My GDC ’09 Lecture
My GDC lecture, MBA Lessons, Applied, has been scheduled for Thursday, March 26 from 9:00am till 10. This lecture will be nearly identical to the one I gave at the IGDA Leadership Forum, so if you attended that talk, it is safe to skip this one. Otherwise, please come! The IGDA talk received high marks so I’m feeling extra-confident this year. :-) Session Description: This lecture will summarize, and make relevant for the game industry, the key lessons that I learned when getting my MBA from the MIT Sloan School of Management. This includes takeaways from classes on marketing, strategy, finance, and organizational processes. This session will not be a thinly-veiled attempt to glorify business school. There won’t be any spreadsheets or equations — just frameworks for thinking about very real challenges. For example: how you should think about potential game development projects; are they worth starting or continuing? What is the best way to motivate employees and customers? Etc. Takeaways: MBA marketing and strategy lessons, applied to the game industry (for example, how anchoring and the compromise effect can be used to drive higher price points for games and virtual items.) MBA finance lessons, applied to the game industry (for example: examining the concept of sunk cost, and how failure to understand it can cause companies to over-invest in dying projects, or mistakenly kill good projects.) MBA organizational processes lessons, applied to the game industry (for example: what are the best ways to compensate employees in creative, white collar industries? To motivate and hold them accountable?) |

Via Jeremy Liew: Popular Science has published an article that describes how the 2010 Honda Insight (a hybrid vehicle) uses some principles of video games to encourage more fuel efficient driving behavior. The car’s multi-information display includes a progress meter — a (leafless) virtual plant. The plant’s empty branches grow leaves over time, as a result of efficient driving behavior recorded by the car’s onboard computer. The multi-information display helps teach the driver how to drive more efficiently (and thus, gain leaves) by signaling the impact of excessive stopping and starting, inefficient acceleration, etc.
This isn’t a short-term game, either. Over the car’s entire lifetime, a thrifty driver can earn a second tier of leaves, then a flower on each branch. The screen will eventually display a trophy if a driver performs well enough for a long enough period of time.
What I like about this idea is not just that it makes fuel-efficient driving more interesting. If Honda is smart, they could turn this into an incentive to purchase more Honda vehicles in the future. After all, when the time comes to purchase another car, you wouldn’t want to lose the virtual trophy that you had worked so hard to earn, would you? Well, why should you have to lose it? Just purchase another vehicle from Honda, and all the trophies you earned in your previous vehicle can be transferred over to the new one! Of course, this would work much better if you could earn trophies for other activities in addition to efficient driving, and it would work much better still if the accumulation of trophies led to concrete real-world benefits, like an “exclusive” t-shirt with the Honda logo on it, an entry into an exciting prize sweepstakes, a 5% discount on your next vehicle…







