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To book Byron Reeves or for more information, please contact: Mel Blake (617) 252-2472.
“Ignore Total Engagement at your peril or read it and learn how to leverage and learn from the gamer.” —John Seely Brown, Co-Chairman, Deloitte Center for the Edge
“Reeves [and co-author Leighton Read] have expertly forged the connection between the experience of game playing and increased productivity in the business world.” —Jane Shaw, Chair of the Board, Intel
“If you want to know how work is changing, read Total Engagement.” —Thomas Malone, Professor, MIT Sloan School of Management; Author of The Future of Work
“You were amazing and I received excellent feedback from numerous people that attended your Keynote. Every one of them is buying, or has now purchased, your book! People were truly inspired.” —Kim Smith, Chief Operation Office and Co-Founder, World2Worlds, Inc.
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Byron Reeves
BIG IDEAS
SNAPSHOT BIO Byron is the Paul C. Edwards Professor in the Department of Communication at Stanford University, and is Co-Founder and Faculty Co-Director of the H-STAR Institute (Human Sciences and Technologies Advanced Research) and its industry program, Media X. He is an expert on the psychological processing of media in the areas of attention, emotions, learning, and physiological responses, and has published over 100 scientific papers about media and psychology. His research has been the basis for a number of new media products at companies such as Microsoft, IBM, and Hewlett-Packard, in the areas of voice interfaces, automated dialogue systems, and business process simulations. He is currently working on the application of multi-player game technology to behavior change and the conduct of serious work, and is Co-Founder of Seriosity, Inc., a company building enterprise software inspired by game psychology.
A Closer Look at Byron
FOCUS AREAS Virtual worlds and games. What are the most important ingredients of successful multiplayer games and how can they be applied in the enterprise? Our research has identified the ten most important ingredients: self-representation with avatars, 3D worlds, narratives, feedback in all time domains, ranks and levels, transparent reputations, synthetic economies, competition under explicit rules, teams, and time pressure. And the research shows how these ingredients already support complex work in games, and it shows how they can be applied to business collaboration, leadership, and innovation. In recent work, Byron has concentrated on two of the ten ingredients outlined in Total Engagement:
Game psychology and energy efficiency. In addition to applying game psychology to enterprise problems, we are interested in applications to intractable behavior change problems and have a significant project underway in the area of energy. Utilities and governments have spent billions of dollars to create a sensing infrastructure for home energy use with the promise that energy information will change energy behaviors. The information reported by devices like new smartmeters, however, can be stunningly dull to most people, negating the significant investment to bring them online. We are conducting new research, funded by the Department of Energy and in cooperation with utilities and Google, Inc., to test how best to nudge people toward energy efficient behaviors. Check out this movie as an example of how people might be engaged in a multiplayer game that uses data from home smart meters (http://www.youtube.com/watch?v=dDR0-QgqiEk).
ENGAGEMENTS Byron’s presentations about games, virtual worlds, and social media span a wide audience from universities to corporations to government and non-profit organizations. Byron has spoken recently at Stanford University, University of Southern California, Emory University, MIT, Auburn University, UC Santa Barbara, University of Washington, and the University of Wisconsin-Madison. Corporate presentations include engagements at Accenture, Facebook, Intel, IBM, State Farm, Visa, Intel, Cisco, HP, Konica Minolta, Microsoft, and Pearson Education. Other recent presentations include the LOGIN Conference, Virtual Edge Summit, National Science Foundation, BECC (Behavior, Energy and Climate Change Conference), GDC (Game Developers Conference), Serious Game Summit, and Virtual Goods Summit. In addition to speeches, Byron and colleague Leighton Read run smaller discussion sessions aimed at brainstorming, product reviews, and business strategy, and participate in executive and board presentations at small and large companies.
SPHERE OF INFLUENCE Several people doing excellent new research about games and virtual worlds influence Byron including: Jeremy Bailenson (Stanford University), Nick Yee (PARC), Ted Castronova (Indiana University), Dimitri Williams (USC), Jane McGonigal (Institute for the Future), and James Blascovitch (UC Santa Barbara). Those who bridge the gap, with engaging writing and compelling real-world examples, between the sciences and applications to business and social change, including Dan Ariely (Preditably Irrational), Richard Thaier and Cass Sunstein (Nudge), and Daniel Pink (Drive).
RECOMMENDED READING On games and virtual worlds, book favorites are: Exodus to the Virtual World: How Online Fun is Changing Reality by Edward Castronova (St. Martin’s Press, 2007) Got Game: How the Gamer Generation is Reshaping Business Forever by John Beck and Mitchell Wade (Harvard Business School Press, 2004) A Theory of Fun for Game Design by Raph Koster (Paraglyph Press, 2005) On information technology more generally: The Future of Work by Thomas Malone (Harvard Business Press, 2004) From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism by Fred Turner (University of Chicago Press, 2006) The Future of the Internet and How to Stop It by Jonathan Zittrain (Caravan Books, 2008) And on totally different topics: Hemingway, Steinbeck and Patrick O’Brian
MIND FUEL The world of games changes quickly and the web is a great place to keep pace. Some good sites include: Terra Nova, a weblog about virtual worlds and games: Water Cooler Games, a site about games with an agenda: Serious Games Initiative, focused on uses for games in exploring management and leadership challenges: Inside Social Games, tracking the convergence of games and social platforms: Influential conferences about games, virtual worlds and serious applications: Game Developers Conference (including Serious Games Summit) LOGIN Conference Virtual Goods Summit Metanomics, a website about serious uses of virtual worlds produced at the Cornell University Business School
OUTREACH How many employees in your company play multiplayer games? And among those that do, what ideas do they have about how to change the design of work to make your company more competitive? We know that people work best when they have a sense of purpose and can see how their small efforts contribute to a greater good. How can we use information technology to give people “micro credits” for the “macro good”? |
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