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The Future of Work is Play:
               Global Shifts Suggest Rise in Productivity Games
                                                         Ross SMITH
                                       Microsoft Corporation, Redmond Washington USA
                                                     rosss@microsoft.com


   Abstract-- Shifts in global, societal, technological, economic,               II. LESSONS LEARNED AT MICROSOFT
and socio-political trends will shape the future of work. The
culmination of these distinct trends across multiple facets of
                                                                        Over the last several years, Microsoft has employed dozens
societal and technological advancement will lead to an increased     of games and game mechanics in its software development
use of game mechanics in the workplace of the future. Over the       process. Forrester, Forbes, and others have covered this work.
last several years, several Microsoft teams have deployed            Table 1 illustrates the areas where productivity games can be
“productivity games” to improve software engineering processes       the most impactful. Focusing either on expanding skills in
through the application of game mechanics. Augmenting a              role, or “organizational citizenship behaviors” - OCB’s - that
business process with game mechanics has led to significant
productivity improvements. These lessons support the notion that
                                                                     require core skills – is the best way to ensure the success of a
games can – and will – be an important component of the              productivity game. Player motivation is a key component of
workplace of the future.                                             the success of a productivity game.

Keywords-- productivity games, gamification, future trends,                        Table 1. Successful Game Deployment
global shifts
                                                                                                                 EXPANDING
                                                                                               CORE     UNIQUE
                     I. INTRODUCTION                                                                             SKILLS
   The Partnership for 21st Century Skills highlights the four
                                                                         IN ROLE BEHAVIOR                         Most Impact
Cs - critical thinking and problem solving, communication,
collaboration, and creativity and innovation:                            ORGANIZAITONAL
                                                                                               Most
   • More young children know how to play a computer game                CITIZENSHIP
                                                                                               Impact
(58%) than swim (20%) or ride a bike (52%)                               BEHAVIOR
   • 69% of children aged 2-5 can operate a computer mouse,
but only 11% can tie their own shoelaces                                The global economy is in the midst of dramatic change. The
   • According to the ESAA, 64%of parents believe games              information architecture and speed of transmission is radically
are a positive part of their children’s lives [1].                   transforming global society. Those who live in a rural village
   • eMarketer expects the number of US social gamers to             in an emerging market and now have internet access - or
grow to 68.7 million in 2012, 29% of the Internet population         employees of a multi-national corporation, have felt the
playing social games by 2012 [2].                                    impact of the increased speed at which information now flows.
   Play is an activity enjoyed for its own sake. It is our brain's   These changes lay the groundwork for a future that involves –
favorite way of learning and maneuvering. Because we think           or perhaps even requires – the use of productivity games.
of play as the opposite of seriousness, we don't notice that it      Gaming, play, and fun offer a tremendous opportunity to
governs most of society—political games, in-law games,               engage the “gamer generation” as they enter the workforce.
money games, love games, advertising games, to list only a           The spirit of play, fun, and creativity are key elements of a
few spheres where gamesmanship is rampant.                           successful, innovative organization – and yet, they are getting
   The spirit of deep play is central to the life of each person,    lost in the high tech, high pressure, highly reactive world. The
and also to society, inspiring the visual, musical, and verbal       future looks to be a world where “playing at work” is not an
arts; exploration and discovery; war; law; and other elements        oxymoron – or a demerit at performance review time.
of culture we've come to cherish (or dread). Swept up by the
deepest states of play, one feels balanced, creative, focused        III. A PRODUCTIVITY GAME CALLED “COMMUNICATE HOPE”
[3].
   One-fifth of the U.S. population has played a social game            Perhaps it's called the end of the world because it's the end
over the past three months, according to a new report issued         of the games [4]. The decision to implement a “Communicate
by industry researcher The NPD Group. That translates to 56.8        Hope” productivity game for the Microsoft Lync 2010 beta
million U.S. consumers. According to NPD, a significant              program caused a redesign of the Feedback Portal to
portion of social gamers -- 35 percent -- are new to gaming.         implement game play elements, support for ad-hoc feedback
                                                                     and a consistent site appearance that emphasized the focus on
                                                                     Microsoft Lync 2010, Microsoft IT’s involvement and
                                                                     “brand” of the productivity game.
The basic goal of a productivity game is to motivate and         directed scenario surveys, gamers are about 10 times more
entice participants to complete productive work in order to         likely to participate than the non-gamers. For the most heavily
participate in the game. With the emphasis on disaster relief,      promoted survey, gamers are 2.4 times more likely to
the specific goal of the Communicate Hope productivity game         participate than the non-gamers.
was to motivate participants to complete beta feedback tasks
and earn points for completing those activities. Playing on            Upon conclusion of the program, 97% of the participants
behalf of a disaster relief agency team, the points earned by all   said they would participate in another beta program. In
team members determine the final distribution of the available      previous beta programs, these numbers range from 50-75%.
sponsored funds. The goal was to appeal to the altruism of
players and for them to view their participation in the                          V. THE LANGUAGE QUALITY GAME
Microsoft Lync 2010 beta program as a win-win (and –win!)              The Windows Language Quality Game has been a
opportunity that provides a fun experience for participants,        successful Productivity Game. It addresses organizational
generates actionable feedback to improve Microsoft Lync             citizenship behaviors by calling on employees within
2010 - and helps disaster relief agencies with much-needed          Microsoft to apply their core native language skills to help
donations.                                                          assess the quality of Windows translation efforts.
                                                                       The traditional business process uses specific language
   Here are a few comments from Communicate Hope game               vendors to perform translation work, and then a secondary
players:                                                            vendor to assess the quality. The business challenge has been
   “Because it is such a huge opportunity to be part of a more      that, for some languages and locales, finding two independent
generous action that could give more than what we could ever        vendors can be difficult and costly. To address this problem,
give thru personal gifts... This is an amazing and what a nice      the Language Quality Game was developed to encourage
idea! I would like to say thanks you for this opportunity to        native speaking populations to do a final qualitative review of
give thru communicate hope game what we could never give            the Windows user interface and help identify any remaining
without that! This is an opportunity to get the feeling to be       language issues. The goal was to ensure a high quality
useful thru this program! Thanks again.”                            language release and using the diverse population of native
   “The game really made it interesting and feels like there        language speakers within Microsoft has enabled the pre-
was added purpose to the beta [program].”                           release software to be validated in a fun and cost-effective
   “It's cool to help Microsoft improve products and also help      way. The list of Windows languages can be found on
other people in need. It feels good!”                               Microsoft.com. Table 2 illustrates the success that the
   “Is a good cause and is a nice bonus for helping out             Language Quality Game achieved as run against interim
internally - we get to help out externally too.”                    builds of Windows 7. A more detailed description of
   “For a good cause and it seemed fun with teams competing         gameplay can be found below in a later section, but the goal of
against each other and being able to see to a degree your own       the game was to achieve reviews of screenshots and dialogs
contribution to that (points) - totally original and very cool.”    for translation accuracy and clarity. Native language speakers
   “It was an ingenious way to learn about the software and         were encouraged to play from across Microsoft’s diverse,
provided a fun environment to play in.”                             international population. The results here demonstrate an
   “It is a way to reward the extra work of giving feedback and     immense amount of effort applied to the game.
gives me a good feeling of having done something special - I
love rewards like this and it seemed to me Microsoft in the                    TABLE 1. Language Quality Game Statistics
past did not make a point of doing this. This is like a "thank
you for your work", but it comes from the heart and not just                                 Game Duration     One Month
from your mouth.”
   “It is a fun way to know that my testing efforts were going                                 Total Players   > 4,600
to something more than a software product.”                                   Total Screens Reviewed (Points
                                                                                                               > 530,000
                                                                                                    Earned)

                                                                                  Average Screens per Player   119
   IV. RETURN ON INVESTMENT OF COMMUNICATE HOPE
  Participation in the Communicate Hope productivity game                         Top Player Screen Reviews    > 9,300
was voluntary. Not everyone participated in the game and this
provided the opportunity to contrast the productive work                                Total Defect Reports   > 6,700
contributed by “gamers” and “non-gamers”. Analyzing the
beta feedback provided by the “gamers” compared to the                 Success in the game was defined as the amount of coverage
“non-gamers” demonstrated the impact of the Communicate             of screens across the 36 languages tested. With the incredible
Hope game and the potential of productivity games. Fully,           response, most languages had several reviewers provide
67% of the gamers send ad-hoc feedback versus just 3% of the        feedback per screen. Because of the latency in reviewing the
non-gamers. Also, for the ad-hoc “Send Us Feedback” and the
feedback, defect reports were not included in players’ scores.                       VIII. SOCIAL PLATFORMS
But, for the Windows International Test Team, defect reports          Interoperable social platforms, pervasive mobile broadband,
were the most valuable output of the game.                         maturing business models and deepened enterprise
   Logistically, the massive amounts of feedback were handled      participation will take the power of social networking to new
by the international team with tools specially designed to         heights. Enlightened organizations will redefine customer
display aggregated feedback. The “Moderator” role was filled       relationships to engage a "community" of employees,
on a per-language basis from the ranks of the international        customers, and partners in cooperative processes to aggregate
team, and allowed the review of multiple pieces of feedback        disparate resources and demands to create new value, while
per screen quickly and easily. Where there was obvious             leaving those not savvy to the new means of participation far
consensus from the game players, a defect report would be          behind. The impact of collaborative play on relationship-
created. Reviewed screens lacking consensus were quickly           building – across geographic, language, cultural, and
reviewed, but at a lower priority and more quickly, such that      organizational boundaries – will help differentiate successful
the screens with the highest likelihood of fixable defects were    companies – and successful workplaces – from those who are
handled quickly and efficiently.                                   stuck using antiquated methods that do not employ
                                                                   productivity games and play in how they work, and how they
                                                                   engage with customers and partners.
               VI. BLURRED WORK AND LIFE
   Global collaboration, mobile connectivity, alternative                   IX. SMART AND CONNECTED TECHNOLOGY
employment and benefit policies have unleashed the 24/7               Connected and pervasive processing power will be woven
productivity of broader pools of talent with a wider range of      into the physical fabric of human existence, offering the
work/life contexts. Digitally augmented social connections,        promise of smart, responsive and self-optimizing objects,
converging business/consumer devices and applications will         environments and processes. Digital information and social
intermingle personal and work identities, fragment attention       contexts will augment geo-physical reality. The fantastic
and communications, and complicate privacy and security            growth of mobile gaming has illustrated that people can and
issues.                                                            will multi-task – to play while they are mobile. The ability to
   The rise in social gaming is unprecedented. The application     play games anywhere, particularly when those games help
of game mechanics for work-related activity is inevitable.         with productive output, will help spur growth in productivity
From a gamer’s perspective, the elimination of the boundary        games.
between work and non-work is insignificant. If the game
mechanics are first-class, then playing a well-designed game                 X. ARRIVAL OF EMERGING ECONOMYIES
for work is no different than playing a game for entertainment.
                                                                     Emerging economies' dominance in GDP growth will
   We’ve seen statistics suggesting that 47% of workers work
                                                                   continue to drive an eastward shift in wealth, trade and
beyond regular business hours. 32% of workers do personal
                                                                   investment, and bring new stakes and rules of the game to the
activities at work.[5] It’s just as likely for someone to check
                                                                   global economy. Cross-boundary innovation activities will
their Farmville crops at work as it is to play a “game for work”
                                                                   surge to capture the opportunities offered by the burgeoning
at home. In this context, games keep people connected across
                                                                   consumption and talent markets, making highly diverse,
various life roles.
                                                                   networked, and distributed teams and operations a way of life.
                                                                   Games and game play will help develop unique connections to
        VII. DIVERSE AND DISTRIBUTED WORKFORCE
                                                                   break through cultural barriers. As an example, hundreds of
   The mosaic of diversity and a distributed workforce will        millions of Chinese are playing games to help them learn the
create new forms of friction and synergy across a wide range       English language. There are 66 million active gamers in
of generational, cultural, behavioral, geographic, and language    China. Many of the larger universities in India are using
divides. Game play will open social connections across             games to help educate.
cultural and generational differences to improve productivity
in new and innovative ways. If the world were a village of                       XI. THE EFFICIENCY IMPERATIVE
100, “61 would be Asian (20 would be Chinese and 17 would
                                                                      As emerging countries take the center stage of the world’s
be Indian), 14 would be African, 11 would be European, 9
                                                                   economic development and consume unprecedented levels
would be Latin or South American, 5 would be North
                                                                   natural resources to fuel their growth, resulting in further
American, and none of the villagers would be from Australia,
                                                                   pressure on the energy, labor, and material cost structures for
Oceania, or Antarctica.” [6] – and across all cultures, 60 - 70
                                                                   the rest of the world and persistent corporate practices in
people in this village would be gamers! The Gamer
                                                                   “doing more with less”. Crowd sourcing through games saves
Generation is entering the work force en masse, and
                                                                   money, as companies are able to use game mechanics to
collaborative play can neutralize cultural differences
                                                                   encourage partners and customers to help get work done.
XII. CONCLUSION
   Generations of examples, from the oracle of Delphi to
Nostradamus to Harold Camping and the Mayans, have taught
lessons on the risks of predicting the future. A successful
futurist, does not give a date, is well versed in the limits of
their knowledge, and offers up statements or warnings rather
than terror or calamity. Global shifts indicate clearly that the
prevalence of games will continue to grow. It doesn’t take
Nostradamus to look at statistics on Farmville and Angry
Birds and predict that gaming is big. The amalgamation of
trends in social gaming, emerging economies, work/life,
always-connected, and population trends lead to a conclusion
that gaming will be an important part of the future workplace.


                        ACKNOWLEDGMENT
  The following contributes have been instrumental in the
success of Productivity Games: Harry Emil , Leighton Reed,
Gary Hamel, Joshua Williams , Byron Reeves, Polly LaBarre,
Dan Bean, Jane McGonigal, Linda Stone, Robert Musson,
David Edery, T.J. Keitt, Ben Sawyer , Ethan Mollick, Jen
Michelstein, James Rodrigues , Julian Birkinshaw and Adam
Shostack

                            REFERENCES
[1]   Entertainment Software Association http://www.theesa.com/facts/
      index.asp
[2]   Social Gamers: http://www.emarketer.com/blog/index.php/numbers-
      emarketers-social-gamers, Behind eMarketer Social Gamers Numbers,
      January 18, 2011.
[3]   Diane Ackerman, Deep Play, Vintage Books, Random House Inc.,
      ISBN: 0-679-77135-2.
[4]   Orson Scott Card, Ender’s Game, p. 74, Tor Science Fiction, 1994.
      ISBN: 0812550706.
[5]   Institute For The Future, February 2009
[6]   Matt Rosenberg, If The World Were a Village of 100 People,
      About.com Guide, August 19, 2011.

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The future of work is play igic 2011

  • 1. The Future of Work is Play: Global Shifts Suggest Rise in Productivity Games Ross SMITH Microsoft Corporation, Redmond Washington USA rosss@microsoft.com Abstract-- Shifts in global, societal, technological, economic, II. LESSONS LEARNED AT MICROSOFT and socio-political trends will shape the future of work. The culmination of these distinct trends across multiple facets of Over the last several years, Microsoft has employed dozens societal and technological advancement will lead to an increased of games and game mechanics in its software development use of game mechanics in the workplace of the future. Over the process. Forrester, Forbes, and others have covered this work. last several years, several Microsoft teams have deployed Table 1 illustrates the areas where productivity games can be “productivity games” to improve software engineering processes the most impactful. Focusing either on expanding skills in through the application of game mechanics. Augmenting a role, or “organizational citizenship behaviors” - OCB’s - that business process with game mechanics has led to significant productivity improvements. These lessons support the notion that require core skills – is the best way to ensure the success of a games can – and will – be an important component of the productivity game. Player motivation is a key component of workplace of the future. the success of a productivity game. Keywords-- productivity games, gamification, future trends, Table 1. Successful Game Deployment global shifts EXPANDING CORE UNIQUE I. INTRODUCTION SKILLS The Partnership for 21st Century Skills highlights the four IN ROLE BEHAVIOR Most Impact Cs - critical thinking and problem solving, communication, collaboration, and creativity and innovation: ORGANIZAITONAL Most • More young children know how to play a computer game CITIZENSHIP Impact (58%) than swim (20%) or ride a bike (52%) BEHAVIOR • 69% of children aged 2-5 can operate a computer mouse, but only 11% can tie their own shoelaces The global economy is in the midst of dramatic change. The • According to the ESAA, 64%of parents believe games information architecture and speed of transmission is radically are a positive part of their children’s lives [1]. transforming global society. Those who live in a rural village • eMarketer expects the number of US social gamers to in an emerging market and now have internet access - or grow to 68.7 million in 2012, 29% of the Internet population employees of a multi-national corporation, have felt the playing social games by 2012 [2]. impact of the increased speed at which information now flows. Play is an activity enjoyed for its own sake. It is our brain's These changes lay the groundwork for a future that involves – favorite way of learning and maneuvering. Because we think or perhaps even requires – the use of productivity games. of play as the opposite of seriousness, we don't notice that it Gaming, play, and fun offer a tremendous opportunity to governs most of society—political games, in-law games, engage the “gamer generation” as they enter the workforce. money games, love games, advertising games, to list only a The spirit of play, fun, and creativity are key elements of a few spheres where gamesmanship is rampant. successful, innovative organization – and yet, they are getting The spirit of deep play is central to the life of each person, lost in the high tech, high pressure, highly reactive world. The and also to society, inspiring the visual, musical, and verbal future looks to be a world where “playing at work” is not an arts; exploration and discovery; war; law; and other elements oxymoron – or a demerit at performance review time. of culture we've come to cherish (or dread). Swept up by the deepest states of play, one feels balanced, creative, focused III. A PRODUCTIVITY GAME CALLED “COMMUNICATE HOPE” [3]. One-fifth of the U.S. population has played a social game Perhaps it's called the end of the world because it's the end over the past three months, according to a new report issued of the games [4]. The decision to implement a “Communicate by industry researcher The NPD Group. That translates to 56.8 Hope” productivity game for the Microsoft Lync 2010 beta million U.S. consumers. According to NPD, a significant program caused a redesign of the Feedback Portal to portion of social gamers -- 35 percent -- are new to gaming. implement game play elements, support for ad-hoc feedback and a consistent site appearance that emphasized the focus on Microsoft Lync 2010, Microsoft IT’s involvement and “brand” of the productivity game.
  • 2. The basic goal of a productivity game is to motivate and directed scenario surveys, gamers are about 10 times more entice participants to complete productive work in order to likely to participate than the non-gamers. For the most heavily participate in the game. With the emphasis on disaster relief, promoted survey, gamers are 2.4 times more likely to the specific goal of the Communicate Hope productivity game participate than the non-gamers. was to motivate participants to complete beta feedback tasks and earn points for completing those activities. Playing on Upon conclusion of the program, 97% of the participants behalf of a disaster relief agency team, the points earned by all said they would participate in another beta program. In team members determine the final distribution of the available previous beta programs, these numbers range from 50-75%. sponsored funds. The goal was to appeal to the altruism of players and for them to view their participation in the V. THE LANGUAGE QUALITY GAME Microsoft Lync 2010 beta program as a win-win (and –win!) The Windows Language Quality Game has been a opportunity that provides a fun experience for participants, successful Productivity Game. It addresses organizational generates actionable feedback to improve Microsoft Lync citizenship behaviors by calling on employees within 2010 - and helps disaster relief agencies with much-needed Microsoft to apply their core native language skills to help donations. assess the quality of Windows translation efforts. The traditional business process uses specific language Here are a few comments from Communicate Hope game vendors to perform translation work, and then a secondary players: vendor to assess the quality. The business challenge has been “Because it is such a huge opportunity to be part of a more that, for some languages and locales, finding two independent generous action that could give more than what we could ever vendors can be difficult and costly. To address this problem, give thru personal gifts... This is an amazing and what a nice the Language Quality Game was developed to encourage idea! I would like to say thanks you for this opportunity to native speaking populations to do a final qualitative review of give thru communicate hope game what we could never give the Windows user interface and help identify any remaining without that! This is an opportunity to get the feeling to be language issues. The goal was to ensure a high quality useful thru this program! Thanks again.” language release and using the diverse population of native “The game really made it interesting and feels like there language speakers within Microsoft has enabled the pre- was added purpose to the beta [program].” release software to be validated in a fun and cost-effective “It's cool to help Microsoft improve products and also help way. The list of Windows languages can be found on other people in need. It feels good!” Microsoft.com. Table 2 illustrates the success that the “Is a good cause and is a nice bonus for helping out Language Quality Game achieved as run against interim internally - we get to help out externally too.” builds of Windows 7. A more detailed description of “For a good cause and it seemed fun with teams competing gameplay can be found below in a later section, but the goal of against each other and being able to see to a degree your own the game was to achieve reviews of screenshots and dialogs contribution to that (points) - totally original and very cool.” for translation accuracy and clarity. Native language speakers “It was an ingenious way to learn about the software and were encouraged to play from across Microsoft’s diverse, provided a fun environment to play in.” international population. The results here demonstrate an “It is a way to reward the extra work of giving feedback and immense amount of effort applied to the game. gives me a good feeling of having done something special - I love rewards like this and it seemed to me Microsoft in the TABLE 1. Language Quality Game Statistics past did not make a point of doing this. This is like a "thank you for your work", but it comes from the heart and not just Game Duration One Month from your mouth.” “It is a fun way to know that my testing efforts were going Total Players > 4,600 to something more than a software product.” Total Screens Reviewed (Points > 530,000 Earned) Average Screens per Player 119 IV. RETURN ON INVESTMENT OF COMMUNICATE HOPE Participation in the Communicate Hope productivity game Top Player Screen Reviews > 9,300 was voluntary. Not everyone participated in the game and this provided the opportunity to contrast the productive work Total Defect Reports > 6,700 contributed by “gamers” and “non-gamers”. Analyzing the beta feedback provided by the “gamers” compared to the Success in the game was defined as the amount of coverage “non-gamers” demonstrated the impact of the Communicate of screens across the 36 languages tested. With the incredible Hope game and the potential of productivity games. Fully, response, most languages had several reviewers provide 67% of the gamers send ad-hoc feedback versus just 3% of the feedback per screen. Because of the latency in reviewing the non-gamers. Also, for the ad-hoc “Send Us Feedback” and the
  • 3. feedback, defect reports were not included in players’ scores. VIII. SOCIAL PLATFORMS But, for the Windows International Test Team, defect reports Interoperable social platforms, pervasive mobile broadband, were the most valuable output of the game. maturing business models and deepened enterprise Logistically, the massive amounts of feedback were handled participation will take the power of social networking to new by the international team with tools specially designed to heights. Enlightened organizations will redefine customer display aggregated feedback. The “Moderator” role was filled relationships to engage a "community" of employees, on a per-language basis from the ranks of the international customers, and partners in cooperative processes to aggregate team, and allowed the review of multiple pieces of feedback disparate resources and demands to create new value, while per screen quickly and easily. Where there was obvious leaving those not savvy to the new means of participation far consensus from the game players, a defect report would be behind. The impact of collaborative play on relationship- created. Reviewed screens lacking consensus were quickly building – across geographic, language, cultural, and reviewed, but at a lower priority and more quickly, such that organizational boundaries – will help differentiate successful the screens with the highest likelihood of fixable defects were companies – and successful workplaces – from those who are handled quickly and efficiently. stuck using antiquated methods that do not employ productivity games and play in how they work, and how they engage with customers and partners. VI. BLURRED WORK AND LIFE Global collaboration, mobile connectivity, alternative IX. SMART AND CONNECTED TECHNOLOGY employment and benefit policies have unleashed the 24/7 Connected and pervasive processing power will be woven productivity of broader pools of talent with a wider range of into the physical fabric of human existence, offering the work/life contexts. Digitally augmented social connections, promise of smart, responsive and self-optimizing objects, converging business/consumer devices and applications will environments and processes. Digital information and social intermingle personal and work identities, fragment attention contexts will augment geo-physical reality. The fantastic and communications, and complicate privacy and security growth of mobile gaming has illustrated that people can and issues. will multi-task – to play while they are mobile. The ability to The rise in social gaming is unprecedented. The application play games anywhere, particularly when those games help of game mechanics for work-related activity is inevitable. with productive output, will help spur growth in productivity From a gamer’s perspective, the elimination of the boundary games. between work and non-work is insignificant. If the game mechanics are first-class, then playing a well-designed game X. ARRIVAL OF EMERGING ECONOMYIES for work is no different than playing a game for entertainment. Emerging economies' dominance in GDP growth will We’ve seen statistics suggesting that 47% of workers work continue to drive an eastward shift in wealth, trade and beyond regular business hours. 32% of workers do personal investment, and bring new stakes and rules of the game to the activities at work.[5] It’s just as likely for someone to check global economy. Cross-boundary innovation activities will their Farmville crops at work as it is to play a “game for work” surge to capture the opportunities offered by the burgeoning at home. In this context, games keep people connected across consumption and talent markets, making highly diverse, various life roles. networked, and distributed teams and operations a way of life. Games and game play will help develop unique connections to VII. DIVERSE AND DISTRIBUTED WORKFORCE break through cultural barriers. As an example, hundreds of The mosaic of diversity and a distributed workforce will millions of Chinese are playing games to help them learn the create new forms of friction and synergy across a wide range English language. There are 66 million active gamers in of generational, cultural, behavioral, geographic, and language China. Many of the larger universities in India are using divides. Game play will open social connections across games to help educate. cultural and generational differences to improve productivity in new and innovative ways. If the world were a village of XI. THE EFFICIENCY IMPERATIVE 100, “61 would be Asian (20 would be Chinese and 17 would As emerging countries take the center stage of the world’s be Indian), 14 would be African, 11 would be European, 9 economic development and consume unprecedented levels would be Latin or South American, 5 would be North natural resources to fuel their growth, resulting in further American, and none of the villagers would be from Australia, pressure on the energy, labor, and material cost structures for Oceania, or Antarctica.” [6] – and across all cultures, 60 - 70 the rest of the world and persistent corporate practices in people in this village would be gamers! The Gamer “doing more with less”. Crowd sourcing through games saves Generation is entering the work force en masse, and money, as companies are able to use game mechanics to collaborative play can neutralize cultural differences encourage partners and customers to help get work done.
  • 4. XII. CONCLUSION Generations of examples, from the oracle of Delphi to Nostradamus to Harold Camping and the Mayans, have taught lessons on the risks of predicting the future. A successful futurist, does not give a date, is well versed in the limits of their knowledge, and offers up statements or warnings rather than terror or calamity. Global shifts indicate clearly that the prevalence of games will continue to grow. It doesn’t take Nostradamus to look at statistics on Farmville and Angry Birds and predict that gaming is big. The amalgamation of trends in social gaming, emerging economies, work/life, always-connected, and population trends lead to a conclusion that gaming will be an important part of the future workplace. ACKNOWLEDGMENT The following contributes have been instrumental in the success of Productivity Games: Harry Emil , Leighton Reed, Gary Hamel, Joshua Williams , Byron Reeves, Polly LaBarre, Dan Bean, Jane McGonigal, Linda Stone, Robert Musson, David Edery, T.J. Keitt, Ben Sawyer , Ethan Mollick, Jen Michelstein, James Rodrigues , Julian Birkinshaw and Adam Shostack REFERENCES [1] Entertainment Software Association http://www.theesa.com/facts/ index.asp [2] Social Gamers: http://www.emarketer.com/blog/index.php/numbers- emarketers-social-gamers, Behind eMarketer Social Gamers Numbers, January 18, 2011. [3] Diane Ackerman, Deep Play, Vintage Books, Random House Inc., ISBN: 0-679-77135-2. [4] Orson Scott Card, Ender’s Game, p. 74, Tor Science Fiction, 1994. ISBN: 0812550706. [5] Institute For The Future, February 2009 [6] Matt Rosenberg, If The World Were a Village of 100 People, About.com Guide, August 19, 2011.