+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)


Games That Boost Performance

  • ID: 2240226
  • Book
  • November 2004
  • Region: Global
  • 384 Pages
  • John Wiley and Sons Ltd
1 of 3

Games That Boost Performance

Boost individual and team performance with this indispensable collection of newly designed and field–tested games. Authors Steve Sugar and Carol Willett show how these dynamic games can enhance a team′s ability to prioritize, problem solve, communicate, collaborate, and reach effective decisions.

Use these games to analyze company culture, help new teams break the ice, or to fine–tune communication. These games are not only engaging and fun, but they also reveal the assumptions that we make about our jobs, about one another, and about the roles we each play in the organization.

Each game featured in this book:

  • Is complete and ready to play.
  • Can be played and processed in under an hour.
  • Includes facilitator notes to extract maximum value from the experience.
  • Copies of the game handouts for easy reproduction available on the Companion Website.

Finally, this book contains these three exclusive features:

  • Each game links to thirteen common workplace performance goals, which in turn link to critical workplace behaviors. Use the "Game Versus Performance Goals Matrix" to quickly match the appropriate game to the desired learning outcome.
  • Six of the most common workplace situations, such as new hire orientation, are matched with a short list of suggested games that can be used in each situation.
  • A practical and informative game model walks you through each step of game selection, development, setup and play, and facilitation. You can use this model with any performance game in your resource library.

"With imagination and humor, these games help teams that are serious about their success. The facilitation notes begin where most games leave off, helping teams to make concrete connections between the game experience and ′real life.′"
Dr. Caela Farren, author, Who′s Running Your Career?

"When I am struggling to find a game to help a client to see something more clearly, I turn to Steve and Carol′s book. It is filled with great ideas. But, even more important, their games offer a springboard for my own creativity."
Rick Maurer, author, Why Don′t You Want What I Want?

Note: Product cover images may vary from those shown
2 of 3
Contents of the CD–ROM.

Introduction: Getting the Most from This Resource.

Engaging Grim Grownups.

Identify Performance–Improvement Goals.

Typical Workplace Situations.

Selecting Your Game.

Developing Game Content.

Setting Up and Running a Game.

Post–Game Debriefing: Harvesting Learning Through Facilitation.

Keys to Effective Learning.

Final Thoughts.


Best of the Wurst.

Cash Box.


Clue Less.

Counter Intelligence.

Double Play.

Dragon Squares.

Floor Plan.

Floor Teams.

Friendly Persuasion.


Hard Case.

Having a Bad Hair Day.

The Hello Effect.

Improbable Headlines.

Initial Assumptions.

Listen Up.




Rear View Mirror.


Scavenger Bingo.

Second Mouse Gets the Cheese.

Smack Down.

Speed Dial.

Splitting Hares.


Team Poker.

Virtual X–Change.

About the Authors.

How to Use the CD–ROM.

Note: Product cover images may vary from those shown
3 of 3


4 of 3
Steve Sugar
Carol Willett
Note: Product cover images may vary from those shown