Ross Smith- Microsoft

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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!

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Ross Smith- Microsoft

  1. 1. + using games to build trust the future of work is play Ross Smith, Director of Test Skype Division @ Microsoft
  2. 2. + games and work play fun
  3. 3. +games have history
  4. 4. + + hunting and fishing + festivals + athletic competition children learn through play ancient civilization
  5. 5. + industrial revolution
  6. 6. + creative class THE RISE OF THE…
  7. 7. +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
  8. 8. + 1963 – Evergreen Point floating bridge IMAGINE
  9. 9. +7 billion humans 1804 – 1 billion 1927 – 2 billion 1960 – 3 billion 2023 – 8 billion 2041 – 9 billion 2081 – 10 billion
  10. 10. 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
  11. 11. By 2022, everyone under 25 is a Digital Native
  12. 12. 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
  13. 13. 69% of kids age 2-5 can use a mouse, but only 11% can tie their shoelaces
  14. 14. 64% of parents believe games are a positive part of their kid’s lives
  15. 15. 47% work beyond regular business hours 32% do personal activities at work Global Shift: Blurred Work and Life
  16. 16. 68.7 million US social gamers in 2011
  17. 17. ~9.6 TRILLION SMS sent in 2012 18 - 24 year olds send and receive 110 texts a day on average
  18. 18. 76 billion mobile app downloads
  19. 19. + 21st century employees want … 1. Freedom 2. Customization 3. Scrutiny 4. Integrity 5. Collaboration 6. Entertainment 7. Speed 8. Innovation
  20. 20. +21st century collaboration Four principles are at the heart of successful collaboration:  appreciation  trust  commitment  recognition games can help
  21. 21. + productivity game examples
  22. 22. +ISHI
  23. 23. +
  24. 24. +Lync Test Games  Build a Story  Landmarks  Road Signs  Mobile Fest
  25. 25. + games help build trust
  26. 26. +changing to a culture of trust Thoughts Feelings Culture Actions
  27. 27. +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
  28. 28. + why games?
  29. 29. +games establish structure
  30. 30. +games facilitate interactions
  31. 31. +games transcend global culture
  32. 32. + games establish the social norm
  33. 33. +games support risk and vulnerabilities
  34. 34. + games offer recognition
  35. 35. + games enable reciprocity
  36. 36. +a framework INTEGRITYINTEGRITY TRUSTTRUST Predictabilit y Predictabilit y EmpathyEmpathy InclusionInclusion TransparencyTransparency AccountabilityAccountability COMMUNICATIONCOMMUNICATION
  37. 37. +where games work best Skills- Behaviors Matrix Core Work Skills Unique Work Skills Expanding Work Skills In-Role Behaviors Organizational Citizenship Behaviors Respect Social Norms
  38. 38. +employees want what gamers have fairness transparency feedback trust communication engagement productivity education
  39. 39. + other game examples
  40. 40. + languagequalitygame
  41. 41. + 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
  42. 42. 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
  43. 43. +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.)
  44. 44. +42Projects  Collaborative Play  Trust  Management Innovation www.42projects.org
  45. 45. + thank you rosss@microsoft.com rosss42

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