Gamestorming is a set of practices for facilitating innovation in the business world. A facilitator leads a group towards some goal by way of a game, a structured activity that provides scope for thinking freely, even playfully.
Innovation in its modern meaning is a "new idea, creative thoughts, new imaginations in form of device or method". Innovation is often also viewed as the application of better solutions that meet new requirements, unarticulated needs, or existing market needs. Such innovation takes place through the provision of more-effective products, processes, services, technologies, or business models that are made available to markets, governments and society. An innovation is something original and more effective and, as a consequence, new, that "breaks into" the market or society. Innovation is related to, but not the same as, invention, as innovation is more apt to involve the practical implementation of an invention to make a meaningful impact in the market or society, and not all innovations require an invention. Innovation often manifests itself via the engineering process, when the problem being solved is of a technical or scientific nature. The opposite of innovation is exnovation.
A facilitator is someone who engages in facilitation—any activity that makes a social process easy or easier. A facilitator often helps a group of people to understand their common objectives and assists them to plan how to achieve these objectives; in doing so, the facilitator remains "neutral", meaning he/she does not take a particular position in the discussion. Some facilitator tools will try to assist the group in achieving a consensus on any disagreements that preexist or emerge in the meeting so that it has a strong basis for future action.
The word gamestorming itself, as a neologism, is a portmanteau suggestive of using games for brainstorming . [1]
A neologism describes a relatively recent or isolated term, word, or phrase that may be in the process of entering common use, but that has not yet been fully accepted into mainstream language. Neologisms are often driven by changes in culture and technology, and may be directly attributable to a specific person, publication, period, or event. In the process of language formation, neologisms are more mature than protologisms.
A portmanteau or portmanteau word is a linguistic blend of words, in which parts of multiple words or their phones (sounds) are combined into a new word, as in smog, coined by blending smoke and fog, or motel, from motor and hotel. In linguistics, a portmanteau is defined as a single morph that represents two or more morphemes.
Brainstorming is a group creativity technique by which efforts are made to find a conclusion for a specific problem by gathering a list of ideas spontaneously contributed by its members.
A game may be thought of as an alternative to the standard business meeting. Most games involve 3 to 20 people and last from 15 minutes to an hour and a half. A game suspends some of the usual protocols of life and replaces them with a new set of rules for interaction. Games may require a few props such as sticky notes, poster paper, markers, random pictures from magazines, or thought provoking objects. Gamestorming skills include asking questions (opening, navigating, examining, experimenting, closing), structuring large diagrams, sketching ideas, fusing words and pictures into visual language, and most importantly, improvising to choose and lead a suitable game or invent a new one.
A meeting is when two or more people come together to discuss one or more topics, often in a formal or business setting, but meetings also occur in a variety of other environments. Many various types of meetings exist.
The visual language is a system of communication using visual elements. Speech as a means of communication cannot strictly be separated from the whole of human communicative activity which includes the visual and the term 'language' in relation to vision is an extension of its use to describe the perception, comprehension and production of visible signs.
The Gamestorming book is used in classes on interactive design and user experience, [2] [3] and social media marketing [4] and referenced in innovation, [5] product development, [6] visual note taking [7] and self-realization. [8]
The gamestorming culture originated in the 1970s in Silicon Valley. [9] Some of the games have earlier roots, for example, Button is inspired by the Native American Talking Stick tradition, and Show and Tell is known from elementary school. [1]
Native Americans, also known as American Indians, Indigenous Americans and other terms, are the indigenous peoples of the United States, except Hawaii. There are over 500 federally recognized tribes within the US, about half of which are associated with Indian reservations. The term "American Indian" excludes Native Hawaiians and some Alaska Natives, while Native Americans are American Indians, plus Alaska Natives of all ethnicities. Native Hawaiians are not counted as Native Americans by the US Census, instead being included in the Census grouping of "Native Hawaiian and other Pacific Islander".
The talking stick, also called a speaker's staff, is an instrument of aboriginal democracy used by many tribes, especially those of indigenous peoples of the Northwest Coast in North America. The talking stick may be passed around a group, as multiple people speak in turn, or used only by leaders as a symbol of their authority and right to speak in public.
Show and tell is the practice of showing something to an audience and telling them about it. In the United Kingdom, North America, New Zealand and Australia, it is a common classroom activity at early elementary school. It is used to teach young children the skills of public speaking. For example, a child will bring an item from home and will explain to the class why they chose that particular item, where they got it, and other relevant information.
Business game refers to simulation games that are used as an educational tool for teaching business. Business games may be carried out for various business training such as: general management, finance, organizational behaviour, human resources, etc. Often, the term "business simulation" is used with the same meaning.
Facilitation in business, organizational development (OD), and in consensus decision-making refers to the process of designing and running a successful meeting.
The phrase innovation game refers to a form of primary market research developed by Luke Hohmann where customers play a set of directed games as a means of generating feedback about a product or service. The research is primary because the data collected is gathered directly from customers or prospects and is intended to answer a specific research question. “Customers” who play innovation games are commonly direct recipients or consumers of a specific product or service. In some cases, though, game players may be any person or system who is or would be affected by a product or service.
In business theory, a disruptive innovation is an innovation that creates a new market and value network and eventually disrupts an existing market and value network, displacing established market-leading firms, products, and alliances. The term was defined and first analyzed by the American scholar Clayton M. Christensen and his collaborators beginning in 1995, and has been called the most influential business idea of the early 21st century.
Alan Cooper is an American software designer and programmer. Widely recognized as the “Father of Visual Basic", Cooper is also known for his books About Face: The Essentials of Interaction Design and The Inmates Are Running the Asylum: Why High-Tech Products Drive Us Crazy and How to Restore the Sanity. As founder of Cooper, a leading interaction design consultancy, he created the Goal-Directed design methodology and pioneered the use of personas as practical interaction design tools to create high-tech products. On April 28, 2017, Alan was inducted into the Computer History Museum's Hall of Fellows "for his invention of the visual development environment in Visual BASIC, and for his pioneering work in establishing the field of interaction design and its fundamental tools."
Reflexive Entertainment was a video game developer based in Lake Forest, California. The company was cofounded by Lars Brubaker, Ernie Ramirez, James Smith and Ion Hardie in 1997. They developed nineteen games independently, published two games, started distribution of downloadable casual games on their online Arcade, created a division of their Arcade entirely devoted to Mac games for Mac users and started hosting ad supported free online web browser games. In 2005, Reflexive's Wik and the Fable of Souls won three awards at the 2005 Independent Games Festival which included Innovation in Visual Art, Innovation in Game Design and the Seumas McNally Award For Independent Game Of The Year. In October 2008, Reflexive Entertainment was acquired by Amazon.com. On February 3, 2009, Amazon.com began hosting casual game content for internet download.
A virtual world is a computer-based simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, two or three-dimensional graphical representations, or live video avatars with auditory and touch sensations. In general, virtual worlds allow for multiple users but single player computer games, such as Skyrim, can also be considered a type of virtual world.
Interactive media normally refers to products and services on digital computer-based systems which respond to the user's actions by presenting content such as text, moving image, animation, video, audio, and video games.
A website wireframe, also known as a page schematic or screen blueprint, is a visual guide that represents the skeletal framework of a website. Wireframes are created for the purpose of arranging elements to best accomplish a particular purpose. The purpose is usually being informed by a business objective and a creative idea. The wireframe depicts the page layout or arrangement of the website’s content, including interface elements and navigational systems, and how they work together. The wireframe usually lacks typographic style, color, or graphics, since the main focus lies in functionality, behavior, and priority of content. In other words, it focuses on what a screen does, not what it looks like. Wireframes can be pencil drawings or sketches on a whiteboard, or they can be produced by means of a broad array of free or commercial software applications. Wireframes are generally created by business analysts, user experience designers, developers, visual designers, and by those with expertise in interaction design, information architecture and user research.
Service design is the activity of planning and organizing people, infrastructure, communication and material components of a service in order to improve its quality and the interaction between the service provider and its customers. Service design may function as a way to inform changes to an existing service or create a new service entirely.
User innovation refers to innovation by intermediate users or consumer users, rather than by suppliers. This is a concept closely aligned to co-design, and has been proven to result in more innovative solutions than traditional consultation methodologies.
Empathic design is a user-centered design approach that pays attention to the user's feelings toward a product. The empathic design process is sometimes mistakenly referred to as empathetic design.
Lead user is a term developed by Eric von Hippel in 1986(Von Hippel 1986). His definition for lead user is:
Thatgamecompany, LLC is an American independent video game development company founded by University of Southern California students Jenova Chen and Kellee Santiago in 2006. The company was a developer for Sony Computer Entertainment, contracted to create three downloadable games for the PlayStation 3's PlayStation Network service, and has since secured independent funding. The first of their games is a remake of Chen's award-winning Flash title Flow, with enhanced visuals and sound, added multiplayer modes and compatibility with the PlayStation 3's motion sensitive controller. The title was released on the PlayStation Store in 2007. The company's second PlayStation 3 game, Flower, was released on the PlayStation Store in 2009, and their third game, Journey, was released in March 2012 on the PlayStation Store. Their fourth game, Sky, is planned for a 2018 release, with a timed exclusive on iOS devices.
Co-creation is a management initiative, or form of economic strategy, that brings different parties together, in order to jointly produce a mutually valued outcome. Co-creation brings a blend of ideas from direct customers or viewers which in turn creates new ideas to the organization.
A Virtual Customer Environment (VCE) is a web forum to facilitate customer co-innovation or user innovation.
Flower is a video game developed by Thatgamecompany and published by Sony Computer Entertainment. Flower, designed by Jenova Chen and Nicholas Clark, was released in February 2009 on PlayStation 3, via the PlayStation Network. PlayStation 4 and PlayStation Vita versions of the game were ported over by Bluepoint Games, and released in November 2013. An iOS version was released in September 2017, and a Windows version was released in February 2019, both published by Annapurna Interactive. The game was intended as a "spiritual successor" to Flow, a previous title by Chen and Thatgamecompany. In Flower, the player controls the wind, blowing a flower petal through the air using the movement of the game controller. Flying close to flowers results in the player's petal being followed by other flower petals. Approaching flowers may also have side-effects on the game world, such as bringing vibrant color to previously dead fields or activating stationary windmills. The game features no text or dialogue, forming a narrative arc primarily through visual representation and emotional cues.
A review aggregator is a system that collects reviews of products and services. This system stores the reviews and uses them for purposes such as supporting a website where users can view the reviews, selling information to third parties about consumer tendencies, and creating databases for companies to learn about their actual and potential customers. The system enables users to easily compare many different reviews of the same work. Many of these systems calculate an approximate average assessment, usually based on assigning a numeric value to each review related to its degree of positive rating of the work.
The Nintendo DSi is a dual-screen handheld game console released by Nintendo. The console launched in Japan on November 1, 2008, and worldwide beginning in April 2009. It is the third iteration of the Nintendo DS, and its primary market rival is Sony's PlayStation Portable (PSP). The fourth iteration, entitled Nintendo DSi XL, is a larger model that launched in Japan on November 21, 2009, and worldwide beginning in March 2010. Development of the DSi began in late 2006, and the handheld was unveiled during an October 2008 Nintendo conference in Tokyo. Consumer demand convinced Nintendo to produce a slimmer handheld with larger screens than the DS Lite. Consequently, Nintendo removed the Game Boy Advance (GBA) cartridge slot to improve portability without sacrificing durability.
A living lab is a research concept. A living lab is a user-centered, open-innovation ecosystem, often operating in a territorial context, integrating concurrent research and innovation processes within a public-private-people partnership.
Sunni Brown is an American author in Austin, Texas known for her evangelization of the power and value of doodling. She is the founder and Chief Infodoodler of Sunni Brown Ink, a visual thinking consultancy.
ZOO Digital Group PLC is a provider of cloud software based subtitling, dubbing and media localization services to the TV and movie industry. Its production facilities are located in El Segundo, Los Angeles; London and Sheffield, UK and Dubai, U.A.E. The company employs more than 200 employees worldwide and utilizes a global network of over 5000 freelance translators and dubbing artists.