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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	
  
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.	
  
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	
  
	
  
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	
  
	
  
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	
  
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	
  
	
  
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/	
  
	
  
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/	
  
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	
  
	
  
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	
  
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	
  
	
  
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	
  
	
  
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	
  
	
  
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.	
  
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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Level Up with game-inspired methods & change the way your work

  • 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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