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Level Up with game-inspired methods & change the way your work
1. Sonja
Ängeslevä
sonja.angesleva@igda.fi
March
2014
Games
will
change
the
way
we
work.
The
‘Level
Up’
book
focuses
on
ways
game
development
and
game
play
could
moGvate
us
all
to
work
more
efficiently
and
enable
us
to
enjoy
the
“collaboraGve
mulGplayer
game”
we
join
every
workday.
And
why
gamificaGon
just
isn’t
the
way
to
go.
Special
thanks:
Unsplash
photographers
2. 41%
of
decision-‐makers’
work
;me
is
consumed
on
rou;ne
tasks.
Only
17%
on
business
development.
Marketvision
2013
Game
mechanics
will
provide
radically
different
alternaGves
to
tradiGonal
ideaGon
workshops,
team
spirit
acGviGes
and
other
sprints
outside
the
actual
working
environment.
Games
and
playful
mechanics
should
not
be
considered
as
a
separate
method.
They
should
be
an
integral
part
of
work
every
day,
every
moment.
3. 70%
of
employees
are
not
engaged
at
work.
State
of
the
American
Workplace
2013
Office
workers
have
idle
moments
or
moments
of
boredom
now
and
then.
Moments
when
they
are
lacking
any
feasible
soluGon
to
a
problem.
These
instants
urge
to
escape
the
moment;
take
up
a
cell
phone
or
check
the
latest
status
updates
on
Facebook.
hUp://www.gallup.com/strategicconsulGng/
163007/state-‐american-‐workplace.aspx
4. Millennials’
top
3
mo;va;ons:
79%
passion
56%
meet
people
46%
exper;se
Millennial
Impact
2013
Youngsters
do
not
want
their
career
advancement
to
be
a
foreseeable
step-‐by-‐step
process
from
boUom
up.
Instead
they
believe
in
“learn
by
failing”,
“ask
from
the
community”
and
“become
a
start-‐up
hero!”
They
use
their
pasGme
networks,
tools
and
ways
of
being
digital
also
at
work.
hUp://www.themillennialimpact.com/2013RESEARCH
5. By
2014,
more
than
70%
of
Global
2000
organiza;ons
will
have
at
least
one
“gamified”
applica;on.
M2
Research
2012
Adding
something
fun
and
entertaining
to
more
serious
and
complex
learning
/
work
processes
without
adjusGng
the
fun
to
the
new
context
will
fail
for
sure.
GamificaGon
is
oben
about
adding
badges
and
leaderboards
to
spreadsheets.
That
does
not
moGvate
anyone
in
the
long
term.
hUp://m2research.com/GamificaGon
6. 60%
of
workers
globally
are
either
ac;vely
seeking
further
training,
or
are
considering
it.
KellyOCG
2012
Most
valued
skill
development:
• 58%
conGnued
educaGon/training
• 70%
on
the
job
experience
• 26%
seminars
/
webinars
hUp://www.kellyocg.com/uploadedFiles/Content/
Knowledge/Infographics
/The_UlGmate_PromoGonal_Tool.pdf
7. The
average
employee
spends
12%
of
the
working
day
using
unproduc;ve
(social
media)
applica;ons.
DeskTime
2012
One
should
take
different
short-‐
term
roles
or
change
roles
at
the
workplace
in
order
to
start
something
new.
Digital
tools
are
supporGng
the
effort.
MoGvaGons:
• Object-‐oriented
Explorer
• Social
• AppeGte
for
change
hUp://theundercoverrecruiter.com/infographic-‐how-‐much-‐
Gme-‐do-‐you-‐waste-‐social-‐networks/
8. Non-‐gamers’
decision
making
on
mul;tasking
lengthened
by
30%,
gamers’
only
10%.
Bavelier
2010
Brain
scienGst
have
noGced
certain
differences
between
non-‐
gamers
and
gamers.
Gamers
can
make
beUer
probability
calculaGons,
they
have
beUer
eyesight,
beUer
visual
memory
or
they
have
improved
their
decision
making
skills
by
playing
games.
hUp://cms.unige.ch/fapse/people/bavelier/
9. 39%
of
employees
worldwide
do
not
have
good
balance
between
work
and
personal
life.
Haygroup
2013
Both
execuGves
and
employees
have
to
understand
in
what
way
mulGtasking,
communicaGon
acrobaGcs
and
the
ongoing
technological
rupture
will
impact
the
ways
to
could
work
more
efficiently
and
enjoy
what
we
do.
It
is
not
about
the
company
or
the
boss
to
make
a
change.
We
all
have
the
tools
and
channels
right
in
front
of
us.
hUp://www.haygroup.com/fi/press/details.aspx?id=36999
10. Airbnb
has
grown
from
365
nights
booked
(2008)
to
120,000,000
(Est.
2014)
EsGmize
2013
Peter
Sondergaard
of
Gardner
says;
every
budget
being
an
IT
budget;
every
company
being
a
technology
company;
every
business
is
becoming
a
digital
leader;
and
every
person
is
becoming
a
technology
company;
resulGng
in
the
beginning
of
an
era:
the
Digital
Industrial
Economy.
hUp://blog.esGmize.com/post/53845066632/
airbnb-‐set-‐to-‐come-‐public-‐at-‐10b-‐valuaGon
11. Playing
Angry
Birds
at
work
costs
employers
$1.5
billion.
Alexis
Madrigal
2011
Our
everyday
work
is
increasingly
interrupted
by
various
digital
devices,
channels
and
communiGes.
Due
to
this
fragmentaGon,
our
daily
tasks
can
become
unclear
and
fuzzy.
Uncertainty
is
oben
compensated
with
chat
sessions,
funny
cat
videos
and
games.
hUp://www.thestar.com/business/2011/09/15/
playing_angry_birds_at_work_costs_employers_15_
billion.html
12. Over
90%
of
kids
play
video
games.
PEW
2008,
KFF
2013
Games
contain
ways
to
encourage
individuals
to
perform
beUer
and
constantly
improve
performance.
When
over
90%
of
children
play
video
games,
we
should
think
how
to
benefit
from
that
instead
of
just
worrying
or
hoping
that
games
would
simply
vanish
one
day.
hUp://kaiserfamilyfoundaGon.files.wordpress.com/
2013/01/8010.pdf
13. A
level
of
ambient
noise
of
bustling
coffee
shop
or
a
TV
playing
in
a
living
room
(about
70
dB)
enhances
performance
instead
of
silence.
Mehta,
Zhu
&
Cheema
2012
Game
play
requires
acGve
presence,
concentraGon
and
parGcipaGon
in
the
interacGve
events
of
a
game.
It
is
clear
that
without
the
player
nothing
happens
in
game.
Total
experience
of
game
play
consists
of
several
elements
in-‐game
and
outside
the
game
world.
hUp://www.jstor.org/stable/full/10.1086/665048
14. Only
16%
of
CEOs
say
they
use
social
media
today
as
a
top
way
to
engage
customers.
IBM
2012
Social
media
is
a
way
to
tell
stories.
Story
can
be
a
user
story;
a
way
to
beUer
understand
the
user
needs.
It
can
be
a
joke
or
narraGve
that
makes
us
feel
much
more
engaged.
It
can
also
be
company’s
markeGng
message;
a
story
of
the
very
existence
of
a
company
and
a
way
to
differenGate
from
compeGtors’
products.
15. Game
mechanics
and
playful
processes
do
not
suggest
that
we
should
turn
work
into
point
collecGng,
bonus
sectors
and
boss
fights.
Instead
it
highlights
that
the
uGlizaGon
of
moGvaGng
and
fun
methods
may
generate
compeGGve
edge
and
improve
results.
The
playing
adult
steps
sideward
into
another
reality;
the
playing
child
advances
forward
to
new
stages
of
mastery.
Erik
H.
Erikson