Thursday, March 26, 2009

Got Game: How the Gamer Generation Is Reshaping Business Forever

In Got Game, the authors put forth the theory that gamers aren't just suited for business, but that business is suited for them—in essence, that business IS a game, and thus those who play games are better suited to survive and thrive in the business world. Beck and Wade draw this conclusion from their survey of a diverse population of more than 2,500 Americans.

From there the authors follow the white rabbit down the hole: if gamers are good at teamwork in games, then they should be good at teamwork in business; if they see themselves as natural leaders in games, then the same should apply to business; if they are accustomed to playing games with a global network of players then global corporations should be second nature to them.

As a Gen X gamer who lives a double-life in the business world, it's very satisfying to find some reification of the adult gamer lifestyle. I have seen how playing role-playing games have helped me succeed: how speaking as a game master to a group around a table is similar to speaking at a business meeting, how organizational skills in writing an adventure are the same skills I use for drafting business articles, how speaking as a panelist at gaming conventions taught me to navigate business conventions. In short, although gaming can be a frivolous activity, it shouldn't be taken frivolously.

That said, there are a few challenges with Got Game that are endemic to writing a book about an evolving culture. For one, it's already outdated; throwaway references to consoles, games, and gaming populations are no longer relevant. For another, it's very specifically written for Boomers. I find this a bit odd, as the book's subtitle, "How the Gamer Generation is Reshaping Business Forever" doesn't seem geared towards that specific audience – it's as if only Boomers can be mystified by gamers, as opposed to other non-gamers (of which there are many!). Third, some of the conclusions are reached without solid evidence to back them up.

Most specifically, Got Game doesn't differentiate between the types of gamers and how their skill-sets apply to the workplace. On page 98, action games are most prevalent (27.1% of sales) followed by sports (17.6%), racing (15.7%), role-playing (8.7%), fighting (6.4%) and shooters (4.6%). But there is a significant difference between being good at a first-person shooter and being good at a role-playing game, and the skill-sets vary tremendously. I've discovered that playing Halo has made me a better skeet shooter, but not a better manager. Role-playing games, on the other hand, require a different set of skills that may be more applicable to business. Gaming is a bit too large a category to group together everyone who has ever played games frequently.

And yet Beck and Wade get a lot of things right, name-dropping Orson Scott Card's Ender's Game, The Sims, and MMORPGs. Kudos especially for this statement: "A movie called Mazes and Monsters, starring a young Tom Hanks, even imagined the death of someone obsessed with playing too much of a D&D-type game, yet to our knowledge the number of deaths directly attributable to D&D remains at zero."

Got Game is an excellent response for any parent or manager who fears that the next generation is a bunch of brain-dead brats. A book like this should normally be distributed in web format, but considering the audience (Boomers) perhaps dead-tree format is entirely the point.

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