Fans of James Bond movies might recall a scene that goes something like this:
We are looking at an unidentified room. Two people we’ve never seen before are standing in front of a desk. We might be able to see the back of the head of the man who sits behind that desk. A voice rings out:
“You have failed SPECTRE. Number 3, why did you not kill 007 as ordered?”
Number 3 stammers out some response and the voice turns its attention on the other person.
“Number 5, you have also failed SPECTRE…”
Eventually, Number 3 is told everything is forgiven and he can leave. Of course, this is SPECTRE. As soon as he walks out of the room he’s dropped into a tank of piranhas, or the bottom of the elevator turns out to be a trap door and Number 3 learns that Maxwell Elevators really are good to the last drop, or he dies in some other Rube Goldbergesque manner.
SPECTRE, as all Bond fans know, is the villainous organization headed by Ernst Stavro Blofeld, the evil genius who spends most of his time trying unsuccessfully to kill 007. Of course, given his track record, as evil geniuses go, he frequently seems more like Wile E. Coyote.
Blofeld’s problem, of course, is that every time one of his agents makes a mistake that agent dies. Those whom James Bond doesn’t kill are terminated by Blofeld himself. This makes it extremely difficult to conduct any form of on-the-job learning. When every mistake is fatal, the lessons tend to come a little too late to do much good. As learning organizations go, SPECTRE has issues.
Although the consequences are generally not so flashy, businesses do face some similar problems. Granted, most business mistakes don’t make for a good action movie, and dropping people in piranha tanks is generally frowned upon. However, there is still the very real problem of figuring out how to enable people to learn from their mistakes without those mistakes harming the business. James Bond, after all, at least gets a script.
Part of the challenge is that even when leaders are well-trained and highly skilled, there is a big difference between what one learns in most management training classes and the actual experience of leading a team, department, division, or company. That doesn’t mean that the training is useless, but it does mean that the training needs to be appropriate.
In sports, for example, athletes drill constantly: they practice the fundamental skills of their sport until they can execute those skills without thought. Doing that, however, is not enough to make an athlete a successful competitor. Such training is necessary, but it’s not sufficient.
As a soccer-playing friend once commented to me, there’s a big difference between the drill and the game. The drill is controlled and predictable; the game is not. The game is confusing and chaotic, and in the moment of truth all those carefully drilled skills simply vanish away. The problem is that chaos is overwhelming: it takes getting used to in order to navigate it. The Japanese term, “randori,” used to describe Judo competition, means “seizing chaos.”
Athletes practice getting used to chaos by moving past drills and practicing in various free play scenarios: mock games, spring training, practice randori, etc. These experiences enable the athlete to experience the chaos in small doses and hence become increasingly comfortable with it. They learn which skills to execute when. The day of the actual tournament, they are ready. When they do make mistakes, they also have something fall back on to improve their skills, as opposed to something to fall into and get eaten.
Business leaders can produce much the same results through the use of predictive scenarios. A predictive scenario is a live-action serious game focused around leadership and negotiation. Like all serious games, it both educates and entertains. Because it is live-action, rather than a computer game, leaders are forced to interact with other people as they would in daily life. Because the game is complex and competitive, participants engage with the game: there is no one right answer. Rather, the situation is chaotic and ambiguous; it’s not possible to predict an optimal solution or a perfect move. Participants are forced to constantly revise and adjust their strategies in order to counter what other players are doing.
Thus, a predictive scenario becomes a powerful practice environment for leaders who want to improve their skills and the skills of their subordinates without risking the financial health of the business. As with athletic training, a mistake is an opportunity to develop new skills or improve existing ones. Surprise outcomes will often indicate someone whose potential is not being developed or recognized: an employee may turn out to be a unexpectedly skilled speaker, be remarkably talented at inspiring and motivating others, display unexpected gifts as a salesman, or reveal themselves to be a masterful problem solver. If that’s not the job they already do, you’ve just been alerted to talent being wasted!
After the game, participants can analyze the action much as an athlete would analyze her performance with her coach. This analysis helps the participant recognize whether problems that arose were the result of a lack of skill or a failure to correctly apply a skill. In either case, you know what to do. There’s no need to guess, no expensive consequences, and no need for piranha tanks.
One of the other advantages of a predictive scenario is that the setting need not be restricted to a pale imitation of the office. Rather, it can be anything imaginable, provided that it forces participants to act as leaders, negotiate with one another, work together, come into conflict, and so forth. You could even be James Bond… or see just how well Mr. Bond would actually do against a Blofeld who knew what he was doing.
This is an excerpt from my new book, Organizational Psychology for Managers
Gamification, or the art of using games in a business setting, is becoming extremely popular. Turning things into games promises to revolutionize productivity, training, and also wash dishes. Okay, maybe the dish washing is wishful thinking. Unfortunately, so is much of the promise of gamification. Fortunately, however, there are also some aspects of using games that are very promising. The key is to use games correctly: highly competitive games are far more likely to do harm than good in organizational settings. Internal competition, within a team or within a business, creates a short-term boost. Over the medium and long-term, however, competition leads to lower productivity, factions, and silos. Schein observes that the damage caused by internal competition can take years to reverse.
The good news, though, is that certain types of games do lend themselves extremely well to training and improving organizational performance. At the most basic level, the “video game” model of points, badges, and leaderboards can create some excitement and increased interest. Without the glitz and action of video games, though, I have serious doubts how long this approach can maintain interest. On the other hand, certain types of serious games can prove extremely beneficial. It should be recognized at this point that the term “serious games” is not synonymous with computer games; the original concept of serious games had, in fact, nothing to do with computers. We will be looking at a variant of that type of interactive, face-to-face game here: while computers might be used to supplement the game, the objective of the game is to maximize human contact and interaction. Particularly in areas such as leadership and team development, person to person interaction is what it’s all about.
How do we apply serious games to business training or organizational development and organizational psychology? We need look no farther than the legend of King Arthur.
What do King Arthur and a modern CEO have in common? Oddly enough, a great deal. Leaving aside the obvious point that King Arthur had Merlin the court wizard, and the modern CEO has his technical wizards, the two are actually facing similar problems. Granted, the modern CEO is somewhat less likely to be hit over the head with a sword or be eaten by fire-breathing dragons. On the other hand, King Arthur didn’t have to worry about lawsuits or crashing computers, so advantage Arthur. When you strip away the scenery, the problems, methods, and solutions aren’t that different. When you put the scenery back in, you have an opportunity to learn a great deal through the experience of being King Arthur. Not only does the story of King Arthur contain numerous lessons for CEOs, how Arthur trained his workforce has lessons for training leaders and team members today. Through appropriately designed serious games, we can learn those lessons without facing the unfortunate consequences that Arthur faced.
The first connection between King Arthur and a CEO is that both of them require a highly skilled workforce in order to accomplish their goals. King Arthur needed to recruit the top knights to sit at the Round Table. The CEO needs to recruit top people to sit around the table and develop the products and services that the company needs to be successful. How does he know what to do? How does he hone his skills? We’ve already discussed what needs to be done to hire effectively; appropriate training games are how people can learn to do it.
As fans of the story will recall, even when Arthur drew the sword from the stone, he still had to fight for his kingdom. As an untested 15 year old, he needed to inspire his troops to go up against some of the toughest, most famous kings in the land. The CEO needs to inspire his company with the full knowledge that the competition ranges from tiny startups to behemoths like IBM or GE. King Arthur couldn’t win through brute force or simply by fencing just a little bit better: his troops were outnumbered. He needed to employ superior battle strategies and tactics. Similarly, most companies are competing against numerous opponents, more than a few of whom have far more resources than they do. Even when you are a behemoth, you can’t take on everyone. Quite simply, you can’t win by doing the same thing only maybe a little cheaper. You need to develop innovative products and services that create both markets and loyalty, possibly displacing an existing competitor along the way. Building an innovative environment doesn’t just happen. It too takes training and practice.
As we all know, King Arthur’s court was not without its share of interpersonal problems and politics, Lancelot’s affair with Guinevere and Mordred’s betrayal being the most famous. Arthur himself handled these situations poorly by not confronting the various parties early and dealing with the situation when it was small and easily managed. That inaction cost Arthur his kingdom and his life. John Gutfreund, CEO of one-time investment bank Salomon Brothers, ignored the actions of a rogue trader and lost his kingdom: he was forced to resign his position at Salomon and the company was nearly destroyed. Unfortunately, it’s not easy dealing with such problems and the natural instinct for many people is to hope the problem will go away. It takes facing such problems regularly to develop the skill and confidence to recognize and deal with them early. Appropriately designed games allow that to happen without creating an unpleasant working environment.
King Arthur also had the problem of training the next generation of leaders. The knight business is a tough one. Getting onto a horse in full armor isn’t easy, and when dismounting involves another knight with a spear, well, there’s going to be some workforce attrition. Even worse, during peacetime, there was the problem of making sure the knights kept their swords, and skills, sharp. King Arthur solved that problem through holding tournaments. The tournaments of the King Arthur stories were the pseudo-battlegrounds in which knights honed their skills and kept themselves ready for war. The skills they practiced, horsemanship, swordplay, archery, gymnastics, were the much in demand skills of the day. Given that the tournaments were often bloody, and people were often injured or even killed during them, one could describe them quite fairly as serious games. Modern sports are the present day incarnation of the serious games of the past: fencing, kendo, judo, gymnastics, and pentathlon, to name but a few. Each of these sports once represented the battlefield skills of the elite warrior. Masters of these sports learn early that success comes from being fully involved and from testing their skills under pressure. In the days of King Arthur, if you weren’t fully involved, you would likely end up fully dead.
Fortunately, in today’s business environment, sword fighting is strongly discouraged and paper cuts are rarely fatal. In the constantly changing environment of today’s competitive landscape, it’s hard to know which skills will be needed when. The serious games of today need to focus on a different set of skills from King Arthur’s time, but skills that are no less critical: leadership, negotiation, teamwork, confronting problems, public speaking, improvisation, persuasion, decision making with incomplete information, and remaining calm under pressure.
October 18th,2013
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