About book Gamestorming A Playbook For Innovators, Rulebreakers, And Changemakers (2010)
Gamestorming is disappointing. In its current version, it reads like management porn, not the Jesus meet Bible thought-provoking game changer it sets out to be. Chapters 1 and 2 are fair, but could go deeper into the theory and science behind games; for example, what makes games work? why does the propensity or instinct to play games seem so universal across races and cultures? what are essential 'game structures' and how can these be applied to the sorts of work scenarios that the authors, Dave Gray, Sunni Brown, and James Macanufo, describe? what are some historical examples of how games have been used in non-traditional ways, such as in the military, science, arts, and mathematics, to lead to breakthroughs? Chapter 3 barely skims the surface of visual communication, as it promises to do. Chapters 4-6 are a total bore for all but the most intrepidly desperate of managers: 200 pages of how-to instructions for 80 touchy-feely team activities, complete with post-it note and flip-chart locations and pictures. I mean...seriously? Only the perversely naked would go through them all, like a badly thumbed and crinkled old Playboy--which has more value. One would be better off--one would be better off doing a lot of things. I lost interest. Gamestorming is disappointing. In its current version, it reads like management porn, not the Jesus meet Bible thought-provoking game changer it sets out to be. Chapters 1 and 2 are fair, but could go deeper into the theory and science behind games; for example, what makes games work? why does the propensity or instinct to play games seem so universal across races and cultures? what are essential 'game structures' and how can these be applied to the sorts of work scenarios that the authors, Dave Gray, Sunni Brown, and James Macanufo, describe? what are some historical examples of how games have been used in non-traditional ways, such as in the military, science, arts, and mathematics, to lead to breakthroughs? Chapter 3 barely skims the surface of visual communication, as it promises to do. Chapters 4-6 are a total bore for all but the most intrepidly desperate of managers: 200 pages of how-to instructions for 80 touchy-feely team activities, complete with post-it note and flip-chart locations and pictures. I mean...seriously? Only the perversely naked would go through them all, like a badly thumbed and crinkled old Playboy--which has more value. One would be better off--one would be better off doing a lot of things. I lost interest.
Do You like book Gamestorming A Playbook For Innovators, Rulebreakers, And Changemakers (2010)?
I really like the concept of this book, but after the introduction it is just a whole bunch of game ideas. And to be honest, many of the "games" are traditional business school exercises, couched in the term "game". To that end, I am somewhat disappointed so farI finally finished the book, and while I still agree that many of the games are just the same thing, done differently, I believe the authors have done a great job at cataloging many different options for helping individuals, teams, and companies improve their process of brain storming by using a more engaging and fun set of exercises. Overall this is an OK book as a book, and a great catalog if you are looking for new exercises.
—stargazer
Don't expect anything that will make you into a CEO. But if leading teams of creative people is your goal than it is a must read. This compendium - as I dare not call it a work of fact or fiction - is a set of best practices that you can distill and add to your toolbox. Like patterns in software design none of these best practices should be followed to the point but are defined by the team and problem you are working with. What more to say - I have read it, I have used it in practice and now I can only recommend.One last point - start of with Thinkertoys and continue here latter on
—royal
Useful for some techniques in creativity and innovation. Weak on theory and practice.
—bribri