Managing the Gamer Generation : HBS Working Knowledge

Thanks to Irene Wong who pointed me to this article at HBS from a couple of years ago. I haven’t managed to read the “Gamer Generation” book yet, but it sounds like I really should have.

Managing the Gamer Generation : HBS Working Knowledge

This is one of the huge points creating the generation gap. Gaming is actually much more social than boomers understand. A lot of it is very social, done with friends, and now increasingly, over the Internet. Maybe as a result, gamers really value other people—more than people who didn’t play games growing up. They also firmly believe in a team environment. But they’re not egalitarians—they believe someone should lead, they are generally happy to do it, and they have more skills than other people their age, more fluency with different leadership styles.

More links related to "Clues to the Future"

I had a blast presenting Clues to the Future as an IA Institute redux session today via phone, and It was a little awkward, honestly, because I haven’t done a presentation that way before. But people were very accomodating.

And some of them had some very cool suggestions about some relevant articles and such, so I’m sharing a couple of them here.

Rules of Play – The MIT Press

Putting the Fun in Functional: applying game mechanics to functional software

Libraries & Game Culture Studies – Article at ASIS&T Bulletin

Bulletin April/May 2006, From Game Studies to Bibliographic Gaming: Libraries Tap into the Video Game Culture

Take a digital game world, throw it in a blender, add some information and research skills, sift out the word educational and maybe, just maybe, we have a new and effective way to teach our students bibliographic instruction.

As I was working on my article for the Bulletin, I saw this from the latest issue. Excellent article by Christy Branston, who is starting a blog on the issues:

Much of the research was gathered from this conference: which has a link to a pretty busy related blog:

More world-merging: Google Maps, Real Places, and Second Life

At CommunityWalk – 3pointD there’s a hack for Google Maps that maps Second Life virtual spaces.

Mark Wallace’s blog, 3pointD, explains his hack here:

One of the cool Google Maps hacks on display at South by Southwest this year was Community Walk, a site that lets users create collaboratively tagged maps of real locations. But with the Second Life map API being open as well (see the SLurlPane at the top of the right sidebar here), I figured it couldn’t be a bad thing to hack a Second Life location into a Community Walk community. Not that the current incarnation is much of a hack, but if you dial into this Community Walk map, zoom out and look for the mint-green, upside-down teardrops, you’ll find links to the virtual version of two real-world locations: a Hawaiian island, and a coffee shop in Washington DC.

The R&B Coffee Shop in Washington was the site of an event in February called The Happening, which was for the most part a gathering of local artists and musicians. But there was also a “mixed reality” component to it, arranged by the Electric Sheep, whereby video of the live event was streamed into Second Life, and video of the virtual location in SL was projected on a screen at the real-life Happening. All it took was for someone (SL resident Hiro Pendragon) to build a scale model of the coffee shop in Second Life. That’s what I’m linking to in the Community Walk map, via a secondlife:// URL that launches the SL application when clicked. (The SLurlPane was slightly more complex, but still pretty simple.)

Jonkichi comment on World of Warcraft "architecture" issues.

Jonkichi is Joi Ito’s blog about his dealings in World of Warcraft. How someone who does as much as he does still manages to be a guild leader in WoW is beyond me.

But he makes an interesting point in this blog post about the way WoW is designed. It points out that even at the hardware architecture level there is a profound effect on the shape of social interaction (and therefore collaboration, culture, and everything) in the game world. Much like in “real life.”

… this is one of the fatal design problems with World of Warcraft. In Second Life, each island has a server and they try to get people to scatter out across the world. In Second Life it is one world with each region connected. In Warcraft, we have over a hundred servers on various continents and “instances” in areas of each server making many many copies of the same game. This gives you a very very small chance of actually being able to meet people that you know in WoW even though you both play. I realize that it’s a fundamental difference, but from a social perspective the results of this “sharded” system that WoW uses are devastating.