Book review: ‘Gamestorming’ delivers
September 23, 2010
One of the buzzwords in business these days is “innovation.” “Gamestorming” is written for leaders who want to ignite more than a spark, whether or not they follow traditional rules.
“Gamestorming” is a treasure trove of opportunity: It takes managers through more than 85 specific games, designed to increase creativity, production, teamwork and net income. Games serve to prime participants, explore solutions and summarize gains and bring a sense of closure.
The authors don’t blindly fling games at readers. Instead, they take about 50 pages to explain the theory behind bringing games into the workplace. They begin with the evolution of the game world and an explanation of how games are designed, then they launch into the 10 essential components of gamestorming, including proper opening and closing, using props and improv and how to inspire participants and enable them to try something new.
By the time readers get to the 85-plus games, which the authors present succinctly and thoroughly – preparing anyone to lead them, readers are well prepared. Chapter three’s Core Gamestorming Skills especially sets up game leaders to succeed, by teaching them to ask questions, build meaningful environments, use visuals (and help people who “can’t draw,” draw) and support participants in improvisation and practice.
As a result, “Gamestorming” is an extremely inclusive book that introduces theory, actual games and examples (at the end) of how real businesses benefited from the exercises, or, as the authors define games: “micro-worlds that you can create and explore to develop deeper understanding and insights about any topic.”