Transition (Optional): Whether the retrospective game is used at the beginning, middle, or end of the retro: It is more professional if it has a concrete reference to the step before and/or after.In addition, a retrospective game, in which the aim sometimes is to make team members laugh, is of course a bad fit if something negative is currently depressing the mood, such as layoffs. For example, the particularly creative or metaphorical games are more suitable for teams that have already completed many retros (i.e., tend to have a higher maturity level see post: 7 tips when the team doesn't want to do retros anymore). Adequate: Scrum retrospective games and ideas should be adapted to the maturity level and the current mood of the team.Of course, this does not mean that critical topics should not be addressed on the contrary, only if successful action items are developed can the good mood be sustainable (See post: 8 Tips for Successful Action Items in Retros). This can be achieved, for example, with an icebreaker or a check-in and check-out that puts a smile on team members' faces. It should basically have the goal of creating a positive mood among team members. For this very reason, the retrospective as a protected space should consciously break out of this pattern. Positive: In the everyday life of an agile team, there are often enough occasions for stress.Or the retrospective games and ideas let the team collectively overcome a small challenge – which also fosters team spirit. Two simple mechanisms can help to do this - especially in the Check-In, the Icebreaker of the Retro: Either they help team members get to know each other better (privately) and thus indirectly strengthen psychological safety in the team (see post: Psychological Safety in Agile Teams). Teamwork: Good agile Scrum retrospective games strengthen team spirit.
This is especially true for Scrum Retrospective games in the Check-In of the Retro (i.e., Icebreaker), because the rule of thumb says: If you don't say anything in the Check-In during an Icebreaker, you won't say anything in the entire Retro. It is even better if every team member speaks at least once. Interactive: Really good Scrum Retrospective games are characterized by the fact that each participant must think or become active in order for the game to be successful.Because we will present right here and in many other posts effective agile Scrum retrospective games and ideas (See post: The 15 best retrospective games).īefore we start with our 6 Scrum Retrospective games, what actually makes good retro games? In our view, good retrospective ideas have 5 characteristics: You want to play some really good Scrum Retrospective games? Then you've come to the right place.