Revenge of the Gamers!

12.05.2008

A sales team meeting in World of Warcraft is not the first thing that's going to happen. But when you think about it, it's suggestive of how much fun it could be to be a guild in a game with goals and avatars and synthetic currency systems: I'll give you 10 pieces of gold for that PowerPoint I need tomorrow.

How are game players' challenges similar to those of business leaders Recruiting, evaluating, retaining, persuading, compensating -- all those things are really the same. If you're a guild leader, you're looking for new players; you're looking for the best before you "hire" them; you need to figure out what they want and compensate them in the right way to keep them. And "I know we need 30 players on this raid, but [I] have to go put the kids to bed" -- how do you deal with that

And in today's work environments, so much is about persuading people to help you rather than having authority over them. Exactly. Decentralized work really means that coordinating people is much more important than commanding them.

How are the game and business environments different On the very legitimate issue of the consequences of failure. When something bad happens in a game, you're not taking down millions of people invested in a company. Some of the psychological feelings may be the same, but in terms of the actual stakes, the consequences are broader in business.

What would it feel like in World of Warcraft if the future of the company were on the line It would feel different. But businesses say they don't want the seriousness of the consequences to be handcuffs for innovation and risk taking.

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