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Online gaming and playful organization

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Harald Warmelink's presentation from CounterPlay '14.

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Page 1: Online gaming and playful organization
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So… Hello!Nice to meet you!

HKU University of the Arts UtrechtDelft University of Technology

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In the next ~40 mins…The notion of a playful organization Online gamers’ communities Online gamers’ work organizations

Are online gamers fueling playful organizations?

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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!!

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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?

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So hop to it!

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Playful organization ‘ideal-type’

Based on an understanding of play derived from…

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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

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con·tin·gen·cy [kən'tɪndʒənsi]

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Contingency

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Contingency

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a·gil·i·ty [ə'dʒɪlətCi]

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Agility

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Agility

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e·qual·i·ty [ɪ'kwɒləti]

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Equality

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Equality

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teach·a·bil·it·y ['ti:tʃə'bɪlətCi]

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Teachability

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Teachability

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mer·i·toc·ra·cy ['merɪH'tɒkrəsi]

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Meritocracy

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Meritocracy

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con·viv·i·al·i·ty [kən'vɪvi'ælətCi]

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Conviviality

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Conviviality

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That’s all nice, but…And…

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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

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Virtual-organizational ethnographic research

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Yes, it’s me…

Joined a ‘start-up’ corporation

Became a manufacturer, cargo-hauler and trader

Joined ‘Major’, an old, well-known corporation

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Then I formed a panel95 Dutch working online gamers

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And I used the Organizational Culture Assessment Instrument

By Cameron & Quinn

‘Diagnosing and Changing

Organizational Culture’: Based on

the Competing Values Framework

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Where online gamers play: playful organizations?

Yes No

Age

Organizational commitment

Time of existence

Competitive rationale

Time of existence+

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Where online gamers work: playful organizations?

Yes No

Organizational commitment

Weekly gameplay time

Time of existence

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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

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So there you have it!The notion of a playful organization Online gamers’ communities Online gamers’ work organizations

Are online gamers fueling playful organizations?

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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