Gamestorming

A Playbook for Innovators, Rulebreakers, and Changemakers

Dave Gray, Sunni Brown, James Macanufo

Publisher: O'Reilly, 2010, 266 pages

ISBN: 978-0-596-80417-6

Keywords: Change Management

Last modified: Nov. 4, 2010, 1:32 a.m.

Great things don't happen in a vacuum. But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming.

This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. Gamestorming is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace.

  • Overcome conflict and increase engagement with team-oriented games
  • Improve collaboration and communication with visual-thinking techniques
  • Promote understanding by roole playing customer and user experiences
  • Generate better ideas and more more of them — faster than ever before
  • Shorten meetings and make them more productive
  • Simulate and explore complex systems, interactions, and dynamics
  • Identify a problem's root cause and find the paths that point toward a solution
  • Chapter 1: What Is a Game?
    • The Evolution of the Game World
    • The Game of Business
    • Fuzzy Goals
    • Game Design
  • Chapter 2: 10 Essentials for Gamestorming
    1. Opening and Closing
    2. Fire Starting
    3. Artifacts
    4. Node Generation
    5. Meaningful Space
    6. Sketching and Model Making
    7. Randomness, Reversal, and Reframing
    8. Improvisation
    9. Selection
    10. Try Something New
  • Chapter 3: Core Gamestorming Skills
    • Asking Questions
    • Creating Artifacts and Meaningful Space
    • Employing Visual Language
    • Improvisation
    • Practice
  • Chapter 4: Core Games
    • The 7Ps Framework
    • Affinity Map
    • Bodystorming
    • Card Sort
    • Dot Voting
    • Empathy Map
    • Forced Ranking
    • Post-Up
    • Storyboard
    • WhoDo
  • Chapter 5: Games for Opening
    • 3-12-3 Brainstorm
    • The Anti-Problem
    • Brainwriting
    • Context Map
    • Cover Story
    • Draw the Problem
    • Fishbowl
    • Forced Analogy
    • Graphic Jam
    • Heuristic Ideation Technique
    • History Map
    • Image-ination
    • Low-Tech Social Network
    • Mission Impossible
    • Object Brainstorm
    • Pecha Kucha/Ignite
    • Pie Chart Agenda
    • Poster Session
    • Pre-Mortem
    • Show and Tell
    • Show Me Your Values
    • Stakeholder Analysis
    • Spectrum Mapping
    • Trading Cards
    • Visual Agenda
    • Welcome to My World
  • Chapter 6: Games for Exploring
    • The 4Cs
    • The 5 Whys
    • Affinity Map
    • Atomize
    • The Blind Side
    • Build the Checklist
    • Business Model Canvas
    • Button
    • Campfire
    • Challenge Cards
    • Customer, Employee, Shareholder
    • Design the Box
    • Do, Redo & Undo
    • Elevator Pitch
    • Five-Fingered Consensus
    • Flip It
    • Force Field Analysis
    • Give-and-Take Matrix
    • Heart, Hand, Mind
    • Help Me Understand
    • Make a World
    • Mood Board
    • Open Space
    • Pain-Gain Map
    • The Pitch
    • Product Pinocchio
    • Post the Path
    • RACI Matrix
    • Red:Green Cards
    • Speedboat
    • SQUID
    • Staple Yourself to Something
    • SWOT Analysis
    • Synesthesia
    • Talking Chips
    • Understanding Chain
    • Value Mapping
    • The Virtuous Cycle
    • Visual Glossary
    • The World Café
  • Chapter 7: Games for Closing
    • $100 Test
    • 20/20 Vision
    • Ethos, Logos, Pathos
    • Graphic Gameplan
    • Impact & Effort Matrix
    • Memory Wall
    • NUF Test
    • Plus/Delta
    • Prune the Future
    • Start, Stop, Continue
    • Who/What/When Matrix
  • Chapter 8: Putting Gamestorming to Work
    • Imagine a World: The Betacup Story
    • Game 1: Poster Session
    • Game 2: Go for a Walk
    • Game 3: Make Soemthing Tangible
    • Game 4: Bodystorming
    • Gamestorming Results

Reviews

Gamestorming

Reviewed by Roland Buresund

Very Good ******** (8 out of 10)

Last modified: Nov. 2, 2010, 1 p.m.

An interesting and very good book about how to get people involved in meetings and how to get the most out of them.

Well worth reading, especially if you're into change management (you will find the classical Force Field analysis etc in here).

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