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“Using Games to Build Organizational Trust” Global, social, technological, and demographic shifts alter the competitive landscape for businesses across the globe. The impact on organizational behavior is significant. At an organizational level, employees are pulled in every direction, asked to perform unreal acts, and pressured for new ideas at a level well beyond the greatest minds in history. Yet, high unemployment levels, globalization, offshoring, outsourcing, contract work, crowdsourcing and a burgeoning population mean uncertainty and insecurity for everyone. A lack of trust and uncertainty around job security inhibit creative undertakings by employees. How do we partner to foster creativity while maintaining a competitive edge? Productivity games and fun at work -- building trust and sparking creativity!
Citation preview
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using games to build trustthe future of work is play
Ross Smith, Director of Test
Skype Division @ Microsoft
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games and work
play
fun
+games have history
+
+ hunting and fishing
+ festivals
+ athletic competition
children learn through play
ancient civilization
+ industrial revolution
+
creative classTHE RISE OF THE…
+our world is changing
new workforce, multi-gen, multi-cultural
management capabilities
organizational trust
games and play
how to build a
culture of
creativity and
innovation
+
1963 – Evergreen Point floating bridge
IMA
GIN
E
+7 billion humans1804 – 1 billion
1927 – 2 billion
1960 – 3 billion
2023 – 8 billion
2041 – 9 billion
2081 – 10 billion
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
By 2022, everyone under 25 is a Digital Native
More young children know how to play
a computer game (58%) …
than swim (20%) or ride a bike (52%)
91% of kids age 2-17 are gamers
69% of kids age 2-5 can use a mouse,
but only 11% can tie their shoelaces
64% of parents believe games are a
positive part of their kid’s lives
47% work beyond regular business hours
32% do personal activities at work
Global Shift: Blurred Work and Life
68.7 million US social gamers in 2011
~9.6 TRILLION SMS sent in 201218 - 24 year olds send and receive 110 texts a day on average
76 billion mobile app downloads
+ 21st century employees want …
1. Freedom
2. Customization
3. Scrutiny
4. Integrity
5. Collaboration
6. Entertainment
7. Speed
8. Innovation
+21st century collaboration
Four principles are at the heart of successful collaboration:
appreciation
trust
commitment
recognition
games can help
+ productivity game examples
+ ISHI
+
+Lync Test Games
Build a Story
Landmarks
Road Signs
Mobile Fest
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games help build trust
+changing to a culture of trust
Thoughts Feelings
Culture Actions
+what is trust?
• predictability
• value exchange
• delayed reciprocity
• exposed vulnerabilities
…is complete confidence that a person or organization will
consistently try to do what is right in every given situation.
…like freedom and air
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why games?
+games establish structure
+games facilitate interactions
+games transcend global culture
+ games establish the social norm
+games support risk and
vulnerabilities
+ games offer recognition
+ games enable reciprocity
+a framework
INTEGRITYINTEGRITY
TRUSTTRUSTP
red
icta
bilit
yPre
dic
tab
ilit
yEm
path
yEm
path
y
Incl
usi
on
Incl
usi
on
Tran
spare
ncy
Tran
spare
ncy
Acc
ou
nta
bilit
yA
cco
un
tab
ilit
y
COMMUNICATIONCOMMUNICATION
+where games work best
Skills-
Behaviors
Matrix
Core Work SkillsUnique Work
Skills
Expanding Work
Skills
In-Role
Behaviors
Organizational
Citizenship
Behaviors
Respect Social Norms
+employees want what gamers have
fairness
transparency
feedback
trust
communication
engagement
productivity
education
+other game examples
+lan
gu
ag
e q
uality
gam
e
+Results
Significant Quality Improvements for Windows 7
Positive Impact on Ship Schedule
Team Morale and Subsidiary Engagement
Total Screens Reviewed: Over 500,000
Total Number of Reviewers: Over 4,500
Screens per Reviewer: Average 119
Significant Quality Improvements for product
Positive Impact on Ship Schedule
Team Morale and Dogfood User Engagement
Players Over 1,000
Feedback increase > 16x
Feedback received: 10,000+
Players vs. non-players 67% of players participate vs. 3% of non
Results
+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.)
+42Projects
Collaborative Play
Trust
Management Innovation
www.42projects.org