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Programming schools, sharing economy, gamification, Y-generation, game culture, digitalization... all have an impact on the way we work in the future.
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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
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.
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
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
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
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
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/
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/
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
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
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
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
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
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.
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
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