1 / 64

“The Future of Work Is Play” By Ross Smith- Serious Play Conference 2012

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.

Download Presentation

“The Future of Work Is Play” By Ross Smith- Serious Play Conference 2012

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. + the future of work is play Ross Smith, Director of Test Microsoft Lync Team

  2. + who am i?

  3. + our world is changing new workforce management capabilities organizational trust games and play how to build a culture of creativity and innovation

  4. + IMAGINE 1962 Seattle World’s Fair

  5. + 7 billion humans 1804 – 1 billion 1927 – 2 billion 1960 – 3 billion 2023 – 8 billion 2041 – 9 billion 2081 – 10 billion

  6. 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

  7. By 2022, everyone under 25 is a Digital Native

  8. 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

  9. 69% of kids age 2-5 can use a mouse, but only 11% can tie their shoelaces

  10. 64% of parents believe games are a positive part of their kid’s lives

  11. 47% work beyond regular business hours 32% do personal activities at work Global Shift: Blurred Work and Life

  12. 68.7 million US social gamers in 2011 18 - 24 year olds send and receive 110 texts a day on average …

  13. Games break through cultural barriers Global Shift: Arrival of Emerging Economies

  14. + Gen Y and Millenials want: 1. Freedom 5. Collaboration 2. Customization 6. Entertainment 3. Scrutiny 7. Speed 4. Integrity 8. Innovation

  15. Talking to Mary Beth “I feel like I’m underutilized”

  16. It wasn’t just Mary Beth We’re different and want to do more

  17. And it wasn’t just our team… Today’s workforce is underutilized and not engaged 29% engaged 55% passively disengaged 16% actively disengaged - Gallup

  18. + Solution?

  19. Why Trust? 10% increase in trust = 36% pay raise

  20. + trust is foundational to innovation

  21. + freedom to fail

  22. + collaboration

  23. + tolerance for risk

  24. + rapid prototyping and iteration

  25. + ad hoc experimentation

  26. + positive deviance

  27. + changing culture Thoughts Feelings Culture Actions

  28. + fun games and work play

  29. + games have history

  30. ancient civilization + festivals + hunting and fishing + children + athletic competition

  31. + industrial revolution

  32. + creative class

  33. + work

  34. + workforce

  35. + workplace

  36. + work product

  37. + why games and play?

  38. + games help build trust

  39. + Games establish structure

  40. + Games develop regular practices

  41. + Games facilitate interactions

  42. + Games transcend Global culture

  43. + Games enable Interpersonal and confrontations mutual engagements

  44. + Games offer opportunity for Commitments, Promises, Offers, Requests

  45. + Games support risk and vulnerabilities

  46. + Games help test uncertainties

  47. + flow anxiety challenge boredom skill

  48. + games at work Productivity Games

  49. + employees want what gamers have fairness transparency feedback trust communication engagement productivity education

  50. + where games work best Skills- Behaviors Matrix Unique Work Skills Expanding Work Skills Core Work Skills In-Role Behaviors Organizational Citizenship Behaviors

More Related