Ross Smith - Work/Play: How Microsoft Leads with Gamification
 

Ross Smith - Work/Play: How Microsoft Leads with Gamification

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Global, social, technological, and demographic shifts alter the competitive landscape for businesses across the globe. The impact on organizational behavior is significant. Creativity and innovation ...

Global, social, technological, and demographic shifts alter the competitive landscape for businesses across the globe. The impact on organizational behavior is significant. Creativity and innovation are paramount – keystones for 21st century competitive relevance. The speed of business and the pressures of competition require unprecedented agility. 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? The answer is to create a culture of play and games in the 21st century workplace.

Microsoft has significantly reinvented a number of business processes using gamification, including the Windows Language Quality Game (a test/QA process). Join Ross Smith for this energizing session that covers some of Microsoft's greatest successes in using game thinking and dynamics to reinvent work, and how your organization can learn from their examples.

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  • Games were part of life – learning and demonstrating skills, showing off, etc.The mind’s key tool for learning is play.In early life, games are part of cognitive development.Even as adults, play is important… creativity and happiness result from play. People take on complex, difficult hobbies as a way to challenge and entertain themselves.Gary Cross – Play continued in artisan environments – leisurely learning was part of the schedule/day
  • Games at work changed, if not completely eliminated.People labeled games as “not efficient”40-hour work-week,
  • Institute for the Future
  • http://mobithinking.com/mobile-marketing-tools/latest-mobile-stats
  • http://mobithinking.com/mobile-marketing-tools/latest-mobile-stats/e#popularappsUS
  • Growing up digital - Don Tapscott
  • We live in a Knowledge economy.Products we produce are ideas… and even the things we buy required lots of ideas… more knowledge work to bring them to life.
  • Age diversity employees are working longer in life younger employees bringing a very different perspective with themGlobal workforceShifting demographicsGlobalization
  • Games were part of life – learning and demonstrating skills, showing off, etc.The mind’s key tool for learning is play.In early life, games are part of cognitive development.Even as adults, play is important… creativity and happiness result from play. People take on complex, difficult hobbies as a way to challenge and entertain themselves.Gary Cross – Play continued in artisan environments – leisurely learning was part of the schedule/day
  • Education – is a VERY good place to do games. Many serious games exist here from childrens learning games through military or civilian simulators, etc.But we are most excited about the OCB/Core Work Skll space – where you can get as many players as possible, and they do something outside their normal job.
  • All these shifts…Is it time for games to come back to work?
  • “elevation of privilege” and “hackers, inc.”tool for learning secure development techniquesemulate a white-hat security analysis companyimagine and identify possible security threatsAdam Shostack

Ross Smith - Work/Play: How Microsoft Leads with Gamification Ross Smith - Work/Play: How Microsoft Leads with Gamification Presentation Transcript

  • +the future of work is playRoss Smith, Director of TestMicrosoft Lync Team
  • +who am i?
  • +games and workplayfun
  • +games have history
  • ++ hunting and fishing+ festivals+ athletic competitionchildrenancient civilization
  • + industrial revolution
  • +creative class
  • +our world is changingnew workforcemanagement capabilitiesorganizational trustgames and playhow to build aculture ofcreativity andinnovation
  • +1967 Summer of LoveIMAGINE
  • +7 billion humans1804 – 1 billion1927 – 2 billion1960 – 3 billion2023 – 8 billion2041 – 9 billion2081 – 10 billion
  • In a global village of 10061 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 playa 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 amouse, but only 11% can tie theirshoelaces
  • 64% of parents believe games are apositive part of their kid’s lives
  • 47% work beyond regular business hours32% do personal activities at workGlobal 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
  • Games break through cultural barriersGlobal Shift: Arrival of Emerging Economies
  • +21st Century Employee wants:1. Freedom2. Customization3. Scrutiny4. Integrity5. Collaboration6. Entertainment7. Speed8. Innovation
  • +work
  • +workforce
  • +games help build trust
  • +Games establish structure
  • +Games facilitate interactions
  • +Games transcend Global culture
  • +Games support risk andvulnerabilities
  • +employees want what gamers havefairnesstransparencyfeedbacktrustcommunicationengagementproductivityeducation
  • +where games work bestSkills-BehaviorsMatrixCore Work SkillsUnique WorkSkillsExpanding WorkSkillsIn-RoleBehaviorsOrganizationalCitizenshipBehaviors
  • +productivity game examples
  • +languagequalitygame
  • +ResultsSignificant Quality Improvements for Windows 7Positive Impact on Ship ScheduleTeam Morale and Subsidiary EngagementTotal Screens Reviewed: Over 500,000Total Number of Reviewers: Over 4,500Screens per Reviewer: Average 119
  • Significant Quality Improvements for productPositive Impact on Ship ScheduleTeam Morale and Dogfood User EngagementPlayers Over 1,000Feedback increase > 16xFeedback received: 10,000+Players vs. non-players 67% of players participate vs. 3% of nonResults
  • +security games“Why a game? Entertainmentprovides an engaging mediumwith which to raise awareness ofthe diversity of technologiesimpacted by security breaches andthe creativity of techniquesemployed by attackers.”(Introduction to Hackers, Inc.)
  • +42Projects Collaborative Play Trust Management Innovationwww.42projects.org
  • +thank yourosss@microsoft.com rosss42