This document discusses how games and play can be used in the future of work. It notes that the workforce is changing and becoming more global, diverse, and distributed. Younger generations now entering the workforce value freedom, customization, collaboration and entertainment. Games can help build trust within organizations by establishing structure, facilitating interactions, and allowing people to test uncertainties. Productivity games have been used successfully at companies to improve quality, increase feedback, and boost employee engagement. Examples of productivity games discussed include a language quality game and a disaster response coordination game. The document argues games can be applied to skills development, unique work, and expanding work skills. Security games have also been used to raise awareness of security issues.
3. + our world is changing
new workforce
management capabilities
organizational trust how to build a
culture of
games and play creativity and
innovation
6. In a global village of 100
61 would be Asian (20 Chinese, 17 Indian),
11 would be from Europe…
and 70 would be gamers…
Global Shift: Diverse and Distributed Workforces
16. It wasn’t just Mary Beth
We’re different and want to do more
17. And it wasn’t just our team…
Today’s workforce is
underutilized and not engaged
29% engaged
55% passively disengaged
16% actively disengaged
- Gallup
49. + employees want what gamers have
fairness
transparency
feedback
trust
communication
engagement
productivity
education
50. + where games work best
Skills-
Unique Work Expanding Work
Behaviors Core Work Skills
Skills Skills
Matrix
In-Role
Behaviors
Organizational
Citizenship
Behaviors
53. Results
+
Total Screens Reviewed: Over 500,000
Total Number of Reviewers: Over 4,500
Screens per Reviewer: Average 119
Significant Quality Improvements for Windows 7
Positive Impact on Ship Schedule
Team Morale and Subsidiary Engagement
54.
55. Results
Players Over 1,000
Feedback increase > 16x
Feedback received: 10,000+
Players vs. non-players 67% of players participate vs. 3% of non
Significant Quality Improvements for product
Positive Impact on Ship Schedule
Team Morale and Dogfood User Engagement
56. Lync Client Tools Team Microsoft Disaster Response
OXG Research NetHope
59. + security games
“Why a game? Entertainment
provides an engaging medium
with which to raise awareness of
the diversity of technologies
impacted by security breaches and
the creativity of techniques
employed by attackers.”
(Introduction to Hackers, Inc.)