Thanks for discussing this idea. I think some people still see the word ‘game’ as ‘amusing oneself’. ‘Game’ stopped meaning that over 50 years ago when the mathematicians got involved and started stretching its domain. Nowadays, as someone posted above (the Wikipedia definition) games involve making moves, using strategies, having outcomes … Wittgenstein kept pointing out that games involve people accepting conventions of behavior, and that the moment they stop operating within those conventions, they have stepped outside the game (stopped ‘playing’ it).
The paper referenced was given in 1999. I’ve had plenty of time to try other ways of getting to the same end thought. http://alistair.cockburn.us/index.php/Software_Development_as_a_Cooperative_Game_060 (http://tinyurl.com/22xdzy) is a talk in which the first several slides try to get to it from a different starting point.
The different starting point is the question: if we didn’t use a metaphor, and just looked at what software development consists of, what do we find? The answer is given in the first slides of that talk.
Then the second question becomes: how can we get back to that long statement of what software development is from a short statement? And the answer to that one is “cooperative game of invention and communication”, described at http://alistair.cockburn.us/index.php/Cooperative_game_manifesto_for_software_development (http://tinyurl.com/fjpl5).
All in all, I think of software development as an entry in the category of games called cooperative finite goal-directed games. Much of theatre, exploration, and sections of business fit into this large category of games.
More recently, as I fiddled around looking for /analogies/ to /compare/ software development, I constructed the “Swamp Game” as another entry in that category of games, which holds up very well as an analogical comparison partner for software development. The Swamp Game is described in the second edition of Agile Software Development, and also in the article (http://tinyurl.com/3x6s4r). Here’s the extract:
"To understand the shift of strategies that occurs when working with games series’, let us construct another resource-limited cooperative game and examine it. Consider a race across an uncharted swampland in which some particular (unknown) artifact must be produced at some particular (unknown) place in the swamp. A team in this race would employ scouts and specialists of various sorts, and would create maps, route markings, bridges and so on. They racers would not, however, construct commercial quality maps, roads or bridges, since doing so would waste precious resources. Instead, they would estimate how much or little of a path must be cleared for themselves, how strong to build the bridge, how fancy of markings to make, how simple a map, in order to reach their goal in the shortest time.
If the race is run as part of a series, there will be new teammates coming after them to pick up the artifact and move it to a new place. The first team will therefore be well served to make slightly better paths, maps and bridges, always keeping in mind that doing this work competes with completing the current stage of the race. They also will be well served if they leave some people who understand the territory to be part of the next team. Thus, the optimal strategies for a series of races are different than for a single race.
There is no closed-form formula for winning the game. There are only strategies that are more useful in particular situations. That realization alone may be the strongest return for using the economic-cooperative game language: people on live projects see that they must use their minds at all times to observe the characteristics of the changing situation, to collect known strategies, to invent new strategies on the fly; and that since a perfect outcome is not possible in an overconstrained situation, they much choose which outcome to prioritize at the expense of which others."
I know this was a long post. The idea of looking for a metaphor or analogy is so that we can get enough distance from our activity to look at its elements in ways we already have built up to look at things. The quality of the metaphor/analogy relates to how many patterns we find usefully match before the metaphor/analogy runs out of steam. So far, the game metaphor and the swamp game analogy are providing good value in that sense.
Alistair