).
The book starts with a solid introduction outlining a strong and clear definition of a game as an exploratory space with specific rules and players. It really helps you imagine the rich possibilities in developing helpful games as small journeys to find effective and practical solutions for all kinds of tasks.The examples of games are abundant. However, too many of the examples seem too similar, almost as if they are included to provide a deceptive feeling of abundance. It makes you want to apply Affinity Mapping approach to many of these games to outline the similarities as the core concept for groups of games and just add some notes on possible variations.Overall, it's s a helpful handbook with ever-useful practices.
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