{"id":1739,"date":"2013-10-02T08:16:27","date_gmt":"2013-10-02T15:16:27","guid":{"rendered":"http:\/\/lookforwardconsulting.com\/?p=1739"},"modified":"2026-03-03T17:11:06","modified_gmt":"2026-03-03T17:11:06","slug":"gamestorming-playbook-innovators-rulebreakers-changemakers","status":"publish","type":"post","link":"https:\/\/thescrumacademy.com\/es\/2013\/10\/02\/gamestorming-playbook-innovators-rulebreakers-changemakers\/","title":{"rendered":"Gamestorming: A Playbook for Innovators, Rulebreakers and Changemakers"},"content":{"rendered":"<p><a href=\"http:\/\/thescrumacademy.com\/wp-content\/uploads\/2013\/10\/BookCover.jpg\"><img decoding=\"async\" class=\"lazyload alignleft size-full wp-image-1741\" src=\"data:image\/svg+xml,%3Csvg%20xmlns%3D%27http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%27%20width%3D%27201%27%20height%3D%27240%27%20viewBox%3D%270%200%20201%20240%27%3E%3Crect%20width%3D%27201%27%20height%3D%27240%27%20fill-opacity%3D%220%22%2F%3E%3C%2Fsvg%3E\" data-orig-src=\"https:\/\/thescrumacademy.com\/wp-content\/uploads\/2013\/10\/BookCover.jpg\" alt=\"BookCover\" width=\"201\" height=\"240\" \/><\/a>From my personal experience and my work with clients, a key responsibility of a ScrumMaster (and Product Owner\u2019s too) is to help people do their best thinking and unlock their creativity.\u00a0 When I discuss the duties of a ScrumMaster in my Certified ScrumMaster courses, I often describe the role of a ScrumMaster as a person who amplifies the contributions of others.\u00a0 In addition, he or she acts as a connector between people and groups that should be communicating, should be in contact with one another, but for whatever reason they do not interact frequently or as well as they could.\u00a0 But what does that even mean &#8211; \u201camplify the contribution of others\u201d and \u201cconnect people to do their best thinking\u201d?\u00a0 And how would a ScrumMaster (or Product Owner) make this happen?<\/p>\n<p>This month I want to offer Gamestorming\u00a0as a resource that enables you to achieve these goals.\u00a0 Gamestorming is a collection of <a href=\"http:\/\/en.wikipedia.org\/wiki\/Serious_game\">Serious Games<\/a>\u00a0you can play with your Teams, users, customers and stakeholders when you need some new thinking about an old problem and they add a dose of much needed fun to the same old-same old meeting in the same old-same old windowless conference room on the seventh floor.\u00a0 These inventive \u201cfacilitation techniques\u201d (a respectable alternative phrasing when your organization is averse to the words \u201cgame\u201d, \u201cplay\u201d and \u201cfun\u201d being uttered at work) are powerful thinking tools that bring forth new ideas and perspectives necessary to create new, exciting and innovative products and services, re-examine long-held assumptions and find solutions to eliminate those hard challenges that keep teams from high-performance.<\/p>\n<p>The opening chapters of this book ask \u201cWhat is a game?\u201d, share where the authors\u2019s feel Serious Games fit into a business context, a pre-game checklist of ten items needed to get started and offer some interesting concepts about game design.\u00a0 Be sure to read the section which talks about the pattern of Opening-Exploring-Closing and the respective types of thinking needed, Divergent-Emerging-Convergent.\u00a0 This model comes directly from Facilitator&#8217;s Guide to Participatory Decision-Making\u00a0by Kaner, <i>et al<\/i>. and is actually a fundamental concept to understand when facilitating any conversation with three or more people.<\/p>\n<p>Chapter Three talks about specific skills you will need to practice before facilitating a game.\u00a0 The authors give ideas on how to ask questions to facilitate each type of thinking, how to collect and organize data (what they call nodes) and what basic drawing skills you need to master.\u00a0 Yes &#8211; you have to draw to facilitate games.\u00a0 And no &#8211; this is not an art contest, so relax.\u00a0 Basically, if you can draw anything a competent seven-year-old can make with crayons and construction paper, you literally have all the drawing skills necessary to facilitate a game.<\/p>\n<p>Beginning in Chapter Four, the authors introduce nine fundamental games, or game patterns, that repeat in one form or another in every game you will play in their book or other games from the Internet.\u00a0 The ones I use the most in my work are Affinity Map, Card Sorting, Dot Voting, Forced Ranking\u00a0and Post-Up.\u00a0 Affinity Mapping and Dot Voting are so fundamental, that if you are not using these techniques now you absolutely have start using them and master them.\u00a0 To make Dot Voting more fun, and add an unexpected elements for the participants, I suggest using stickers.\u00a0 Adults normally do not have the opportunity to use stickers in their day-to-day work and their introduction seems to loosen people up.<\/p>\n<p>The exercises in Chapter Five offer multiple of practices to support divergent thinking.\u00a0 The great thing about these activities is that they are unfamiliar and people are curious to play along.\u00a0 My favorites from this chapter are The Anti-Problem, Draw the Problem, Fishbowl, Forced Analogy, Graphic Jam, Low-Tech Social Network, Object Brainstorm, Poster Session, Pre-Mortem\u00a0and Trading Cards.\u00a0 For me, I find this collection of activities very helpful to connect people to one another, listen to each other and encourage them to think about the problem in a new way.\u00a0 In my opinion, you have to crack the participants out of their traditional ways of thinking and see the problem before they can explore an idea.<\/p>\n<p>Chapter Six has forty-one games for supporting exploration.\u00a0 My favorites from this chapter are 4Cs, The 5 Whys, Campfire, Challenge Cards, Design the Box, Force Field Analysis, Open Space\u00a0and Speed Boat.\u00a0 As I reflect on these games, a lot of my favorite activities involve people telling stories and sharing their experiences.\u00a0 This is not too surprising to me since during exploration we are looking to build a common frame of reference from a set of divergent viewpoints and perspectives.\u00a0 Exploration can be quite challenging and stressful for the participants AND the facilitator.\u00a0 It is important to remember the facilitator\u2019s main role in these conversations is to support the participants in building the shared understanding so they can begin to decide what to do.<\/p>\n<p>Chapter Seven has eleven games for supporting convergent thinking and helping the participants decide what to do.\u00a0 The games I use most often are 20\\20 Vision, Pluses and Deltas, Prune the Future\u00a0and Start, Stop, Continue.\u00a0 For me, the common thread with all these exercises is they normally involve some type of physical token &#8211; post-it note or index card &#8211; on the wall or table.\u00a0 When you get close to decision making, people need to see it in writing.\u00a0 If it is not in writing, then it is harder for the participants to understand what they are committing to implement.<\/p>\n<p>Every game in <span style=\"text-decoration: underline;\">Gamestorming<\/span> book can be found on the Gamestorming website. \u00a0In addition, the website allows you to read comments from other people who have played the games and leave comments about your experiences.\u00a0 In addition, there is another very popular game site called <a href=\"https:\/\/agilealliance.org\/resources\/agile-games\/\">Tasty Cupcakes<\/a>\u00a0which has at least as many games that can be found in the Gamestorming book.\u00a0 Finally, if you are REALLY into games, each year in the Spring, <a href=\"http:\/\/www.agilenewengland.org\">Agile New England<\/a>\u00a0has a game conference\u00a0where you can play games and create new games.<\/p>\n<p>As we close this article on Gamestorming, I want to offer you two ways to evaluate if the games (and Scrum) are having an impact in your organization.<\/p>\n<ol>\n<li>Are people having more fun in meetings and conversations?\u00a0 I know we are not supposed to talk about fun at work and that \u201cfun\u201d at work is predefined and controlled by management to certain locations and times, i.e \u201cno fun before noon\u201d or \u201cyou will have fun at the company picnic\u201d.\u00a0 Just because your managers are not having fun does not mean you can\u2019t.\u00a0 Not having fun is their choice, but any successful creative endeavor, like building software, requires people to be relaxed and make connections between seemingly unrelated ideas and having fun helps people get into that state of mind.\u00a0 In my experience, games transform a long-drawn out meeting that sucks into collaborative, energetic conversation that builds momentum.<\/li>\n<li>Are you having conversations you never had before at work?\u00a0 One of the key ways to if the games are having a positive impact on your organization is to make a note of how many new conversations you are having.\u00a0 If you have never discussed the topic before, or perhaps it is a familiar topic but it is not following the predefined path of what are the acceptable boundaries, then the games are working!\u00a0 Keep up the good work and congratulate yourself on a job well-done.<\/li>\n<\/ol>\n","protected":false},"excerpt":{"rendered":"<p>From my personal experience and my work with clients, a key responsibility of a ScrumMaster (and Product Owner\u2019s too) is to help people do their best thinking and unlock their  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