ross smith - work/play: how microsoft leads with gamification
DESCRIPTION
Global, social, technological, and demographic shifts alter the competitive landscape for businesses across the globe. The impact on organizational behavior is significant. Creativity and innovation are paramount – keystones for 21st century competitive relevance. The speed of business and the pressures of competition require unprecedented agility. 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? The answer is to create a culture of play and games in the 21st century workplace. Microsoft has significantly reinvented a number of business processes using gamification, including the Windows Language Quality Game (a test/QA process). Join Ross Smith for this energizing session that covers some of Microsoft's greatest successes in using game thinking and dynamics to reinvent work, and how your organization can learn from their examples.TRANSCRIPT
+
the future of work is play Ross Smith, Director of Test
Microsoft Lync Team
+who am i?
+
games and work
play
fun
+games have history
+
+ hunting and fishing
+ festivals
+ athletic competition
children
ancient civilization
+
industrial revolution
+
creative class
+our world is changing
new workforce
management capabilities
organizational trust
games and play
how to build a culture of creativity
and innovation
+
1967 Summer of Love
IMA
GIN
E
+7 billion humans1804 – 1 billion1927 – 2 billion1960 – 3 billion
2023 – 8 billion2041 – 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
By 2022, everyone under 25 is a Digital Native
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
~9.6 TRILLION SMS sent in 201218 - 24 year olds send and receive 110 texts a day on average
76 billion mobile app downloads
Games break through cultural barriers
Global Shift: Arrival of Emerging Economies
+21st Century Employee wants:
1. Freedom
2. Customization
3. Scrutiny
4. Integrity
5. Collaboration
6. Entertainment
7. Speed
8. Innovation
+work
+workforce
+
games help build trust
+Games establish structure
+Games facilitate interactions
+Games transcend Global culture
+Games support risk and
vulnerabilities
+employees want what gamers have
fairnesstransparencyfeedbacktrustcommunicationengagementproductivityeducation
+where games work best
Skills-Behaviors
Matrix
Core Work Skills
Unique Work Skills
Expanding Work Skills
In-Role Behaviors
Organizational Citizenship Behaviors
+productivity game examples
+langu
ag
e q
uality
gam
e
+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
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
+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.)
+42Projects
Collaborative Play Trust Management
Innovation
www.42projects.org