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An Interview with
John Beck
- by Karl Kapp

Karl Kapp: You wrote a book titled, Got Game
- How the Gamer Generation is Reshaping Business Forever.
That is a pretty bold title, what is the basic premise
of your book?
John Beck: The basic premise is the group that
grew up playing video games has a very different mindset,
attitudes, and behaviors regarding business than those
who didn't grow up playing video games. We call that group
the "Gamer Generation." In a survey of 2,500
American professionals, a year or year-and-half ago, we
found that those who reported playing more video games
when they were youngsters reacted to business situations
differently than those who didn't
that's the basic
premise.
Karl Kapp: When you say video games are you talking
about Pong or something like Halo? What kind of video
games are you talking about?
John Beck: Well obviously the older responders
would have played Pong, the younger ones, (our respondents
went all the way down to the young 20s) would be playing
games like Halo. Not Halo 2 because the survey was done
before that came out. But you know Doom, Halo and similar
video games were being played by people as they were growing
up for the younger part of the sample. Whether they were
older or younger, the response of gamers was more alike
than that of older non-gamers and younger non-gamers.
So there was a real split. An attitudinal divide between
of those who video played games and those who did not.
Karl Kapp: What kind of divide or split did you
see?
John Beck: We saw some things that you would just
naturally expect. Like gamers are more competitive. They
have a sense of risk and reward, they are more apt to
take a risk, which is just good entrepreneurial practice,
because the more risk, the greater the reward. But then
we saw weird results, like gamers care more about their
companies. Gamers end up being more sociable and work
better in teams; they have a better natural sense of how
to make leadership decisions. Gamers make decisions more
by the textbook, how a MBA program would teach them to
make a decision, that's the way they make decisions rather
than non-gamers. So there were a lot of quirky correlations
in the data set.
By the way my co-author, Mitchell Wade and I are baby
boomers, so we weren't playing that many video games growing
up, Pong was basically what there was to be played. When
we set out to write this book, we knew it had to be a
business book, because Harvard Business School Press is
who we had the contract with. But we set out thinking
there would be a more mixed bag of results, stories, and
findings for this book. What we found was surprisingly
positive; it definitely changed my attitude of how I deal
with my kids and their video game habits.
Karl Kapp: You mentioned leadership; do you have
any insight into why gamers tend to solve problems from
a MBA textbook perspective?
John Beck: Well gamers develop leadership skills
very early. Yes, that thought is a little counterintuitive
perhaps, because when you think of video gamers you usually
think of them sitting in a dark basement by themselves
with the TV on. But playing video games is actually very
social. When a bunch of kids are playing video games and
one person is playing at a time with the others watching,
the gamers will hand off the controller to whoever is
good at particular part of whatever game they are playing.
Others will be giving advice, and the one with the controller
ultimately becomes the leader and makes the decisions,
and they take into account the advice of the others. Also,
decisions have to made quickly, or in certain games, you
will die if you don't make decisions quickly.
Gamers also learn how to work in teams. When I was younger
my experience of working in a team was Little League Baseball
where you were told when to run, or hit, or bunt. You
were constantly being told what to do. It was not a bunch
of 5 or 6 year olds working together to solve a problem.
You were directed by the coach. And now what's going on
is that kids are leading other kids during the gameplay.
With video games, the experiences create a much longer
history of leadership and teamwork than those who don't
play games. The Pong generation probably didn't get that
much, but certainly gamers who participated in role-play
games or first-person shooters did.
Karl Kapp: So gamers naturally form self directed
teams, and work toward certain goals. Each person contributes
toward that goal depending on what they do best?
John Beck: Yes, but remember they are a self directed
team but there is a leader. The leader really is the one
who has the controller. In a sibling group it's usually
the oldest sibling. But if you get a group of friends
together, it's obvious there is a leader, which is usually
the best player, so there is natural respect built into
it. The person who takes the controller at the most difficult
times at the game, and is the one that says "Hey
Jimmy, you're only six but you can get through this part"
is the leader. The leader helps to build skills in the
rest of the team.
Karl Kapp: It sounds like some delegation, skill
building, and communications. All that stuff.
John Beck: Yeah, a lot of stuff going on. And
I know when I was in third grade I didn't get all of that.
Karl Kapp: So game playing is not as solitary
as we tend to think?
John Beck: We have a real notion that it's very
solitary. And I do think as you get older there is a lot
more time spent alone trying to get good at a game, so
when you go to play with your friends you're not humiliated.
We certainly see that with adults playing Madden Football,
so when they go to the party with their friends they look
OK. Even with the older kids you get that. But really
when friends come over to play, they sit right in front
of the video game and play together, it's very social.
Karl Kapp: Do you think that playing video games
have made them more gadget oriented as well?
John Beck: There is no doubt about that. Gamers
are more gadget-oriented. They think about them, they
care about them; they are trained from a very young age
to know when the next release of a game will be, or when
a new controller comes out or when the next version of
the game station is coming out. So they certainly have
become avid consumers of electronic goods.
Karl Kapp: I see that in my eight year old son.
Last Christmas he said "Dad, I only want three things
for Christmas," and I said great only three things
what are they. He said "I want a big screen TV for
my room, a cell phone, and a laptop computer." (laughs)
John Beck: (Laughs)
Karl Kapp: I said how about a GameBoy, so I definitely
can see an inclination towards gadgets. Can we just take
a step back for a moment and talk about the research process,
and how you found your subjects.
John Beck: It was a large internet-based survey,
and since we were looking at business professionals that
gave us a pretty good sample. We were working with a population
that was already in place, so we sent out the survey and
monitored who took it and then we did a little bit of
collaboration on the back end to make sure we were getting
a pretty representative sample. But we didn't have to
do a lot; we had a pretty good mix of men and women. And
on that there was a moment in the middle of this when
I sat up in bed one night and thought "gender."
I never controlled for gender. And everything in here
is completely explainable by gender. I got up and went
right to my computer that night and started pounding away
and crunching numbers. When we did control for gender
there weren't any differences, which was surprising. Let
me just regress from your question for a second here,
since I got on this topic, I'll talk about this.
Karl Kapp: Sure
John Beck: Our explanation for no gender difference
is
we think that what is happening, the reason for
the different way of thinking in the gamer generation
and the different beliefs, attitudes, and behaviors is
that the neuron pathways of these gamers are actually
being changed by the game playing. The way you think,
they way you learn, the way you solve problems, are all
being influenced by solving problems and thinking through
complex situations when you are young.
Scientists who study the brain tell us that the neuron
pathways are pretty much developed by the age of 14. That's
why when learning a language, before the age of 14 you
can learn the language just by being around it. For example,
dog in Japanese is "Inu," and you don't have
to make that connection. You just kind of know, "Oh,
Inu is dog." So up to the age of about 14 is when
the neuron pathways are being formed, which is interesting
because that is the age about when male and female video
game playing diverges. Up to that age, boys and girls
play the same game and actually play together. After that
boys play a lot more violent game, and girls play a lot
less violent games.
Karl Kapp: Yeah, girls are now playing Dance,
Dance Revolution. The point about changing neurons is
fascinating and helps to explain why there is little gender
difference between male and female gamers.
John Beck: Yeah, some guys play Dance, Dance Revolution
also. Actually some of the best ones I've seen in those
games are boys. They jump higher; it's definitely an athletic
pursuit for some of them. That's the reason why I think
there is not a huge amount of difference in the questions
we are asking, because those neuron pathways are formed
in certain ways before there is a gender divergence in
the way games are being played.
Karl Kapp: You found a lot of interesting things
and some, as you mentioned, are counter intuitive. Are
you meeting with any resistance or Doubting Thomases?
John Beck: Very little, it's been surprising how
positive the response has been to this. We expected that
the mothers against video game violence would be after
us, and we haven't even gotten negative responses from
them. And from corporations we find that people who are
managers of the gamer generation, people in early their
forties to mid-forties get what we are saying completely.
They know that there is a bit of a disconnect, they know
that the generation they have grown up with doesn't understand
this younger generation.
When we get to older executives, they don't even understand
that there is an issue. When I give a talk to a company
or group of senior executives they look at me mystified,
thinking
"I didn't even know there was a difference."
But when you get to the executives in their forties or
late thirties, they totally understand there is a disconnect
and this is a helpful explanation for them and a way of
helping them to think of ways they might be able to make
their teams more effective.
Karl Kapp: What would you say to someone who said
"This is a typical generation gap? One generation
never seems to understand the next?" Is this really
that different?
John Beck: I am saying this is a big generation
gap. There are always differences between generations.
You can go back to the writings of Plato and see there
was a generation gap. But the term "generation gap"
didn't emerge until the baby boomers came about. And that
term emerged not only because there were generational
differences but because there was a technology driving
the thinking of the world: the technology being television.
The baby boomers that grew up with television had a very
different look at the world than their parents who did
not grow up with television.
Karl Kapp: They could see more of the world and
it opened up to them?
John Beck: It did. It opened the world up to them,
it wasn't just their community. There was this whole world
out there that they were getting from a young age. They
were put in front of the television to see Howdy Doody
when they were three years old. So that technology drove
a lot of attitude.
But one thing about that was that at least the parents
knew what was going on with the television. There was
one television, and there were only three channels, and
usually the family came together to watch the shows. So
the metaphors and the topics of conversations that kids
engaged in
the parents basically knew about. They
knew about Bewitched or Gilligan's Island even if they
didn't sit and watch the entire show. They knew what the
kids were talking about.
This generation gap, we would argue, is a bigger gap
than the last one. Technology is changing the attitudes
of the younger generation, but that technology is one
that parents don't know about. Gaming is done in the basement,
parents walk through and see a screen shot, but they don't
get the arc of the story from simply walking by or watching
part of the game. They don't know how to use the controllers,
and they are afraid to engage with their children because
they just don't know how to do it. With television you
could sit down passively and just watch. With the games
you get pretty bored if you're not involved in playing.
So parents really don't get it, the non-gamer generation
really doesn't understand the technology that is changing
the kids.
Karl Kapp: So there is a different language, different
expectations, different skill sets, and the parents just
aren't involved with that, typically.
John Beck: Yeah not at all, so I think it's bigger
than the usual generation gap.
Karl Kapp: Yeah I have seen that with my son,
and I think we have talked about this before, the use
of cheat codes. I know a lot of boomers get upset with
cheat codes. I tell my son "That's not playing the
game using cheat codes." But he says Dad they wouldn't
make it available it they didn't want me to use it. To
me that seems like a different mind set, a cheat code
is cheating to me, but to my eleven year old son that's
just part of the game.
John Beck: Yeah, we often have drawn the distinction
about how important strategy guides are; you can call
them cheat codes if you want. I think the term that the
publishing community would like us to use is "Strategy
Guides." The use of strategy guides in games is extremely
important. But it is interesting to watch people's different
uses of them.
I was talking to an editor of Wired Magazine a while
ago and he said for his games he keeps his computer on
the first floor and all the strategy guides are on the
second floor of his house. And he doesn't look at them
until he gets stuck, and then he goes upstairs, but he
doesn't bring them down. He has to memorize the information
he wants and what he is going to do and then comes back
down and plays the game. So except for the youngest players,
the fun goes out of the game if you just sit there and
read the strategy guides. But when you talk to parents,
it's interesting, because they say, "My child is
learning how to read and is interested in reading because
of strategy guides."
Karl Kapp: So video games are driving gamers towards
reading which they might not be interested in otherwise.
John Beck: Yes, it is kind of strange. The other
thing we say about strategy guides
that we advocate
with managers
is to think of themselves as strategy
guides. Somebody to go to when things get tough, someone
who has the answer or can help them find the answer. We
draw the distinction between strategy guides and level
boss's. The only time video games use the word "boss"
is in the pejorative. A level boss is the monster or the
bad guy that you need to get rid of to get to the next
level.
Karl Kapp: Someone you have to defeat.
John Beck: Yeah, the one you have to defeat, so
you don't want be the boss as a manager, because by definition
the boss is bad, and the kids have grown up thinking the
boss is bad. As a manager, you want to position yourself
as a strategy guide saying "here is the task; here
is something that you can do
and you will be a hero,"
because on all video games the player is always the hero
even if they are doing bad things. So here is the task,
you can be heroic, its going to be hard, you're going
to fail, but I am here to help you out and I have faith
that you can get through it but I want you to go and do
it. So if you manage people that way, they are very comfortable
with that process because they have been dealing with
that since were young.
Karl Kapp: So the manager should basically be
the guide and guide them along, then that is a good way
to manage gamers.
John Beck: Yeah in your terminology you help them
with the cheat code. You tell them "here is a way
to get through this problem, what you are dealing with
is not a problem with the customer, but with the organization.
I can help you by putting you in touch with the right
people in the organization." Or as a manager you
can say "I have seen this before and this is the
way you handle it" and send them back to play the
"game" some more.
Karl Kapp: Now that would also then provide information
to them a little bit at a time, to me that sounds better
with this gamer generation than saying you need to do
A, B, C, and D.
John Beck: Yeah, you want to give general perimeters
and perimeters that can't be broken. If you go back to
the analogy of video games versus baseball; baseball has
a lot of rules, because basically you are on an open field
where you can theoretically do anything you want. So you
have to have a bunch of rules that define what is part
of the game and what is not. So everyone can play together
cooperatively.
In the video game the programmer has created a world
that has very, very clear boundaries. There is no getting
outside those boundaries unless you manage to find a great
hack to ruin the game. Basically the boundaries are set
and your goal is to do absolutely anything within those
boundaries. If you are walking down a hall, you have to
walk all the way down the hall because there might be
a secret entrance in the wall. And that is a very different
mindset than playing baseball. So you want to set up a
team where the rules of what you can't do are clear and
distinct and everyone understands them, but give the gamer
generation enough leeway so they can be completely creative
within those boundaries. They will then be more innovative,
more creative and gain more satisfaction with their job.
In that type of environment, the gamers will do things
that will surprise you as a manger.
Karl Kapp: So if I were a manager, for example
a forty year old manager
is it too late for me to
sit down and play games and get those lessons?
John Beck: No, not at all. You ought to be doing
it. Get a GameBoy yourself. We advocate in the book that
you should hand out GameBoys to your board members so
they can get involved with what's going on with the younger
generation. Talk to the gamer generation about how they
would approach a problem and listen for those things that
are significantly different from how you would approach
a problem. Because a lot of the gamer generation attitudes
are reflected in that.
Karl Kapp: A lot of the readers of this interview
are learning and development professionals, so what would
be the implications for them? Do I need to develop full
simulation games like Halo2, or what do I need to do?
John Beck: No, but do use games. I have been using
war games as strategy training for 15 years. This is a
completely non-computerized game. You can use very simple
video games all the way up to full sound, 3-D, great acting
video games to get the point across. All of those are
out there to a very small degree in the marketplace right
now. They are usually highly individualized, and I would
argue that they should be in order to get the training
point across.
The current technology is just not prohibitive at all
to do a simple game to get the point across. Even if you're
doing a live training session, sending people off to do
a game for a while, and then having them come back and
debriefing them is a great way to really talk about the
subject. It is certainly much more interesting than the
talking heads out there, even though there are some really
good talking heads.
I tell people in audiences all the time that I have never
met a kid with ADD (Attention Deficit Disorder) that can't
sit in front of a screen and play a video game for 3 or
4 hours. They are bored at school, and they don't pay
attention, but that is because they are bored. Games for
the gamer generation would not be boring. A well designed
game that is designed to get educational value across
can be an unbelievable resource and extremely effective.
Karl Kapp: That makes sense. But let me give you
an example of what happens in corporations with games.
When windows first came out and it was put into corporations,
the first thing that the IT department did was take off
solitaire because they didn't want employees playing games.
And then they had training class after training class
designed to teach employees how to double click and drag
and drop, when they could have learned all of that if
they just kept the solitaire on the machine.
John Beck: (laughs) That is a perfect example,
and it is so true. I mentioned before that I do war games.
It is usually the very top management of the company that
hires me. Ten years ago I had trouble with them when I
tried to sell them war games because they didn't like
the term "war." That changed recently I can
now say "war" with that group all I want, but
I still can't say the word "game." They have
this kind of thought that "we are executives we don't
play games" I remember calling war games "strategic
simulations" or "competitive simulations"
for the longest time because no one could get past the
war game thing. I still find I have to use words like
"simulations" or something to make some people
happy.
Karl Kapp: That was my question how do you get
over that block? It seems that may change over time as
these gamers become executives and managers and work their
way up the system.
John Beck: It already has, with particular HR
executives that grew up playing video games, they think
it is the greatest thing ever, and they light up when
we talk about it. But that is a minority still, so use
words like "simulation" that tends to make people
happy.
Karl Kapp: Yeah, slip some euphemisms in there.
(laughs) I find competition in games, tends to bring the
best out of a lot of people, and they tend to lose track
of time. In training sessions you are always looking at
the clock and games seem to speed up time.
John Beck: It speeds up time and everything that
we are seeing
and we have started to develop a couple
of games in my North Star Leadership group
everything
we are seeing in the games we are developing is that they
are much more effective than any other type of training.
It just lodges information in peoples' heads. Information
that just doesn't get in their otherwise.
We have a very simple game that we created basically
for me, I have a book coming out next month and it is
on the topic of Japan. It's a survey book and I would
like to be sure of some of the statistics when I go to
talk to people about the book. So we created a simple
game for me to remember what these different survey numbers
are, and it's so effective. I could sit and look at that
piece of paper for days and not remember those numbers
and get them wrong or invert them. After I play this game
for a while, I'm like "Oh, yeah this is 85 percent
and this is 80 percent."
Karl Kapp: Very interesting.
John Beck: So as a memorization tool alone it's
been helpful, and when you get to conceptual issues like
"do I approach the market this way or that way"
games are extremely effective. When you have played the
game 15 times you think "Oh if I approach it this
way it's just dangerous." You will remember those
lessons forever because you died 15 times and nothing
is better at getting your attention than death.
Karl Kapp: (Laughs) Right, so it's not such a
bad thing for a player to die in a game, they just learn
a lesson of what not to do.
John Beck: Yeah that's just part of the whole
learning and playing experience.
Karl Kapp: I noticed my son will say "If
you go that way you are going to die," when he is
playing a game but he says "I just want to see what
happens if I do this," sort of checking things out.
John Beck: Yeah, and wow what a great entrepreneurial
trait to have. For example, nobody else makes all white
MP3 players (iPods) that have white cords going into your
ears. That's just not done and no one will want that all
white device. But someone decided to "check it out"
and make it all white, and they made a ton of money doing
it.
Karl Kapp: Yeah it flies in the face of all the
black and silver stuff that is out there.
John Beck: Yeah, but I'm sure the conventional
wisdom before that was, "Oh how stupid that is no
one will want those white things they are just too obvious"
You just make it a fashion accessory and it is suddenly
"cool."
Karl Kapp: What can we expect some day when the
gamers become the Chief Executive Officers of organizations?
John Beck: Well I hope when gamers get to that
point that they keep a lot of their gamer attitudes. Because
in the future, the world will be looking for innovations
and a model of leadership that is being learned by these
gamers today. They will all have same leadership style.
So a lot of efficiency with a lot of innovations occurring
and a lot of great thinking. It will be exciting
Karl Kapp: Do you think that game interfaces are
going to impact other applications? For example if you
go to musicplasma.com, there is a database of circles
and the size and color of the circle tells you how popular
a song is and the relationship between one artist and
the other. Do you see video games influencing regular
computer applications?
John Beck: I think they already do to an extent,
but potentially, I think you will see more of that. I
think that the design models, and good design principals
will actually find their way into games. So I think it
is fluid in both directions.
Karl Kapp: I heard the other day that EA, the
large game company, has about 4,400 employees worldwide.
Do you think there will be more gaming companies, since
growing up with games is going to help in a lot of ways?
Do you think there will be more companies positioning
themselves to provide games and educational games in particular?
John Beck: I think the educational world will
come to the realization that games are a great way of
teaching to the test. Every high school basically now
requires a test to get your diploma. So teachers now are
basically helping people get through the test. What would
be great is if there was a set of games that could help
people get the basic knowledge they need, then teaching
could be much more about ideas and sharing information
and much more human. If our educational system can get
to that point and that realization, we will see a boom
in game companies, because they will be doing games more
than just for entertainment. The game industry already
is larger than Hollywood in terms of sales, so it is a
huge industry but it will become bigger as it takes on
training and education.
Karl Kapp: Yes it does seem to be a big industry
and it seems to have an influence everywhere. I teach
graduate students so they are on their early 20's, and
most of them are gamers because it is a instructional
technology program, so what kind of advice would you give
to these gamers as they enter into the work force and
clash against some boomers and the ideas that they might
have?
John Beck: First of all just understanding the
reason for the clash and different attitudes will help.
Second, bring the non-gamers into your game world and
into your way of thinking a little bit, there is a need
to be a little bit explicit. Growing up as a gamer, you
think that that everyone does it this way because everyone
around you does do it that way, but that is not the case
with boomers. So make what you are doing and why you are
doing it explicit. If you boss can understand game metaphors,
use them. I think the more that you can be explicit about
your way of thinking, because it is a logical good way
of thinking and the way business programs would teach
you how to do things. Some times it just takes being explicit
about the process.
Karl Kapp: Ok, so explain what you are doing so
your boss or manager knows where you are coming from.
I can see a lot of struggling between boomers and gamers,
boomers have the expectation of no failure and everything
has to be perfect, and gamers have the tendency to try
things out and then if it doesn't work out they seem to
adapt pretty quickly.
John Beck: Sometimes it's just a matter of making
it very clear when you are talking to your boss, how many
lives do I get on this task. Because if I get a several,
I am going to try some wild things, and if I only get
one or two I will be more conservative. I think just making
those kinds of explicit expectations will make the process
much smoother.
Karl Kapp: Yeah I'm finding with my son that he
says, "Dad, is a level one difficulty, or a level
two difficulty?"
John Beck: Yeah, there is a whole vocabulary that
comes out of it, and it will be there for a long time
to come.
Karl Kapp: And the term "reset." My
son will say "reset" or "start over"
when he wants to do something again. The other interesting
thing that I noticed is that, he is in sixth grade now,
and is going to start studying WWII , and he said "I
already know the Axis powers" and I say how do you
know that and he says "Age of the Empires" game.
John Beck: There are a lot of games that teach
you a lot of history and if you are into those games you
can learn a lot. I am fascinated by Neopets, a game on
the web. It is like those Tamigatchi electronic pets,
but it's on the web. You share pets and train them, and
you have to find money and get neopoints. Interestingly,
one thing they have is a stock exchange called Neodaq.
And this is a site that is 70 percent girls probably from
ages 5 to 13. But all these girls at this age are learning
the principles of the stock market.
Karl Kapp: That is amazing.
John Beck: Isn't that so cool?
Karl Kapp: That is really cool. We did a workshop
one time with Rollercoaster Tycoon for middle school kids.
The game keeps track of how much you spend on marketing
and how much you invest to build the roller coaster. It's
very interesting that you mention about the rules of the
game, because the kids worked the rules. For example in
the Rollercoaster Tycoon game if you have disgruntled
customers you lose points, so the kids would take the
disgruntled customer and drown them in the pond.
John Beck: No wonder parents are worried about
violence. (laughs)
Dr. Kapp: Yeah, so I guess I can look at that
as violence or as working the system.
John Beck: Yes, it's playing the system; the rules
allow it
so it is done. So one of the rules in your
company should be, and make it explicit and that can't
be broken, is that you cannot kill anyone. It will make
your job as a manager much easier. (laughs)
Karl Kapp: (Laughs) Yes, corporations will need
to create posters that say don't drown your customer.
John Beck: Yes this is true, that is a great story.
Dr. Kapp: The other thing the kids did with that
game and, this stuff drives me crazy is that they check
how much money the customers have before they come to
your park, so right before the customer gets to the park
they raise the price and takes all the customer's money.
But then I say, "Hey, they can't spend any money,
and the reply is
"I don't care I can build a
bigger rollercoaster." It's an amazing kind of thought
process.
John Beck: (laughs)
Karl Kapp: Well John this has been great, is there
anything that you would like to add that you think that
someone in the e-learning industry should know about gaming?
John Beck: No, just get out there and start playing
video games because they are an invaluable tool.
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