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Adding Play Into The Enterprise

ADDING PLAY INTO THE ENTERPRISE As companies grow, keeping employees informed and engaged becomes more of a challenge. In a recent study, less than 10% of employees report they understand their company's mission statement. Other research shows a significant increase in the amount of time and money people spend playing online games, Is there something to be learned from this phenomenon that leaders can apply to their organizations to create more engaged employees? EMPLOYEES ARE NOT ENGAGED Without a clear vision as to how and why their work matters, employees are becoming increasingly disengaged from their work and overall company goals. 84% of managers don't know how to Only 7% of employees fully understand their company's missions and what's expected of them in order to help achieve these goals. accurately measure their team members. 90% of Gen Y-ers say they desire co-workers "who make work fun." MEANWHILE, GAMES EXPLODE IN POPULARITY The average World of Warcraft player spends 23 hours a week playing 67% of households in America- play computer or video games. the game. The world has spent a combined 5.93 million years playing World of Warcraft. U.S. COMPUTER AND VIDEO GAME SALES IN 2008 AND 2009 ($ BILLIONS) Video games $0.54 ТОTAL Computer games $9.9 18.5 BILLION 2008 $1.8 11.7 BILLION 2009 $8.7 GOLD FARMING 400,000: The estimated number of Asian workers employed in gold farming, which is the act of trading virtual currency in massive multiplayer online games for real money. 00 Up to $1 billion US dollars: How much the gold farming trade is worth every year, worldwide. WHO PLAYS? The new wave of younger generations-those very groups who are just entering or will be entering the workplace-have grown up involved in both computer and video gaming. Surprisingly, about a quarter of people 50 years and over are also getting into gaming. Under 18 years: 25% 18 to 49 years: 49% GAME PLAYERS Men: 60% GAME PLAYERS BY AGE BY GENDER 50 years or older: 26% GENERATION Y 18 to 32 years GENERATION X 34 to 44 years WOMEN NOW ACCOUNT FOR 40% OF THE GAMING COMMUNITY ONLINE TEENS 12 to 17 years PLAY GAMES "There are games now for pretty 18% 58 % 38% ONLINE much every age, every demographic. More and more women are going online. It comes down to everybody is playing games." USE ONLINE SOCIAL SITES 65 % 67% 36% - Jesse Schell, instructor of 13% 94 % 93 % entertainment technology at Carnegie Mellon University USE EMAIL PERCENT OF DEMOGRAPHIC RECOGNIZING THE SIMILARITIES If you think about it, the modern work experience already resembles a game. From aiming for higher levels to receiving coveted rewards, the two have similar underlying mechanics. GAMING WORLD JOB WORLD LEVEL SCORE BONUS POINTS LEVELING UP STAT SUMMARY TITLE -> SALARY > BONUS » PROMOTION » PERFORMANCE REVIEW GAMEPLAY PROMOTES COLLABORATION AND STRATEGY SKILLS The percent of gamers who play games with others in person has grown steadily over the years. 2008 59 % Gamers report preferring cooperative gameplay three times more than competitive gameplay. 2009 62% Strategy games make up 35.5% of all computer games sold. 2010 6Ч % These type of games are similar to the activities and strategies that employees engage in every day at work. 5 WAYS GAMES WILL HELP YOUR BUSINESS What's needed is to accentuate these intrinsic game-like dynamics in a way that provides employees with more clarity, focus and motivation. Here are key ways that games will benefit your business. ENERGIZE YOUR WORKFORCE Provide employees with a sense of purpose and +POWER aspiration for tasks that are repetitive and dull. DRIVE PERFORMANCE IMPROVEMENT Provide timely feedback so people know how +STAMINA they're doing so they can improve. INNOVATE ORGANICALLY Drive innovation by capitalizing on geographic and +INNOVATION temporal diversity of workforce to foster new ideas. MOTIVATE TEAMS Arrange motivating teamwork by defining what +BONUS POINTS individuals get when the team wins. IDENTIFY EMERGING LEADERS LEVEL UP Level the playing field to allow new ideas to bubble up from workers with little access to senior leadership more a job inherentl ples a game-wi variety, appropriat I flexi challen goals, and immediate feedback-the more enjoyable it will be regardless of the worker's level of development." -Mihaly Csikzentmihalyi psychology professor at Claremont Graduate University SOCIALCAST © 2011 SOCIALCAST INC. ALL OTHER TRADEMARKS HEREIN ARE RECOGNIZED TO BE THE PROPERTY OF THEIR RESPECTIVE OWNERS. SOURCES McKinsey Quarterly I Entertainment Software Association I Pew Research I New York Times I Roper Starch Worldwide ADDING PLAY INTO THE ENTERPRISE As companies grow, keeping employees informed and engaged becomes more of a challenge. In a recent study, less than 10% of employees report they understand their company's mission statement. Other research shows a significant increase in the amount of time and money people spend playing online games, Is there something to be learned from this phenomenon that leaders can apply to their organizations to create more engaged employees? EMPLOYEES ARE NOT ENGAGED Without a clear vision as to how and why their work matters, employees are becoming increasingly disengaged from their work and overall company goals. 84% of managers don't know how to Only 7% of employees fully understand their company's missions and what's expected of them in order to help achieve these goals. accurately measure their team members. 90% of Gen Y-ers say they desire co-workers "who make work fun." MEANWHILE, GAMES EXPLODE IN POPULARITY The average World of Warcraft player spends 23 hours a week playing 67% of households in America- play computer or video games. the game. The world has spent a combined 5.93 million years playing World of Warcraft. U.S. COMPUTER AND VIDEO GAME SALES IN 2008 AND 2009 ($ BILLIONS) Video games $0.54 ТОTAL Computer games $9.9 18.5 BILLION 2008 $1.8 11.7 BILLION 2009 $8.7 GOLD FARMING 400,000: The estimated number of Asian workers employed in gold farming, which is the act of trading virtual currency in massive multiplayer online games for real money. 00 Up to $1 billion US dollars: How much the gold farming trade is worth every year, worldwide. WHO PLAYS? The new wave of younger generations-those very groups who are just entering or will be entering the workplace-have grown up involved in both computer and video gaming. Surprisingly, about a quarter of people 50 years and over are also getting into gaming. Under 18 years: 25% 18 to 49 years: 49% GAME PLAYERS Men: 60% GAME PLAYERS BY AGE BY GENDER 50 years or older: 26% GENERATION Y 18 to 32 years GENERATION X 34 to 44 years WOMEN NOW ACCOUNT FOR 40% OF THE GAMING COMMUNITY ONLINE TEENS 12 to 17 years PLAY GAMES "There are games now for pretty 18% 58 % 38% ONLINE much every age, every demographic. More and more women are going online. It comes down to everybody is playing games." USE ONLINE SOCIAL SITES 65 % 67% 36% - Jesse Schell, instructor of 13% 94 % 93 % entertainment technology at Carnegie Mellon University USE EMAIL PERCENT OF DEMOGRAPHIC RECOGNIZING THE SIMILARITIES If you think about it, the modern work experience already resembles a game. From aiming for higher levels to receiving coveted rewards, the two have similar underlying mechanics. GAMING WORLD JOB WORLD LEVEL SCORE BONUS POINTS LEVELING UP STAT SUMMARY TITLE -> SALARY > BONUS » PROMOTION » PERFORMANCE REVIEW GAMEPLAY PROMOTES COLLABORATION AND STRATEGY SKILLS The percent of gamers who play games with others in person has grown steadily over the years. 2008 59 % Gamers report preferring cooperative gameplay three times more than competitive gameplay. 2009 62% Strategy games make up 35.5% of all computer games sold. 2010 6Ч % These type of games are similar to the activities and strategies that employees engage in every day at work. 5 WAYS GAMES WILL HELP YOUR BUSINESS What's needed is to accentuate these intrinsic game-like dynamics in a way that provides employees with more clarity, focus and motivation. Here are key ways that games will benefit your business. ENERGIZE YOUR WORKFORCE Provide employees with a sense of purpose and +POWER aspiration for tasks that are repetitive and dull. DRIVE PERFORMANCE IMPROVEMENT Provide timely feedback so people know how +STAMINA they're doing so they can improve. INNOVATE ORGANICALLY Drive innovation by capitalizing on geographic and +INNOVATION temporal diversity of workforce to foster new ideas. MOTIVATE TEAMS Arrange motivating teamwork by defining what +BONUS POINTS individuals get when the team wins. IDENTIFY EMERGING LEADERS LEVEL UP Level the playing field to allow new ideas to bubble up from workers with little access to senior leadership more a job inherentl ples a game-wi variety, appropriat I flexi challen goals, and immediate feedback-the more enjoyable it will be regardless of the worker's level of development." -Mihaly Csikzentmihalyi psychology professor at Claremont Graduate University SOCIALCAST © 2011 SOCIALCAST INC. ALL OTHER TRADEMARKS HEREIN ARE RECOGNIZED TO BE THE PROPERTY OF THEIR RESPECTIVE OWNERS. SOURCES McKinsey Quarterly I Entertainment Software Association I Pew Research I New York Times I Roper Starch Worldwide ADDING PLAY INTO THE ENTERPRISE As companies grow, keeping employees informed and engaged becomes more of a challenge. In a recent study, less than 10% of employees report they understand their company's mission statement. Other research shows a significant increase in the amount of time and money people spend playing online games, Is there something to be learned from this phenomenon that leaders can apply to their organizations to create more engaged employees? EMPLOYEES ARE NOT ENGAGED Without a clear vision as to how and why their work matters, employees are becoming increasingly disengaged from their work and overall company goals. 84% of managers don't know how to Only 7% of employees fully understand their company's missions and what's expected of them in order to help achieve these goals. accurately measure their team members. 90% of Gen Y-ers say they desire co-workers "who make work fun." MEANWHILE, GAMES EXPLODE IN POPULARITY The average World of Warcraft player spends 23 hours a week playing 67% of households in America- play computer or video games. the game. The world has spent a combined 5.93 million years playing World of Warcraft. U.S. COMPUTER AND VIDEO GAME SALES IN 2008 AND 2009 ($ BILLIONS) Video games $0.54 ТОTAL Computer games $9.9 18.5 BILLION 2008 $1.8 11.7 BILLION 2009 $8.7 GOLD FARMING 400,000: The estimated number of Asian workers employed in gold farming, which is the act of trading virtual currency in massive multiplayer online games for real money. 00 Up to $1 billion US dollars: How much the gold farming trade is worth every year, worldwide. WHO PLAYS? The new wave of younger generations-those very groups who are just entering or will be entering the workplace-have grown up involved in both computer and video gaming. Surprisingly, about a quarter of people 50 years and over are also getting into gaming. Under 18 years: 25% 18 to 49 years: 49% GAME PLAYERS Men: 60% GAME PLAYERS BY AGE BY GENDER 50 years or older: 26% GENERATION Y 18 to 32 years GENERATION X 34 to 44 years WOMEN NOW ACCOUNT FOR 40% OF THE GAMING COMMUNITY ONLINE TEENS 12 to 17 years PLAY GAMES "There are games now for pretty 18% 58 % 38% ONLINE much every age, every demographic. More and more women are going online. It comes down to everybody is playing games." USE ONLINE SOCIAL SITES 65 % 67% 36% - Jesse Schell, instructor of 13% 94 % 93 % entertainment technology at Carnegie Mellon University USE EMAIL PERCENT OF DEMOGRAPHIC RECOGNIZING THE SIMILARITIES If you think about it, the modern work experience already resembles a game. From aiming for higher levels to receiving coveted rewards, the two have similar underlying mechanics. GAMING WORLD JOB WORLD LEVEL SCORE BONUS POINTS LEVELING UP STAT SUMMARY TITLE -> SALARY > BONUS » PROMOTION » PERFORMANCE REVIEW GAMEPLAY PROMOTES COLLABORATION AND STRATEGY SKILLS The percent of gamers who play games with others in person has grown steadily over the years. 2008 59 % Gamers report preferring cooperative gameplay three times more than competitive gameplay. 2009 62% Strategy games make up 35.5% of all computer games sold. 2010 6Ч % These type of games are similar to the activities and strategies that employees engage in every day at work. 5 WAYS GAMES WILL HELP YOUR BUSINESS What's needed is to accentuate these intrinsic game-like dynamics in a way that provides employees with more clarity, focus and motivation. Here are key ways that games will benefit your business. ENERGIZE YOUR WORKFORCE Provide employees with a sense of purpose and +POWER aspiration for tasks that are repetitive and dull. DRIVE PERFORMANCE IMPROVEMENT Provide timely feedback so people know how +STAMINA they're doing so they can improve. INNOVATE ORGANICALLY Drive innovation by capitalizing on geographic and +INNOVATION temporal diversity of workforce to foster new ideas. MOTIVATE TEAMS Arrange motivating teamwork by defining what +BONUS POINTS individuals get when the team wins. IDENTIFY EMERGING LEADERS LEVEL UP Level the playing field to allow new ideas to bubble up from workers with little access to senior leadership more a job inherentl ples a game-wi variety, appropriat I flexi challen goals, and immediate feedback-the more enjoyable it will be regardless of the worker's level of development." -Mihaly Csikzentmihalyi psychology professor at Claremont Graduate University SOCIALCAST © 2011 SOCIALCAST INC. ALL OTHER TRADEMARKS HEREIN ARE RECOGNIZED TO BE THE PROPERTY OF THEIR RESPECTIVE OWNERS. SOURCES McKinsey Quarterly I Entertainment Software Association I Pew Research I New York Times I Roper Starch Worldwide ADDING PLAY INTO THE ENTERPRISE As companies grow, keeping employees informed and engaged becomes more of a challenge. In a recent study, less than 10% of employees report they understand their company's mission statement. Other research shows a significant increase in the amount of time and money people spend playing online games, Is there something to be learned from this phenomenon that leaders can apply to their organizations to create more engaged employees? EMPLOYEES ARE NOT ENGAGED Without a clear vision as to how and why their work matters, employees are becoming increasingly disengaged from their work and overall company goals. 84% of managers don't know how to Only 7% of employees fully understand their company's missions and what's expected of them in order to help achieve these goals. accurately measure their team members. 90% of Gen Y-ers say they desire co-workers "who make work fun." MEANWHILE, GAMES EXPLODE IN POPULARITY The average World of Warcraft player spends 23 hours a week playing 67% of households in America- play computer or video games. the game. The world has spent a combined 5.93 million years playing World of Warcraft. U.S. COMPUTER AND VIDEO GAME SALES IN 2008 AND 2009 ($ BILLIONS) Video games $0.54 ТОTAL Computer games $9.9 18.5 BILLION 2008 $1.8 11.7 BILLION 2009 $8.7 GOLD FARMING 400,000: The estimated number of Asian workers employed in gold farming, which is the act of trading virtual currency in massive multiplayer online games for real money. 00 Up to $1 billion US dollars: How much the gold farming trade is worth every year, worldwide. WHO PLAYS? The new wave of younger generations-those very groups who are just entering or will be entering the workplace-have grown up involved in both computer and video gaming. Surprisingly, about a quarter of people 50 years and over are also getting into gaming. Under 18 years: 25% 18 to 49 years: 49% GAME PLAYERS Men: 60% GAME PLAYERS BY AGE BY GENDER 50 years or older: 26% GENERATION Y 18 to 32 years GENERATION X 34 to 44 years WOMEN NOW ACCOUNT FOR 40% OF THE GAMING COMMUNITY ONLINE TEENS 12 to 17 years PLAY GAMES "There are games now for pretty 18% 58 % 38% ONLINE much every age, every demographic. More and more women are going online. It comes down to everybody is playing games." USE ONLINE SOCIAL SITES 65 % 67% 36% - Jesse Schell, instructor of 13% 94 % 93 % entertainment technology at Carnegie Mellon University USE EMAIL PERCENT OF DEMOGRAPHIC RECOGNIZING THE SIMILARITIES If you think about it, the modern work experience already resembles a game. From aiming for higher levels to receiving coveted rewards, the two have similar underlying mechanics. GAMING WORLD JOB WORLD LEVEL SCORE BONUS POINTS LEVELING UP STAT SUMMARY TITLE -> SALARY > BONUS » PROMOTION » PERFORMANCE REVIEW GAMEPLAY PROMOTES COLLABORATION AND STRATEGY SKILLS The percent of gamers who play games with others in person has grown steadily over the years. 2008 59 % Gamers report preferring cooperative gameplay three times more than competitive gameplay. 2009 62% Strategy games make up 35.5% of all computer games sold. 2010 6Ч % These type of games are similar to the activities and strategies that employees engage in every day at work. 5 WAYS GAMES WILL HELP YOUR BUSINESS What's needed is to accentuate these intrinsic game-like dynamics in a way that provides employees with more clarity, focus and motivation. Here are key ways that games will benefit your business. ENERGIZE YOUR WORKFORCE Provide employees with a sense of purpose and +POWER aspiration for tasks that are repetitive and dull. DRIVE PERFORMANCE IMPROVEMENT Provide timely feedback so people know how +STAMINA they're doing so they can improve. INNOVATE ORGANICALLY Drive innovation by capitalizing on geographic and +INNOVATION temporal diversity of workforce to foster new ideas. MOTIVATE TEAMS Arrange motivating teamwork by defining what +BONUS POINTS individuals get when the team wins. IDENTIFY EMERGING LEADERS LEVEL UP Level the playing field to allow new ideas to bubble up from workers with little access to senior leadership more a job inherentl ples a game-wi variety, appropriat I flexi challen goals, and immediate feedback-the more enjoyable it will be regardless of the worker's level of development." -Mihaly Csikzentmihalyi psychology professor at Claremont Graduate University SOCIALCAST © 2011 SOCIALCAST INC. ALL OTHER TRADEMARKS HEREIN ARE RECOGNIZED TO BE THE PROPERTY OF THEIR RESPECTIVE OWNERS. SOURCES McKinsey Quarterly I Entertainment Software Association I Pew Research I New York Times I Roper Starch Worldwide ADDING PLAY INTO THE ENTERPRISE As companies grow, keeping employees informed and engaged becomes more of a challenge. In a recent study, less than 10% of employees report they understand their company's mission statement. Other research shows a significant increase in the amount of time and money people spend playing online games, Is there something to be learned from this phenomenon that leaders can apply to their organizations to create more engaged employees? EMPLOYEES ARE NOT ENGAGED Without a clear vision as to how and why their work matters, employees are becoming increasingly disengaged from their work and overall company goals. 84% of managers don't know how to Only 7% of employees fully understand their company's missions and what's expected of them in order to help achieve these goals. accurately measure their team members. 90% of Gen Y-ers say they desire co-workers "who make work fun." MEANWHILE, GAMES EXPLODE IN POPULARITY The average World of Warcraft player spends 23 hours a week playing 67% of households in America- play computer or video games. the game. The world has spent a combined 5.93 million years playing World of Warcraft. U.S. COMPUTER AND VIDEO GAME SALES IN 2008 AND 2009 ($ BILLIONS) Video games $0.54 ТОTAL Computer games $9.9 18.5 BILLION 2008 $1.8 11.7 BILLION 2009 $8.7 GOLD FARMING 400,000: The estimated number of Asian workers employed in gold farming, which is the act of trading virtual currency in massive multiplayer online games for real money. 00 Up to $1 billion US dollars: How much the gold farming trade is worth every year, worldwide. WHO PLAYS? The new wave of younger generations-those very groups who are just entering or will be entering the workplace-have grown up involved in both computer and video gaming. Surprisingly, about a quarter of people 50 years and over are also getting into gaming. Under 18 years: 25% 18 to 49 years: 49% GAME PLAYERS Men: 60% GAME PLAYERS BY AGE BY GENDER 50 years or older: 26% GENERATION Y 18 to 32 years GENERATION X 34 to 44 years WOMEN NOW ACCOUNT FOR 40% OF THE GAMING COMMUNITY ONLINE TEENS 12 to 17 years PLAY GAMES "There are games now for pretty 18% 58 % 38% ONLINE much every age, every demographic. More and more women are going online. It comes down to everybody is playing games." USE ONLINE SOCIAL SITES 65 % 67% 36% - Jesse Schell, instructor of 13% 94 % 93 % entertainment technology at Carnegie Mellon University USE EMAIL PERCENT OF DEMOGRAPHIC RECOGNIZING THE SIMILARITIES If you think about it, the modern work experience already resembles a game. From aiming for higher levels to receiving coveted rewards, the two have similar underlying mechanics. GAMING WORLD JOB WORLD LEVEL SCORE BONUS POINTS LEVELING UP STAT SUMMARY TITLE -> SALARY > BONUS » PROMOTION » PERFORMANCE REVIEW GAMEPLAY PROMOTES COLLABORATION AND STRATEGY SKILLS The percent of gamers who play games with others in person has grown steadily over the years. 2008 59 % Gamers report preferring cooperative gameplay three times more than competitive gameplay. 2009 62% Strategy games make up 35.5% of all computer games sold. 2010 6Ч % These type of games are similar to the activities and strategies that employees engage in every day at work. 5 WAYS GAMES WILL HELP YOUR BUSINESS What's needed is to accentuate these intrinsic game-like dynamics in a way that provides employees with more clarity, focus and motivation. Here are key ways that games will benefit your business. ENERGIZE YOUR WORKFORCE Provide employees with a sense of purpose and +POWER aspiration for tasks that are repetitive and dull. DRIVE PERFORMANCE IMPROVEMENT Provide timely feedback so people know how +STAMINA they're doing so they can improve. INNOVATE ORGANICALLY Drive innovation by capitalizing on geographic and +INNOVATION temporal diversity of workforce to foster new ideas. MOTIVATE TEAMS Arrange motivating teamwork by defining what +BONUS POINTS individuals get when the team wins. IDENTIFY EMERGING LEADERS LEVEL UP Level the playing field to allow new ideas to bubble up from workers with little access to senior leadership more a job inherentl ples a game-wi variety, appropriat I flexi challen goals, and immediate feedback-the more enjoyable it will be regardless of the worker's level of development." -Mihaly Csikzentmihalyi psychology professor at Claremont Graduate University SOCIALCAST © 2011 SOCIALCAST INC. ALL OTHER TRADEMARKS HEREIN ARE RECOGNIZED TO BE THE PROPERTY OF THEIR RESPECTIVE OWNERS. SOURCES McKinsey Quarterly I Entertainment Software Association I Pew Research I New York Times I Roper Starch Worldwide

Adding Play Into The Enterprise

shared by ColumnFive on Jul 05
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As companies grow, keeping employees informed and engaged becomes more of a challenge. In a recent study, less than 10% of employees report they understand their company’s mission statement. Other r...

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