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Sonja	
  Ängeslevä	
  
sonja.angesleva@igda.fi	
  
March	
  2014	
  
	
  
Games	
  will	
  change	
  the	
  way	
  we	
  wo...
41%	
  of	
  decision-­‐makers’	
  	
  
work	
  ;me	
  is	
  consumed	
  on	
  	
  
rou;ne	
  tasks.	
  Only	
  17%	
  on	...
70%	
  of	
  employees	
  are	
  	
  
not	
  engaged	
  at	
  work.	
  	
  
	
  	
  
State	
  of	
  the	
  American	
  	
 ...
Millennials’	
  	
  
top	
  3	
  mo;va;ons:	
  
	
  79%	
  passion	
  
	
  56%	
  meet	
  people	
  	
  
	
  46%	
  exper;...
By	
  2014,	
  more	
  than	
  70%	
  of	
  	
  
Global	
  2000	
  organiza;ons	
  	
  
will	
  have	
  at	
  least	
  one...
60%	
  of	
  workers	
  globally	
  
are	
  either	
  ac;vely	
  seeking	
  
further	
  training,	
  or	
  are	
  
conside...
The	
  average	
  employee	
  
spends	
  12%	
  of	
  the	
  working	
  
day	
  using	
  unproduc;ve	
  
(social	
  media)...
Non-­‐gamers’	
  decision	
  
making	
  on	
  mul;tasking	
  
lengthened	
  by	
  30%,	
  	
  
gamers’	
  only	
  10%.	
  ...
39%	
  of	
  employees	
  
worldwide	
  do	
  not	
  have	
  
good	
  balance	
  between	
  
work	
  and	
  personal	
  li...
Airbnb	
  has	
  grown	
  from	
  
365	
  nights	
  booked	
  
(2008)	
  to	
  120,000,000	
  	
  
(Est.	
  2014)	
  
	
  ...
Playing	
  Angry	
  Birds	
  at	
  	
  
work	
  costs	
  employers	
  	
  
$1.5	
  billion.	
  	
  	
  
	
  
Alexis	
  Mad...
Over	
  90%	
  of	
  kids	
  play	
  
video	
  games.	
  
	
  
PEW	
  2008,	
  KFF	
  2013	
  
	
  
	
  Games	
  contain	
...
A	
  level	
  of	
  ambient	
  noise	
  
of	
  bustling	
  coffee	
  shop	
  or	
  
a	
  TV	
  playing	
  in	
  a	
  living...
Only	
  16%	
  of	
  CEOs	
  say	
  
they	
  use	
  social	
  media	
  
today	
  as	
  a	
  top	
  way	
  to	
  
engage	
 ...
Game	
  mechanics	
  and	
  playful	
  
processes	
  do	
  not	
  suggest	
  that	
  
we	
  should	
  turn	
  work	
  into...
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Level Up with game-inspired methods & change the way your work

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

  1. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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  
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