 Screenshot from multiplayer online game World of Warcraft
Steve Barth
is an associate of Dave Snowden's Cynefin Centre for Organizational
Complexity, and that by itself qualified him as an interesting guy to
talk to at the KMWorld & Intranets
conference in San Jose. As soon as I heard him cite the John Gray
statistic about the 16 million bits of information our bodies process
every second, of which only 18 bits is conscious, I knew I'd found a
kindred spirit. His presentation was about Collaborative Learning and
Games, and was brilliant. It is the first presentation I've seen in a
long time where the audience was so engrossed in the subject that they
spoke more than the speaker. Some of the ideas that emerged from the
presentation:
- Millions of people voluntarily spend 20 hours
per week or more playing multiplayer online games that are essentially
complex collaborative role-playing activities. In doing this they do
many of the same things that are essential to effective business collaboration:
set goals, select roles, identify appropriate teammates, accumulate
capabilities (i.e. learn) and experience, and engage in strategic
social interaction. So why is it so hard to cajole employees, when they
are paid to do these things, to do them as enthusiastically and with as much engagement as gamers do them for free?
- Some of these games are excellent models for complex systems
in real life: They entail people acting in multiple identities
(avatars) responding to attractors and barriers. Because they involve
real-time, emotional decisions of real people, they are much richer and
more complex than computer simulations that process only a finite
number of variables.
- As players and games grow in
sophistication, they start to become prone to some of the same
unethical behaviours that occur in real life. For example, some players
have started using eBay to buy and sell (a) real estate and other
resources in these virtual spaces, outside the constraints of the game,
and (b) experience and reputation, by hiring students to create a new
game character, develop him or her in the game until the character is
well established, and then turn the character over to the buyer. Real
money therefore starts to create an unlevel playing field in virtual
space, in effect corrupting the game. There have also been some
physical acts of violence between players as a real-world extension of
conflicts of their avatars.
- Other complex real-world behaviours
are starting to emerge in these virtual worlds. For example, in one
game a group of characters unhappy with the constraints placed by the
game-makers on their character type formed an online 'character union'
and held a mass demonstration with their characters in the virtual
world. How much can we learn about social action by watching different
groups, cultures, age-groups, gender differences and personality types
act out scenarios in surprisingly sophisticated and 'realistic'
environments and situations?
- An economist used a game persona
to gather sufficient information to compute an exchange rate for the
game's virtual currency in real dollars, and a GDP per capita for the
entire game environment. Because this information was gathered
anthropologically (by having the economist's 'attractive' character
observe and interview other characters) rather than analytically, are
such economic determinations perhaps more accurate than 'real world'
economic measurements, and what learnings could we apply to improve the
latter?
- Some audience members volunteered these reasons why
people love playing these games: (a) to become a member of an
interesting group, (b) to meet new like-minded people, (c) to find an
outlet for stifled creativity, (d) to step outside one's normal
personal identity and 'try on' a new one, (e) to master a challenge,
(f) to do things anonymously they wouldn't dare do in real life, (g) to
establish a personal reputation and hence increase self-esteem. How
many of these things do business collaborations allow employees to do,
and how could collaborations start offering more of these attractors?
- A
training officer in the audience identified three reasons business
learning isn't as engaging as learning in role-playing games: (a) you
can't come and go in the learning environment whenever it suits you,
(b) business learning, unlike some games, is non-addictive,
and (c) business learning is much less visually interesting than
learning in games. I would be tempted to add (d) business learning is
often context poor while learning in games is always in context.
I took another look at the chart I put together from my previous post contrasting complicated world and complex world qualities:
Complicated World
|
Complex World
|
Assumption of order ("research this to find out if there's a market for it"
|
Realization of unorder ("let's explore what might happen if we did this")
|
Importance of aggressiveness and charisma to "lead the change"
|
Importance of collaboration and humility to participate in the evolution
|
Actions driven by authority-based direction
|
Actions based on learnings from conversations, consensus and freedom to act bounded by personal responsibility
|
Top-down hierarchical communication and knowledge transfer
|
Peer-to-peer (networked) communication and knowledge transfer |
Military win/lose competitiveness
|
Natural win/win cooperation and coexistence
|
Emphasis on action (making decisions quickly and 'expertly')
|
Emphasis on paying attention (making decisions continuously, improvisationally)
|
Assumption of rational choice ("tell people why they should buy X")
|
Realization of entrained behaviour ("study people to discover if they might buy X")
|
Primacy of objective reality ("what's happening here")
|
Primacy of perception ("what do people think is happening here")
|
Changing the way things are
|
Understanding why things are the way they are
|
Assumption of intention ("why did this happen")
|
Realization of meaning ("what do we learn from this")
|
Assess causality
|
Look for pattern and correlation
|
Focus
|
Experiment
|
Leadership is everything
|
Membership is everything
|
Strive for stability
|
Strive for resilience
|
Exploit weaknesses, opportunities, needs via speed-to-market
|
Explore weaknesses, opportunities, needs via continuous environmental scan
|
| Mechanistic (machine) models of behaviour, relationship, order, connection |
Organic (natural) models of behaviour, relationship, order, connection |
How do we solve the problem
|
How do we deal with the situation
|
Set "go-to-market" mission, objectives, strategies, actions
|
Understand the market and actors' identities and influence the attractors and barriers that bring the market to you
|
Market as rational
|
Market as emotional
|
and I began to realize that 'real-world' business is rooted in complicated world behaviours, precepts and constructs (left side of this chart), while 'virtual-world' gaming is rooted in complex world behaviours, precepts and constructs (right side of this chart). Not only is the stuff on the right-hand side of the chart more interesting than that on the left, it is more real. Some
of the people in the audience couldn't quite 'grok' what Steve was
getting at. They kept wanting him to do the lateral thinking for them,
and answer the question how business could make its collaborative,
innovation and learning activities as engaging as those of video games.
Some also thought Steve was advocating the use of games in business, to
make learning more fun, or that he was simply advocating the use of
game theory and software to run business simulations. His real point is he wants business to be the game that everyone wants to play.
Steve spent a fair bit of time hanging around with the team at Coemergence,
a Canadian software company headed up by New York ex-pat Michael
Chender, and in addition to Michael I had the chance to meet with
Richard Marrs, Nadine Tanner and several other members of the team. I'm
planning on reviewing their product, but I was profoundly impressed by
the team, and wondered aloud why it is that so many very bright,
creative, multi-talented and well-read people have found their niche in technology companies. Michael, for example, is a Buddhist, meditation instructor, and the Chair of the Shambala Institute,
a leadership training organization that is focused on awareness,
complexity, capacity, learning, innovation and community. In my
discussion with Michael, I lamented that most business activities were
not nearly as interesting as the discussions and idea play that has
been occurring in the intersections and gaps of this remarkable
conference. His answer was that we should not worry about most business
being dull, and recognize that these special discussions and creative
play are their own reward, and that is all the reason needed to have
them -- and that what was important was making room for more people to
participate in these activities which, while perhaps not terribly
relevant to the participants' day jobs, nevertheless enrich, motivate,
refresh and stretch us.
Another interesting presentation was by Peter Gloor
of MIT/Sloan, who talked about the way in which organizations can
interleaf (a) innovation networks (people who share an organizational
vision or objective), (b) collaboration networks (people who share
tasks, learning and capability), and (c) communication networks (people
who share interests and news), in such a way that they reinforce and
build on each other. He presented this intriguing map of the roles
people play in business' social networks, based on the frequency of
their contributions to the network, and whether they send more messages
than they receive or vice versa (note that we may play different roles
in different networks, and our role in each network can evolve):

I
have said before that the more organizations I study, the more I see
knowledge management and technology as the ghetto for organizations'
brightest, most creative and collaborative people. This conference has
shown that when you let those people out of the ghetto and get them
together to party, the result is magic. |