vendredi 5 juillet 2019

Agile marketing - The Game - Part 1

As a result of a Provoke Trigger Event action [1], Do-Khac Decision has revamped a seminar on agile marketing [2] into an Enterprise Adventure Game.

An Enterprise Adventure Game [3] is a simulated enterprise journey which is monitored by a game monitoring team (faculty professors, experienced coaches and seasoned managers).

In Agile marketing - The Game Part 1, the simulated enterprise journey is about a pivot from IT management consulting to Agile games delivering [4].

The journey is structured by 5 stages
  • Stage 1 : 2016, business background (market, players,...) 
  • Stage 2 : Nov. 2017, getting aware of a pivot opportunity
  • Stage 3 : 2018, building the pivot
  • Stage 4 : Feb. 2019, proof of pivot done
  • Stage 5 : beyond 2019.



Each stage is paced with game events that bring specific opportunities to get experience of Agile marketing practices and tools.

Upon a game event, participants take experience of business tools such as the design canvas Business Model Pavement for Digital [5] by producing deliverables with the tools.

They might experience the Trigger Event Model, a tool that link marketing and innovation [6].

The use of Agile games [7] ensures that the experience is both instructive and fun.

The participants break into teams that simulate different enterprises.
Each team gets a coach to ensure that it makes good progress and is not left behind.

The passage from a stage to the next occurs when all teams have passed the key games events and made/collected the key deliverables.
Additional game event might be casted in by the game monitoring team, making the experience more instructive and fun.

The heutagogic* approach is leveraged by
  • authentic materials exerpted from real journeys of enterprises whithin their ecosystems (clients, suppliers, competitors,...) ; a fantastic exploration tool would be Google Images [8]
  • state-of-the-art physical and digital workplace [9].


*self determined learning


[1] Provoke Trigger Event method : study case N°2, Gouvernance numérique d'entreprise, 7 July 2019
[2] Agile marketing seminar, Do-Khac Decision, 15 February 2019
[3a] Definition : Enterprise Adventure Game, in five intrinsic characteristics, L'entreprise numérique créative, 31 may 2019
[3b]  Copyright Value Added - The Game Version 2, Do-Khac Decision, 2019
[4] Agile games from around the world, L'entreprise numérique créative, 4 March 2018
[5] Two graphical tools for Agile marketing, L'entreprise numérique créative, 15 March 2019
[6] Agile marketing : the Trigger Event Model, L'entreprise numérique créative, 26 Feb. 2019
[7] A 7-features model to assess the intrinisc value of an Agile game, L'entreprise numérique créative, 3 decembre 2018 
[8] Banque de plus de 500 ateliers visuels pour transformer la DSI [ a bank of 500 visual workshops to take the IT department ti Agility at scale], Do-Khac Decision, 4 Nov 2018
[9] The Open Creative Workshop Architecture, L'entreprise numérique créative, 10 May 2019

Nominations

2015 : La méthode "IT Regime Management" et ses outils d'intelligence collective émotionnelle présélectionnés par l'association Pacte PME pour le compte d'une entreprise membre recherchant des solutions innovantes pour des économies en systèmes d'information et télécom.

2015 ; Lors de la cinquième édition de l'IT Innovation Forum parraînée par le Club des Responsables d'Infrastructure et de Production (CRIP) le 27 janvier dernier, l'innovation frugale du "Personal MOOC" a reçu le Trophée IT Innovation Forum dans la catégorie Enterprise Mobility / Collaboratif.

2017 : Le serious game La Maîtrise d'Usage a été retenu par le SGA / ministère des arméés pour être présenté dans l'espace startup de "Innovation Défense en soutien des armées", une manifestation organisée dans le cadre de la Semaine de l'Innovation Publique du 20 au 26 novembre 2017.