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Ian Lamont's picture
Ian Lamont

The Digital Media Machine

The gaming world meets the corporate world: Generation G grows up

Take a look around your workplace, and count the number of people who are under the age of 40. At many offices, it's probably a lot -- according to the U.S. Census Bureau, as of July 2007, there were 81,562,389 people in the U.S. between the ages of 20 and 39, or just under 47% of the people aged between 20 and 69.

Meet Generation G, the under-40s who belong to the video game generation. Most people in this demographic grew up with games, and many of them still play now. They are familiar with gaming conventions relating to movement, exploration, cooperation, competition, and communication. Additionally, interaction with video games from an early age has created a foundation of familiarity and interest in computing technologies.

Ten or 15 years ago, few would discuss gaming in the office, but the stigma is rapidly dying as Generation G expands in the workforce. You undoubtedly know members of Generation G. You probably work with them. You may even work for them.

What else do gamers bring to the office, besides some interesting fodder for water-cooler discussions? I believe that certain real-world management and teamwork skills can actually be learned or reinforced from video games, particularly online games that require close cooperation to complete complex or difficult missions.

I'm not alone. Earlier this week, three MBA students in South Africa outlined some of the thinking around video games as management training grounds, noting the rise of virtual organizations and the learning experiences gleaned from repeated trial and error:

Future leaders will naturally be more collaborative and more willing to make decisions than many of today's managers. This willingness to share authority, to make decisions collaboratively and to assign the person most suited to any given task is what games teach.

How they teach it contains another invaluable lesson for educators: games teach by trial and error. Consequently, gamers learn that failure is a necessary and unequivocal part of the path to success.

This is a message that is often lost in the real world, because repetitions are few and far between and therefore the stakes are too high during each attempt. In games, repetition is high and immediate feedback is provided to the gamer. While failure in the real world is disheartening, in games it serves as an encouragement to try harder.

In the Slashdot thread that referenced this article, many readers related their own leadership and teamwork experiences. One comment listed six skills that were learned (or reinforced) by playing World of Warcraft, a massively multiplayer online game that has more than nine million subscribers around the world:

1. Learning how to pick team members. This includes avoiding the tons of idiots out their and fostering relationships with competent people. Additionally it forces you to figure out what skill sets are needed and available at a given time, and for you to know how different people work together.

2. Planning. Large raids take some work for getting people willing to work on a project (the raid), and do not come together instantly. You must plan out ahead of time when you are going to do things to allow people to work it into their schedule.

3. Evaluation of goals and performance. If your project (raid) fails, you must take a step back and figure out what went wrong and to come up with a strategy to avoid that problem.

4. Dealing with underperformers with tact. Yes, there are some people who just aren't quite holding up their ends of things. Sometimes they are just bad players who don't care, who should perhaps not be a part of your team anymore. Other times however, they desperately want to do better, but aren't sure. In such situations, as in life, you need to sit down with them in a non-confrontational way and talk about the problem, and work with them on how to improve. As in life, the individual and the team will improve.

5. Dealing with team morale. Things don't always go well, but you almost always have to see some good aspects of what the team is doing to let the team know that (while at the same time identifying ways to improve). When the team does a good job, you need to make sure they know that you know that they did a good job.

6. Dealing with life conflicts. People have (hopefully) lives outside of WoW, as they have lives outside of work. You have to understand that situations come up, and people can't always be where they have said they will be. At the same time, there has to be consequences for people who are complete flakes.

There were a host of interesting responses to these ideas. People questioned whether or not WoW/MMORPG guild leaders had leadership skills before they started playing -- that is, did they learn how to be a leader in WoW, or were they already leaders and inclined to take up that role in-world? Others criticized the learning by trial and error hypothesis put forth in the South African article. They noted that game-related failures cannot be compared to real-world situations, as the cost of failure in a gaming world is so low -- all you need to do is hit reset or start over, whereas in the real world failure has far more serious implications, including getting fired, losing money, or (for certain occupations) death.

I'd be interested in hearing what Computerworld readers think of these issues -- feel free to use the comment form below.

For people who have never taken part in an massively multiplayer online game like World of Warcraft, and don't know how guilds work, the video of a battle in World of Warcraft below may help explain some of these concepts. It's a little confusing at first, but it will soon become apparent that a coordinated attack on a large monster is taking place, and teamwork is required to complete the mission. Be sure to turn on the audio, so you can hear the dialogue between players.


 

What People Are Saying

OK, I found it and got it

OK, I found it and got it published. Thanks for the explanation, Tatiana!

Sorry about that, Tatiana.

Sorry about that, Tatiana. Let me take a look ...

So I posted a nice long

So I posted a nice long reply yesterday, and the site went wacky when I tried to post it. I tried reposting it and it said it was flagged as possible spam and would be reviewed by the admin.

Please let my post come play! It really does play well with others!

Well, to be fair, and I'm

Well, to be fair, and I'm sorry if I gave the impression, but I'm not a guild leader nor will ever be one. Even in a video game, running a guild takes a level of patience, organization, and time that I just don't have in me to commit right now.

I'm more focused on my son, my WoW fan site, and a personal blog I have. WoW to me is just that, a game, and stepping into a leadership role is too much like work - yes, even in a game. I've been in officer roles in previous guilds and got a mere taste of what the guild and/or raid leader had to deal with and it's tough.

As for a need for lieutenants, there is a huge need for them. Without a core officer team guiding the guild, the one person taking this upon them self would soon burnout and crack.

Personally speaking, the guild I'm in (Wrรƒย th on Lightningoof), is basically run by five friends, all sharing leadership and all leading in an equal capacity. One HAS to wear the GM tag because that's how the game mechanic is set up, but none of them have ultimate authority. And it works!

But no single set-up is perfect, whether for a gaming guild or a business. You wouldn't want to have a CEO, CFO, and handful of other managers in a small 5-10 man company. Likewise, you wouldn't want to have one person leading a 10,000 person international business.

Vor, your analogy is great to help people understand how much like herding cats a raiding guild is.

A couple of years ago, there was a "plague" in WoW. It was a game bug, but it acted and spread like a real world plague might, through travelers, pets, etc. This plague has been studied and reported on. The CDC requested statistics; Ran D Balicer, an epidemiologist physician at the Ben-Gurion University in Israel, published an article about the similarities of this WoW plague and avian flu; and Nina Fefferman, a Tufts University assistant research professor of public health and family medicine, called for research on this incident, citing the resemblances with biological plagues. (source: Wikipedia)

The interesting thing is that, while scientists can see the possibilities of studying an event that happened in a video game, for real-world comparisons, for someone to do this from a business point-of-view is often laughed at.

After all, managing a guild can't be anything like managing a company or a group of people within a company, can it? After all, it's only a game. Tell that to the scientists.

I have to comment - I am

I have to comment -

I am also a WoW player who has worked with many high-end raiding guilds. Ian, you are correct to assume that guilds are not solely comprised of one supreme leader with all the power. Almost every guild I've been in has a breakdown of "officers" who handle things in a number of categories - be it the class they play or just their general role in the game. I think it's a positive picture to set forth for guild members that any decisions being passed down are done so by a committee of members, not just by the guild leader. Of course it's important to have strong people in those leadership roles, who know the game well and know their role, and can properly coach their members.

One of the best analogies I heard for the game and its team-building, micromanagement skill pushing was from a student who put it this way:

Imagine trying to get 25 of your friends to all go to a movie together on the same night at a specific time. Impossible, right? Now try doing it every week, often multiple days in the same week. Ridiculous! It takes a lot of hard work, planning, and scheduling to get a raid group together to be able to experience the true end-game content that Blizzard (maker of WoW) put so much time into making for us. They didn't want it to be a cakewalk - otherwise people would stop playing!

As far as micro-management you can see from the video how many things a player has to focus on at any given time. I play a healing class and it gets even worse - not only must you focus on keeping yourself alive, but you're responsible for keeping the other 24 members in your party alive as well, not to mention staying out of range of the monster, and paying attention to any special abilities it may have (You've got the bomb, run away or you'll blow everyone up!) etc.

As far as failure goes and repricussions - there are some things that do impact in a significant way. When you die repeatedly on a boss fight, your in-game equipment loses durability damage, and eventually you must spend gold to repair it. The only way to make gold in the game is to spend hours "farming" or questing to gain it - so every death is equivalent to a chunk of time you will have to spend re-earning that gold back.

Anyway that's my .02, I hope it helps some folks understand us nerds!

Tatiana, your comments have

Tatiana, your comments have really helped to make this post more interesting -- I'm merely an observer, but you have some valid experiences to share with me and other readers. I appreciate that, and welcome you or other members of your team to respond here as you see fit.

Another question for you (or other guild leaders) is the question of delegation to mid-level players. Do you have "lieutenants" in your guild? Is there a need for such an arrangement?

I've also read about guilds having multiple leaders; the suggestion is that power is shared in the organization. What's your take on these types of arrangements?

@Sci-Flash: I don't believe all games offer such benefits -- certainly not the single-player games I've seen, and for Second Life, the teamwork aspects are much harder to work through, considering the lack of clear goals and benefits involved.

But then again, Second Life isn't really a game, is it?

Playing WoW certainly does

Playing WoW certainly does offer a wide variety of experiences and skills, but perhaps using this to suggest that ALL games offer similar opportunities for growth is a step too far? No?

Well, of course not. A detailed flight-sim game sure can't hone management skills, but the right game could certainly help hone flying skills - the military does it all of the time.

But in context, MMOs with high-end objectives that focus around a group of people with a leader guiding them to get a job done, could certainly help hone budding leadership skills.

Of course, this is not my article and not really my place to respond on the author's intentions of his article, but I'm enjoying the discussion too much to stop!

Playing WoW certainly does

Playing WoW certainly does offer a wide variety of experiences and skills, but perhaps using this to suggest that ALL games offer similar opportunities for growth is a step too far? No?

"Is it fair to blame poor

"Is it fair to blame poor leadership skills, when in certain cases poor team member skills and attitudes might undermine the most brilliant of managers?"

A proper manager knows who to kick off the team, who to set down and work with, and when to call it quits because it's hopeless. A manager can't be a victim, and letting poor team members destroy a team with a great manager makes him or her a victim.

If there is a reason for the manager being unable to prune the problem folks from the team (higher-up not allowing it, they just don't have the authority to do it, etc), then the manager needs to leave that situation and get into one where they will shine.

This is true in business or gaming - it's just a lot easier to quit a guild than quit a job... but never do either without having a replacement lined up. If you are in a crappy job or a crappy raiding guild, at least it IS a job or raiding guild.

"How does a leader in an online environment build trust, when anonymity is so pervasive?"

There's so many ways to do that:

  • Promote an active online forum for the guild. Our guild forum has 7995 articles with only 225 registered members and, of them, only about 20 post regularly. Some threads span 10 or more pages! It really creates a sense of community to have a fun, informative, and busy forum.
  • TALK to members, really getting to know them and give a care about them. You don't have to love them or even like them, just know when you hear that dog barking in the background on Ventrilo, that it's a favorite old pet, new puppy, or even it's name. It makes people feel important, special.
  • Resolve issues in an expedient and objective manner. Very few things can make a person feel as undervalued as having a problem no one seems to care about.
  • That's only a few things, but there are so many more. Your imagination is a great vehicle towards creating a community within a guild.

    And really, in most guilds I have been associated with or knew about or a part of, there's not as much anonymity as you might think. People online in WoW, for the most part, WANT to socialize. This is why they play an MMO and not Oblivion, or some FPS, or Final Fantasy on PS.

    Plus, a guild, a really good guild with great leaders, just seems to bring out the best in people and to make trust really shine, further breaking down the anonymity factor - people want to be more personal with others they enjoy spending time with.

    Anyhow, sorry it's so long - more an opus than a comment - but psychology is something that really interests me. And this is truly, when you get down to it, really no more than the psychology of leaders, of team members, of people, yes?

Thanks for the comments,

Thanks for the comments, Tatiana. A question for you about failed guilds: Is it fair to blame poor leadership skills, when in certain cases poor team member skills and attitudes might undermine the most brilliant of managers? After all, many members are protected by distance and anonymity, and there is limited risk to one's reputation.

Related question: How does a leader in an online environment build trust, when anonymity is so pervasive?