ASTD just put out an article on the applicability of games to innovation and learning by Pat Galagan.
A few excerpts follow:
Good performers have what Tony O’Driscoll, a professor at Duke’s Fuqua School of Business, calls “reputational capital.” “What you have accomplished and how your performance has been assessed by other players is open for all to see.” Capability is so transparent that players cannot fake their skills.
Preparing for and executing raids is a popular activity in WoW. After each raid, the spoils—such as captured weapons and clothing and other virtual trophies—are divvied up immediately. “There’s a tight link between accomplishment of activity and remuneration for it,” says O’Driscoll, referring to part of the game environment that drives engagement and performance.
Tony O’Driscoll believes that multiplayer role-playing games are a rough proxy for the work environment that lies ahead and that they offer clues to leadership in the future. Certain of their characteristics, such as nonmonetary performance incentives, data that can be seen by all, and temporary leadership roles that allow practice leading to mastery, could be important in organizations of the future.
“The enterprise of the future will be small, global, knowledge-driven, and dependent on web-enabled partnerships. Such organizations require a different kind of leadership,” O’Driscoll says. In the MMORPG world, leadership is a task, not an identity.
You can check out the full article here.
Or print the PDF from here.