Virtual Organizations could learn from Online Games
Well, I came across this blog from Aidan Higgins. He writes ...
"Why do we play? We play to learn then we play for fun. But let’s look at the first one. We play to learn.
Organisations consistently talk about the challenges of continuous learning, teaming, training, and more recently about the issues for and against the Virtual Organisation. As the improving infrastructure of communications allows working from home and Virtual Offices so also the need to build trust and co-operation increases as these are the tenets of a successful Virtual Operation.
I recently had the opportunity to play a role in a co-operative game called World of Warcraft. This is a Massively Multiplayer Online Role-Playing Game or MMORPG for short (short?) with 8 million players. This means to you and me that the game is played with others players, over the internet via computers that provide the interaction required to enable the software (client) on your PC to create the virtual world with all the players in it.
So these are real people you are playing with or against. All very well you say. Yes, however there is a very interesting teaming element needed for many parts of the game. This to me exhibits some very interesting characteristics. Groups take can be from 2 to 5 (Party Group) to 10 to 20 (RAID Group). The interesting bit comes when you have to work together with others in the various roles your characters (or toons) dictate. A party is never successfull on a tough Quest if the group is not multi-skilled - a team of the same or even similar skills can almost never complete the task.
So put your Virtual Organisation or Virtual Team hat on and lets go through the mechanics of doing a Dungeon Quest with a group of 5. See if you can as I did , spot the learning points and opportunities therein."
Read the rest of the article ....
0 Comments:
Post a Comment
Links to this post:
Create a Link
<< LeaderValues home
<< back to the blog