UPDATED 13:22 EST / FEBRUARY 08 2012

NEWS

Massively Multiplayer Online Games as a Model for Business Collaboration

Video games aren’t just a wave of the future; they’re the current reality for millions of players who take to their consoles and PCs every day. The video game industry is the fastest growing entertainment market on Earth right now and we’re constantly seeing new innovations extend from it that effect as-yet-unknown markets. One of those regions that video games could really bring some insight is to that of social collaboration, especially games that rely heavily on a multitude of players interacting socially.

Michael Hugos has published an article at CIO Blogs addressing just this question: how can we look at massively multiplayer online (MMO) games as models for business collaboration?

His example game is actually quite brilliant. EVE Online is one of the best-known sandbox MMO games ever produced, run by CCP Games headquartered in Iceland, this MMO has been at the center of a great deal of controversy because it broke the mold for a game played by and for players. In its science fiction environment, players are given all the tools they need to build a career from a multitude of actions that affect other players from resource gathering, hauling, trading, playing with the internal stock market, or even fighting wars as a mercenary.

The high fidelity model of social interaction with a corporate and resource model, however, isn’t what makes EVE Online perfect for looking at how MMOs could be an excellent model for business collaboration. It’s how the game allows players to communicate and pay attention the current status of what they’re working on in relation to everyone that they’re collaborating with. In many ways, the heads-up-display (HUD) and user interface of EVE Online generates a sort of near-technological telepathy between players working together in a corporation to get things done.

Essentially, EVE Online—sometimes chided as being “spreadsheets in space”—envelops a gamified approach to logistics and resource management.

Hugos presents this in  his article and I’d like to expand on it,

Business intelligence and analytics software has something to learn from games and from MMOs in particular. MMOs use well designed heads-up displays that combine data analysis with group collaboration capabilities. This is illustrated below in screenshots showing two of the heads-up displays used by players flying spaceships in a battle. Note how they use moving 3D displays to present information from real-time data feeds provided by the game.

In addition to the moving 3D displays in the center of the screens, notice the other information shown around the edges of the screens. There are dials and readouts with relevant data, and thumbnail displays showing their status and the actions of other players they are collaborating with. To supplement these visual displays, players also communicate with each other moment to moment using text messages via chat features and Internet-based voice messages that can be directed to individual players or the entire group through headphones and microphones.

What makes MMO games engaging and interesting to players often can be boiled down to entanglement and immersion. If what a player does has an impact on the world that they’re playing in, and they can see the fruits of their labor (and that labor is not intense) they feel rewarded by the experience. What I’ve just described may even be seen as the benefits of working for a real-world company, making an impact on that company’s outcome, and providing some sort of tangible labor.

With the advent of the mobile phone and apps that allow for close collaboration we’ve moved closer to having on-demand communication with colleagues through the day. With the introduction of gesture-detection we’ll even be able to bring intense amounts of data into an immersive format with 3D displays (the peripheral relevant data that Hugos refers to.) Video games even present a way to collect vast amounts of behavioral and active big data and democratize massive small-actions by a multitude of people into organized work—directed by a person with an interface that could allow them to direct that work it would become the next-gen of human resources.

While games like EVE Online may feel like “spreadsheets in space” and to some may become a second job (being CEO of a corporation in a video game can be quite stressful) these sorts of social and technological interaction provide keen insights into how we can engage workers, management, and executives in the businesses of the future.


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