Jack7
First Post
I assume WG that you're saying the Game will become burdensome because of tracking. That could be true if I plan a lot of "rules" of operation, and these rules are tacked onto the Business/Work, rather than being part of the structure of the Work.
That is to say that I'm not thinking of the Game as an overlay of, or onto, the Business/Work, but as the actual Business/Work structure. For instance percentage shares in work projects (I'm not talking just responsibility shares, but profit shares) will be obtained by gaining a percentage of the total profit value of a project. (That profit share may very well be on-going, depending upon the nature of the project.) There will be no artificial system, such as a secondary rewards system, you will take rewards directly from the work you do which will increase profit or control or percentages, or possibly all three.
But there is not going to be any secondary level or overlaying level of the Game to the Work. What I want to achieve is the Game and Work being/becoming the same thing. So the Game and the Business will be inseparable, because the way the Business (in this case) "works," it's actual operational structure, will also be the structure of the Game.
So I'm not gonna "tack something onto," the Business/Enterprise, eventually the Game and Work structures will be the same.
As for tracking that will be taken care of by technology. Although I'm not arguing with you on this point at all, this is gonna take some initial set-up work. Restructuring work. But once that is done the new Game structure will become the Work structure. Operations will have the game written into it, just like you'd have distribution or marketing efforts written into overall business operations.
And I'm also not gonna argue with you that this could become burdensome if it were "rules based." I however want to set up very simple operational structures as to how these things actually function in relation to overall business procedures. No overly-complex and Geeky "rule sets" for anyone to follow or track.
I want there to be numerous types of rewards, but few "rules" associated with those rewards. Rather I want traceable achievements to trigger the rewards, or to trigger reward choices. (I want the employees to have reward choices and "claims" rather than just fixed and predetermined rewards.)
Basically if people are more productive (get more quality work done in a shorter period of time), meet or especially exceed deadlines, bring in more or better work projects (increase overall business), and increase profits then they will directly share in the Spoils/Rewards system. If they don't then they just get their standard pay. Or if they are counter-productive or hamper the business or other workers they are dismissed (fired, sacked, banished, exiled) and replaced by more productive employees.
But I want the workers to gain bigger and bigger "shares" over time in the overall commonly profits (and other company advantages), and gain greater and greater control over their own work as it relates to the overall work of the company or corporation. Work can then become a "property" (in more ways than one) rather than just an exchange of labor and time for fixed money scales. (Which to me is feudalistic - in the negative sense of the term, and industrial - in the outmoded sense. I'm envisioning here an improved and more advanced Work-System which will be more profitable and fun for the individual worker, and more profitable and productive for the overall business, and far less industrial age based. A Work system that will allow more creativity to employees, allow them greater rewards, allow businesses to grow faster, be more fun - for fun work is far often better Work - and that allows both the individual worker and the company to better exploit and profit from the talents, initiative, and innovation of the individual employee.)
Larger profits and greater work control will be the main incentives. And the main (though not only) Game/Work rewards.
But what I want to avoid is the typical business of model of "fixed pay for fixed Jobs," and fixed positions of work control.
But one other thing you mentioned I agree with. I envision such a system as working better with a medium to large company/corporation. And I'm working on building one. But for a small partnership operation, with just a few employees and contract workers, a much more basic Game/Work system would suffice (though I still want it to be profit and work control rewards-heavy).
So some of this structure I'm developing for now, and some of it is geared more towards future ventures.
thanks everyone for your input so far. And thanks WG, you've helped me better flesh out and state my ideas before. Hopefully now the objectives of the project are more clearly stated.
That is to say that I'm not thinking of the Game as an overlay of, or onto, the Business/Work, but as the actual Business/Work structure. For instance percentage shares in work projects (I'm not talking just responsibility shares, but profit shares) will be obtained by gaining a percentage of the total profit value of a project. (That profit share may very well be on-going, depending upon the nature of the project.) There will be no artificial system, such as a secondary rewards system, you will take rewards directly from the work you do which will increase profit or control or percentages, or possibly all three.
But there is not going to be any secondary level or overlaying level of the Game to the Work. What I want to achieve is the Game and Work being/becoming the same thing. So the Game and the Business will be inseparable, because the way the Business (in this case) "works," it's actual operational structure, will also be the structure of the Game.
So I'm not gonna "tack something onto," the Business/Enterprise, eventually the Game and Work structures will be the same.
As for tracking that will be taken care of by technology. Although I'm not arguing with you on this point at all, this is gonna take some initial set-up work. Restructuring work. But once that is done the new Game structure will become the Work structure. Operations will have the game written into it, just like you'd have distribution or marketing efforts written into overall business operations.
And I'm also not gonna argue with you that this could become burdensome if it were "rules based." I however want to set up very simple operational structures as to how these things actually function in relation to overall business procedures. No overly-complex and Geeky "rule sets" for anyone to follow or track.
I want there to be numerous types of rewards, but few "rules" associated with those rewards. Rather I want traceable achievements to trigger the rewards, or to trigger reward choices. (I want the employees to have reward choices and "claims" rather than just fixed and predetermined rewards.)
Basically if people are more productive (get more quality work done in a shorter period of time), meet or especially exceed deadlines, bring in more or better work projects (increase overall business), and increase profits then they will directly share in the Spoils/Rewards system. If they don't then they just get their standard pay. Or if they are counter-productive or hamper the business or other workers they are dismissed (fired, sacked, banished, exiled) and replaced by more productive employees.
But I want the workers to gain bigger and bigger "shares" over time in the overall commonly profits (and other company advantages), and gain greater and greater control over their own work as it relates to the overall work of the company or corporation. Work can then become a "property" (in more ways than one) rather than just an exchange of labor and time for fixed money scales. (Which to me is feudalistic - in the negative sense of the term, and industrial - in the outmoded sense. I'm envisioning here an improved and more advanced Work-System which will be more profitable and fun for the individual worker, and more profitable and productive for the overall business, and far less industrial age based. A Work system that will allow more creativity to employees, allow them greater rewards, allow businesses to grow faster, be more fun - for fun work is far often better Work - and that allows both the individual worker and the company to better exploit and profit from the talents, initiative, and innovation of the individual employee.)
Larger profits and greater work control will be the main incentives. And the main (though not only) Game/Work rewards.
But what I want to avoid is the typical business of model of "fixed pay for fixed Jobs," and fixed positions of work control.
But one other thing you mentioned I agree with. I envision such a system as working better with a medium to large company/corporation. And I'm working on building one. But for a small partnership operation, with just a few employees and contract workers, a much more basic Game/Work system would suffice (though I still want it to be profit and work control rewards-heavy).
So some of this structure I'm developing for now, and some of it is geared more towards future ventures.
thanks everyone for your input so far. And thanks WG, you've helped me better flesh out and state my ideas before. Hopefully now the objectives of the project are more clearly stated.