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Ross Smith Speaks about “The Future of Work Is Play” at the 2012 Serious Play Conference ABSTRACT Life in ancient Egypt, Greece, Rome and Colonial America included a natural integration of play and work. There were no scheduled work hours, time clocks, or hourly wages. For adults, work and play were combined in the greater quest for survival. The Industrial Revolution brought great advances in labor, transforming effort from human to machine. There was no time for play – playing at work was considered counterproductive. Play and recreation were now completely detached from work and labor. As a result, the Industrial Age bore witness to monumental advances in leisure as well – from the circus and YMCA to the first urban playground and the U.S. National Park Service. As the 21st century shift to knowledge and information work becomes more pervasive, a return to the integration of games and play as part of work is a logical progression. Shifts and advances in global, societal, technological, economic, and socio-political trends will shape the future of work. These changes will lead to an increased use of game mechanics in the workplace of the future. Over the last several years, the deployment of “productivity games” to improve business processes through the application of game elements have been gaining momentum. The use of crowdsourcing and productivity games as a business process have been on the rise. These lessons support the notion that games can – and will – be an important component of the workplace of the future.
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+ the future of work is play Ross Smith, Director of Test Microsoft Lync Team
+ who am i?
+ our world is changing new workforce management capabilities organizational trust games and play how to build a culture of creativity and innovation
+ IMAGINE 1962 Seattle World’s Fair
+ 7 billion humans 1804 – 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
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 18 - 24 year olds send and receive 110 texts a day on average …
Games break through cultural barriers Global Shift: Arrival of Emerging Economies
+ Gen Y and Millenials want: 1. Freedom 5. Collaboration 2. Customization 6. Entertainment 3. Scrutiny 7. Speed 4. Integrity 8. Innovation
Talking to Mary Beth “I feel like I’m underutilized”
It wasn’t just Mary Beth We’re different and want to do more
And it wasn’t just our team… Today’s workforce is underutilized and not engaged 29% engaged 55% passively disengaged 16% actively disengaged - Gallup
Why Trust? 10% increase in trust = 36% pay raise
+ trust is foundational to innovation
+ changing culture Thoughts Feelings Culture Actions
+ fun games and work play
ancient civilization + festivals + hunting and fishing + children + athletic competition
+ creative class
+ why games and play?
+ games help build trust
+ Games enable Interpersonal and confrontations mutual engagements
+ Games offer opportunity for Commitments, Promises, Offers, Requests
+ Games support risk and vulnerabilities
+ flow anxiety challenge boredom skill
+ games at work Productivity Games
+ employees want what gamers have fairness transparency feedback trust communication engagement productivity education
+ where games work best Skills- Behaviors Matrix Unique Work Skills Expanding Work Skills Core Work Skills In-Role Behaviors Organizational Citizenship Behaviors