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Culture and Context:

Get in the game

By Susan Miller
Published on March 23, 2006 - 03:52 AM

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It seems that experience in online multi-user game playing is becoming a hot ticket in the corporate world.

Did you see the Washington Post story a month ago about how soldier/warrior/shooting games helped U.S. troops in Iraq hone their skills for actual combat? The article contends that because today's soldiers grew up with war and shooting games on Gameboys, PCs, Xboxes and that it's natural to train them using that same kind of platform.

"The technology in games has facilitated a revolution in the art of warfare," says David Bartlett, the former chief of operations at the Defense Modeling and Simulation Office, a high-level office within the Defense Department and the focal point for computer-generated training at the Pentagon. "When the time came for [a soldier] to fire his weapon, he was ready to do that. And capable of doing that. His experience leading up to that time, through on-the-ground training and playing 'Halo' and whatever else, enabled him to execute. His situation awareness was up. He knew what he had to do. He had done it before -- or something like it up to that point."


By the way, the Army’s multiuser war game/recruitment tool, America’s Army was just named as one of the 50 Government Innovations for 2006 by the Ash Institute for Democratic Governance and Innovation of the Harvard University Kennedy School of Government.

Shooting games are among the obvious training applications. There are also models, simulations and games to help train people in airplane flight, surgery, emergency procedures, finance, etc. But Wired Magazine ran two articles this week that take the concept a bit further.

In Dream Machines, Sims creator Will Wright explains how people who play online games approach problems differently than those who don't:

Through trial and error, players build a model of the underlying game based on empirical evidence collected through play. As the players refine this model, they begin to master the game world. It's a rapid cycle of hypothesis, experiment, and analysis. And it's a fundamentally different take on problem-solving than the linear, read-the-manual-first approach of their parents.

In an era of structured education and standardized testing, this generational difference might not yet be evident. But the gamers' mindset - the fact that they are learning in a totally new way - means they'll treat the world as a place for creation, not consumption. This is the true impact videogames will have on our culture.


The other Wired article, You Play World of Warcraft? You're Hired!, not only advocates low-risk experiential learning in a virtual environment for job training, it also says that “the process of becoming an effective World of Warcraft guild master amounts to a total-immersion course in leadership.” Online gamers, the article says, “often need to attempt particularly difficult challenges repeatedly until they find a blend of skills, talents, and actions that allows them to succeed. This process brings about a profound shift in how they perceive and react to the world around them. They become more flexible in their thinking and more sensitive to social cues.”

But before you dismiss this as gamers just talking themselves up, take a look at the Global Innovation Outlook 2.0 from IBM. Ths report "examines the opportunities emerging at the intersection of technology, business and society. It uses an open, multidisciplinary approach designed to uncover those ideas and insights that might not surface via traditional approaches." One of the insights in the enterprise section was titled, "Success will depend on how well you play the game – literally" and discussed how those people who are adept in multi-user online games may be well suited to a real world in which conventional rules don't apply.

As business becomes increasingly distributed and virtual in nature, what kinds of leaders might emerge and what attributes will they have? To answer this, some participants suggest studying the qualities of leaders who thrive in environments that contain many of the characteristics of the new business landscape—specifically, those that are massively distributed and virtual in nature.

Perhaps the most intriguing examples can be found at the polar opposite from command and control management systems: in the emerging world of massively multiplayer online games, or MMOGs. As unlike traditional video games as universities are from the one-room schoolhouse, they traverse the Internet to enable thousands of players to interact, compete and collaborate with one another in real time. The game play exists in a persistent universe, where there is no clear beginning and end and no set schedule.

Despite a high level of complexity and uncertainty—not to mention the lack of formal hierarchy—people naturally adopt different roles and responsibilities and then get things done collaboratively. The connective tissue of this collaboration is the normalizing culture of the game itself—a common set of rules and standards binding players from different geographies, backgrounds and motivations. And, invariably, certain individuals emerge to set direction and shape the success of others.


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