A Global Aggregation of Leading Edge Articles on Management Innovation, Creative Leadership, Creativity and Innovation.
This is the official blog of Ralph Kerle, Chairman, the Creative Leadership Forum. The views expressed are his own and do not represent the views of the International or National Advisory Board members. Tweet ______________________________________________________________________________________
It doesn't matter whether I'm talking to an investor, C-suiter, or an entrepreneur. Most of them — like most of the general public — answer the question, "What does social media mean to you?" with "It's stuff that helps you make 'friends, digitally!! Do you want to be my friend?"
"Sure" I usually reply. And then I say: "But thinking of social tools that way is a little bit like using a positronic brain multiplier from the 25th century to tie your shoelaces faster. Here's a more powerful, resonant — and disruptive — way to think about social media.
By now, we're used to letting Facebook and Twitter capture our social lives on the web -- building a "social layer" on top of the real world. At TEDxBoston, Seth Priebatsch looks at the next layer in progress: the "game layer," a pervasive net of behavior-steering game dynamics that will reshape education and commerce.
Two of the world's leading game design experts, Jesse Schell , an academic, and his even younger peer, Seth Priebatsch, an entrepreneur offer a take on game technology and how they see it evolving and how it influences the world in which we live.
From his official bio: "Prior to starting Schell Games in 2004, Jesse Schell was the Creative Director of the Disney Imagineering Virtual Reality Studio, where he worked and played for seven years as designer, programmer and manager on several projects for Disney theme parks and DisneyQuest, as well as on Toontown Online, the first massively multiplayer game for kids.
"Schell is also on the faculty of the Entertainment Technology Center at Carnegie Mellon University, where he teaches classes in Game Design and serves as advisor on several innovative projects. Formerly the Chairman of the International Game Developers Association, he is also the author of the award winning book The Art of Game Design: A Book of Lenses."
Schell Games' latest endeavor: creating a video game based on the box office hit The Mummy.
Two things you'll notice about Seth Priebatsch: One, his infectious, get-you-out-of-your-chair enthusiasm. Two, the inventory of entrepreneurial feats he's managed to accumulate at a remarkably young age. The 21-year-old founded his first startup at age 12, and by age 18, he'd founded another -- PostcardTech, which makes interactive marketing tours for CD-ROM.
Now he's working on SCVNGR, "a massive experiment in building a mobile game together." Backed by Google Ventures, SCVNGR is part game, part game platform. Players play SCVNGR by going places, doing challenges and having fun -- outside of the office, beyond the screen, in the real world. Organizations use SCVNGR by building on the game layer by adding their own challenges to the places they care about.
The twisted creativity (and potty mouth) of game designer David Jaffe offers an excellent case study in organisational creativity and shows how if organisations learn how to woprk with creative people what a productive relationship it can be.
David Jaffe is one of the stars of the video game industry. Since the 1990s, he has shown his creativity over and over with games such as Twisted Metal, God of War, and the most recent title, Calling All Cars. and VentureBeat caught up with him recently for this interview.
Jaffe worked designing games at Sony for 13 years, but he left Sony in 2007 to cofound the game studio Eat Sleep Play. During his career, Jaffe has been loud, vociferous, and potty-mouthed