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Playing for profit


Posted: Monday, Sep 08, 2008 at 0107 hrs IST
Updated: Monday, Sep 08, 2008 at 0107 hrs IST


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: the game, players must engage in ‘grinding’—gamer-speak for performing a repetitive task, such as slaying a monster, many times over.

What makes people, both young and old, want to sit for hours in front of a screen, clicking away on their consoles? The answer, say the authors, is status and friendly competition. Games that track players’ progress against their previous achievements, or against those of others, can make grinding seem like—well—less of a grind.

Staging in-house competitions to boost productivity is hardly novel. But gaming technology can make competition more enjoyable.

Take Microsoft’s own experience. Before it releases a new version of its Windows operating system, it asks staff to help debug the software by installing and running the system. In the past, project managers had to spend a great deal of time and effort persuading busy Microsoftees to help them with this boring task. So for Windows Vista, the system’s latest incarnation, Microsoft created a game that awarded points for bug-testing and prizes such as wristbands for achieving certain goals. Participation quadrupled.

Gaming also promotes community building. Popular games can attract hundreds of thousands of user-group members, who swap notes and develop their own modifications (or ‘mods’). In many cases, such as The Sims—the most popular computer game of all time (in terms of copies sold), which allows players to control a household full of people with very human attributes—these mods have deepened customers’ attachment to the product.

The authors argue that firms in other industries should look to video-gaming companies for inspiration when it comes to managing their own communities. They point out that good gaming firms must learn the language and rules of different customer groups, appointing staff to engage with them. They also offer prizes that encourage creativity, as well as tools and support that make it easier for users to come up with mods, while discouraging unwanted innovation. The resulting software can help predict what future products might succeed.

The gaming industry also offers examples of what not to do. In 2006 CCP, an Icelandic company that makes EVE Online, a game that lets teams of players fight epic online battles over virtual star systems, got a rocket from its users when it emerged that an employee had been giving special help to a particularly powerful team.

Mods can have cons too, notably when hackers exploit them. Sometimes mischief-makers can go a step further, creating new contents from scratch. Spammers have...

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