More fodder for you to throw at people who criticize your gaming. Actually pretty interesting article.
I know it's been done before but it's nice to see it done again and again and once more.
Found Here=======================================================================================================
Virtual Worlds, Real Leaders
Management fads and business leadership books come and go. But the Internet, and the changes it is forcing upon business managers of all stripes, is here to stay. The days of closely knit teams working on long-term strategy in close quarters are gone, replaced by virtual teams that constantly reinvent the business in multiple time zones the world over. And the business world is in desperate need of a new model for leadership befitting the Internet Age.
Fortunately there is already a window into this rapidly changing world. In the realm of online games, specifically massively multiplayer online role playing games (MMORPGs), leaders emerge that deftly navigate the motivational, emotional and social needs of their direct reports in a highly competitive, distributed, virtual environment. And there are many lessons to be learned.
That's why IBM partnered with Seriosity Inc., a software company that develops enterprise products and services inspired by online games, to study how leaders operate in these increasingly popular games. Together with experts from Stanford University and MIT, the team captured 50 hours of online game play, surveyed hundreds of gamers, and conducted several interviews of gaming leaders. The objective of the study was twofold: 1.) to better understand how successful leaders behave in online games and 2.) to learn what aspects of game environments leaders leverage to be more effective.
The results are fascinating. Among other things, we learned that the transparent environments created in online games made leadership easier to assume. And that leadership in online games is more temporary and flexible than it is in the business world. And finally, online games give leaders the freedom to fail, and experiment with different approaches and techniques, something that any Fortune 500 company that hopes to innovate needs to understand.
To learn more about the lessons that online games can teach the business leaders of tomorrow, read the GIO gaming report or order a hard copy of the report online. And to read what IBM has learned about its own internal gaming community, read the report from IBM's Institute of Business Value.
Comments
Great article and find.
Oddly, for me, when I play an MMO I avoid the leadership role because I'm a poor judge of a player's temperment, so I usually pick the wrong player for the job when dealing with long quest chains or instances. But if you need someone who's a tactician, that knows how to take down a tough spawn, I tend to be the best person to ask, and only offer such suggestions when asked.
-- Brede
Gaming is big business. Real heroes are the leaders who refuse to sacrifice fun for efficiency.
I want my games to be made by truly passionate gamers who take naps in the afternoon and spend most of their days lost in fantasy land. I don't want my games churned out by militant, disciplined, sunlight deprived, efficiency maximizing, slave-driven development teams.
I want my games made by people who waste time at work. I want my games made by people who spend half their day at work actually working and the other half playing games.
I want my games made by people and teams that cost twice as much in the budget because they waste so much time screwing off.
Gaming is big business. The industry's growth will slow when fun dies. I hope that doesn't happen in my lifetime.