Table of Contents
; Dedication; Foreword; Preface; Chapter 1: What Is a Game?; 1.1 The Evolution of the Game World; 1.2 The Game of Business; 1.3 Fuzzy Goals; 1.4 Game Design; Chapter 2: 10 Essentials for Gamestorming; 2.1 1. Opening and Closing; 2.2 2. Fire Starting; 2.3 3. Artifacts; 2.4 4. Node Generation; 2.5 5. Meaningful Space; 2.6 6. Sketching and Model Making; 2.7 7. Randomness, Reversal, and Reframing; 2.8 8. Improvisation; 2.9 9. Selection; 2.10 10. Try Something New; Chapter 3: Core Gamestorming Skills; 3.1 Asking Questions; 3.2 Creating Artifacts and Meaningful Space; 3.3 Employing Visual Language; 3.4 Improvisation; 3.5 Practice; Chapter 4: Core Games; 4.1 The 7Ps Framework; 4.2 Affinity Map; 4.3 Bodystorming; 4.4 Card Sort; 4.5 Dot Voting; 4.6 Empathy Map; 4.7 Forced Ranking; 4.8 Post-Up; 4.9 Storyboard; 4.10 WhoDo; Chapter 5: Games for Opening; 5.1 3-12-3 Brainstorm; 5.2 The Anti-Problem; 5.3 Brainwriting; 5.4 Context Map; 5.5 Cover Story; 5.6 Draw the Problem; 5.7 Fishbowl; 5.8 Forced Analogy; 5.9 Graphic Jam; 5.10 Heuristic Ideation Technique; 5.11 History Map; 5.12 Image-ination; 5.13 Low-Tech Social Network; 5.14 Mission Impossible; 5.15 Object Brainstorm; 5.16 Pecha Kucha/Ignite; 5.17 Pie Chart Agenda; 5.18 Poster Session; 5.19 Pre-Mortem; 5.20 Show and Tell; 5.21 Show Me Your Values; 5.22 Stakeholder Analysis; 5.23 Spectrum Mapping; 5.24 Trading Cards; 5.25 Visual Agenda; 5.26 Welcome to My World; Chapter 6: Games for Exploring; 6.1 The 4Cs; 6.2 The 5 Whys; 6.3 Affinity Map; 6.4 Atomize; 6.5 The Blind Side; 6.6 Build the Checklist; 6.7 Business Model Canvas; 6.8 Button; 6.9 Campfire; 6.10 Challenge Cards; 6.11 Customer, Employee, Shareholder; 6.12 Design the Box; 6.13 Do, Redo & Undo; 6.14 Elevator Pitch; 6.15 Five-Fingered Consensus; 6.16 Flip It; 6.17 Force Field Analysis; 6.18 Give-and-Take Matrix; 6.19 Heart, Hand, Mind; 6.20 Help Me Understand; 6.21 Make a World; 6.22 Mood Board; 6.23 Open Space; 6.24 Pain-Gain Map; 6.25 The Pitch; 6.26 Product Pinocchio; 6.27 Post the Path; 6.28 RACI Matrix; 6.29 Red:Green Cards; 6.30 Speedboat; 6.31 SQUID; 6.32 Staple Yourself to Something; 6.33 SWOT Analysis; 6.34 Synesthesia; 6.35 Talking Chips; 6.36 Understanding Chain; 6.37 Value Mapping; 6.38 The Virtuous Cycle; 6.39 Visual Glossary; 6.40 Wizard of Oz; 6.41 The World Café; Chapter 7: Games for Closing; 7.1 $100 Test; 7.2 20/20 Vision; 7.3 Ethos, Logos, Pathos; 7.4 Graphic Gameplan; 7.5 Impact & Effort Matrix; 7.6 Memory Wall; 7.7 NUF Test; 7.8 Plus/Delta; 7.9 Prune the Future; 7.10 Start, Stop, Continue; 7.11 Who/What/When Matrix; Chapter 8: Putting Gamestorming to Work; 8.1 Imagine a World: The Betacup Story; 8.2 Game 1: Poster Session; 8.3 Game 2: Go for a Walk; 8.4 Game 3: Make Something Tangible; 8.5 Game 4: Bodystorming; 8.6 Gamestorming Results; Acknowledgements; Colophon;