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Harald Warmelink's presentation from CounterPlay '14.
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So… Hello!Nice to meet you!
HKU University of the Arts UtrechtDelft University of Technology
In the next ~40 mins…The notion of a playful organization Online gamers’ communities Online gamers’ work organizations
Are online gamers fueling playful organizations?
Gaming’s impact on organizations
Broad interest in serious gaming, games for learning
Gaming as a way of thinking and doing – an attitude: The ‘gaming generation’ or ‘net generation’ The gamification of products and services
Surely playful organizations could emerge – organizations in which work is experienced as play
But… how can we research that?
>> through online gamers!!
About online gamers
Play in ‘guilds’, ‘clans’, ‘communities’ Playful organizations by definition…?
Also work for organizations Looking for playful ones…?
What are characteristics of a playful organization, and to what extent are online gamers’ communities and work organizations playful organizations?
So hop to it!
Playful organization ‘ideal-type’
Based on an understanding of play derived from…
Playful organization ‘ideal-type’
A playful organizational culture:6 values people would implicitly uphold if
employees are to experience their work as play
>> with football (‘soccer’) and Google as central examples
con·tin·gen·cy [kən'tɪndʒənsi]
Contingency
Contingency
a·gil·i·ty [ə'dʒɪlətCi]
Agility
Agility
e·qual·i·ty [ɪ'kwɒləti]
Equality
Equality
teach·a·bil·it·y ['ti:tʃə'bɪlətCi]
Teachability
Teachability
mer·i·toc·ra·cy ['merɪH'tɒkrəsi]
Meritocracy
Meritocracy
con·viv·i·al·i·ty [kən'vɪvi'ælətCi]
Conviviality
Conviviality
That’s all nice, but…And…
Time for empirical research
What are characteristics of a playful organization, and to what extent are online gamers’ communities
and work organizations playful organizations?
Sequential exploratory strategy
Qualitative research >> quantitative research
Virtual-organizational ethnographic research
Yes, it’s me…
Joined a ‘start-up’ corporation
Became a manufacturer, cargo-hauler and trader
Joined ‘Major’, an old, well-known corporation
Then I formed a panel95 Dutch working online gamers
And I used the Organizational Culture Assessment Instrument
By Cameron & Quinn
‘Diagnosing and Changing
Organizational Culture’: Based on
the Competing Values Framework
Where online gamers play: playful organizations?
Yes No
Age
Organizational commitment
Time of existence
Competitive rationale
Time of existence+
Where online gamers work: playful organizations?
Yes No
Organizational commitment
Weekly gameplay time
Time of existence
How do the two contexts compare?
Significance of the comparison
Weekly gameplay time
Weekly working time
Diversity in national culture within the community
Organizational commitment to community
So there you have it!The notion of a playful organization Online gamers’ communities Online gamers’ work organizations
Are online gamers fueling playful organizations?
Thank [email protected] at www.routledge.com
20% discount using code IRK69Or send me an e-mail for a free copy of
the slightly older thesis version of the book