The Work-Game: Any Suggestions?

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.
 

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I woke up working on this project. Some of the newer ideas I've had are:


Equipping: Standard / Advanced / Professional
Fallow Season
Work Sabbath
Grants
Trusts
Deeds
Titles - not just office titles, but titles that carry the ability to control work projects, or parts of work projects
Work Project Franchising
Legacies
Stocks and Restock Issues

Work Awards - a general category that will have sub-categories (not necessarily the categories listed above)

Apprenticeships - an improvement upon Medieval Apprenticeships, and a system that allows the employee to work under a mentor while at the same time gaining profit and work shares

Share Grants - this will allow employees to earn or buy voting control shares equal to those held by stockholders and company boards of directors
 

I think I just thought of a much better way of putting this. Most companies, in designing their Business Plan and/or Business Model spend a lot of time (and rightfully so) developing Marketing Plans, Distribution Networks, Executive Functions, Financial Projections, etc, etc.

All good and necessary work. But most spend very little time, if any, developing “Employee/Employment Plans.”

Usually the only work done in this regard is the work done to “keep employees happy,” that is to keep them from striking or union formation, setting pay-scales, and assigning job functions. In other words, they treat employees as a sort of after-thought and generally, they are regarded as little more than Feudalistic (used again in the negative sense in this respect – I like some things about Feudalism, dislike others) “hirelings” and “retainers.”

But I’m talking about using the Work-Game to develop an actual and real and rewarding Employee/Employment Plan that will make good and far better use of Human Capital and that will allow the employees to build themselves into Squires, and Knights, and Barons, and Counts and Dukes (to again use the Medieval and Feudal analogy) and Lords through their work.

I envision a Work Game which will not only be an Employee Plan, and will capitalize on workers, and allow them progress and advancement and profit, but will be a Work based Game of Kingmaking.

It is my belief that if Human Capital is properly used and exploited, to everyone’s benefit (as much as possible given the constraints of the business or work system), then other business and work problems and plans will be more likely to resolve themselves.

Yeah, I think that better explains my overall purpose.

Excuse the many recent entries on my part, but I’m developing this and the related structures and ideas as I go along.

And I’m kinda afire with this project, now that I’m making actual progress.
 

Have made some really good progress lately on the Work-Game.

Getting put together a real ordered structure and format. Also I've added in things like Harvesting, Livestocking, and Hoarding (Capital and Treasury amassing).

I've developed a good set of Work Rewards and Capital stake son company operations.

I've still not developed a satisfactory title of the Work Game though. I'm certainly open to suggestions.


Titles- not just office titles, but titles that carry the ability to control work projects, or parts of work projects. Service should be stressed as the Primary function of each title and position. However, benefits also begin to accrue with each rise in rank.

Indentured (Employee) – the most basic contracted employee.
Squired (Attendant) – after one year of work time one may
become a Squire at which point one becomes an official
member of the company/corporate structure and part of the
Work-Game.
Knight – one may become a Knight after three years
Squireage or if they win promotion to the rank
Peer Baron (equivalent to Section Vice-President)
Earl (equivalent to Section President)
Duke (equivalent to a Departmental Chief Officer)
Lord (equivalent to a Chief Executive Officer)


Harvesting – bringing in new business to the company, opening up new markets, or increasing market shares for the company.

Livestocking – bringing in repeat business, or bringing in talented new employees or contract workers or associates (such as Consultants).

Hoarding[FONT=&quot]bringing in money and useful forms of Capital to the Treasury of the company. Each employee is capable of developing their own Hoard or of developing Hoard shares for the accumulation of Capital for various projects. Capital developed and spent on successful projects can be recovered as a percentage of personal profits by the employee.

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Arriving late and unread to this, but that last post sure looks like feudalism to me. Unfortunately, feudalism was a massively expensive health service where preventative medicine was pulling a TPK your neighbours :)
 


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