Tiimiakatemia on Jyväskylän Ammattikorkeakoulun yrittäjyyden huippuyksikkö
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As a consept, gamestorming is or at least should be familiar in TeamAcademy’s everyday life. We use gamestorming in our birthgiving sessions when we “give birth” to new ideas and consepts. Gamestorming itself means more of gaming and visualizing type of idea-forming session.


So, what is a game then? The chapter starts with a story about a boy kicking ball. That’s considered as a play. He’s kicking the ball without any goal or intentions. Then afterwards he meets his friends and they go to the park together. They decide to play game to hit the tree to get points. And that was a game. They created space to play the game and made up the rules. To separate play and game you may consider these components to recognize game:

  1. Game space

“To enter into a game is to enter another kind of space where the rules of ordinary life are temporarily suspended and replaced with the rules of game.”


  1. Boundaries

“A game has boundaries in time and space. There is a time when a game begins- when the players enter the game space- and a time when they leave the game space, ending the game.”


  1. Rules of interaction

“Within the game space, players agree to abide by rules that define the way the game world operates.”


  1. Artifacts

“Most games employ physical artifacts; objects that hold information about the game, either intrinsically or by virtue of their position.”


  1. Goal

“Players must have a way to know when the game is over; an end state that they are all striving to attain, that is understood and agreed to by all players.”



The evolution of game world consists of 5 stages which are:


Imagine the world

Fist the players need to seek to find a possible world for their game.

Create the world

All the rules, boundaries and artifacts must be formed before starting the game.

Open the world

Everyone must agree to the boundaries, rules and artifacts before the game can possibly begin.

Explore the world

Goals drive the game. They can be formed by the players themselves or by others in advantage.

Close the world

When the goals are reached, the game has come to an end. As the book tells, the goals are not the most important part but the play itself is.


This book is more of a handbook than one you read at once and move on. There were many good tools for our own “birth giving” for example. We should just have this book always available to open one page and try one of the tools. I think we would get so much more out of the idea-session if we would play trough it. Also, the opening and closing are usually not so used in our team. It’s just that “we’re in a hurry” all the time. I think that we’d get better results when using more time on creating and opening the world. Let’s play!


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