Culture is Not a Game, But Created Like one!
summary
Claims that culture is built like a game: successful titles (Beyond Two Souls, Heavy Rain, Final Fantasy) share a relatable character and a clear conflict, and those mechanics map to workplace change. Concrete tactics: run a cultural assessment, stop delegating ownership, hire for fit via scenario-based interviews, recruit beyond typical channels (middle schools, community colleges) and advertise on the ground with story. Leadership takes short measurable goals; HR fixes screening automation that excludes qualified marginalized candidates.
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chapters (12)
- 0:00Introduction
- 1:02Voluntary vs forced change
- 3:51Adapting to change
- 7:06Culture like a game
- 8:54Great stories in games and companies
- 12:21Five keys to diversity
- 18:20Ownership beyond hiring
- 20:06Start with yourself
- 21:32Q&A: Cultural fit
- 24:04Q&A: Instigating change
- 26:29Q&A: Resistance to hiring
- 28:17Closing remarks
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