Level Up with game-inspired methods & change the way your work

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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

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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.

Transcript of Level Up with game-inspired methods & change the way your work

Page 1: Level Up with game-inspired methods & change the way your work

Sonja  Ängeslevä  [email protected]  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  

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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.  

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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    

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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    

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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  

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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    

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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/    

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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/  

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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    

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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  

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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    

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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    

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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    

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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.  

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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