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Ross Smith- Microsoft

“Using Games to Build Organizational Trust” Global, social, technological, and demographic shifts alter the competitive landscape for businesses across the globe. The impact on organizational behavior is significant. 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? Productivity games and fun at work -- building trust and sparking creativity!

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Ross Smith- Microsoft

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  1. + using games to build trust the future of work is play Ross Smith, Director of Test Skype Division @ Microsoft

  2. + fun games and work play

  3. +games have history

  4. ancient civilization + festivals + hunting and fishing + children learn through play + athletic competition

  5. + industrial revolution

  6. + THE RISE OF THE… creative class

  7. +our world is changing new workforce, multi-gen, multi-cultural management capabilities how to build a culture of creativity and innovation organizational trust games and play

  8. + IMAGINE 1963 – Evergreen Point floating bridge

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

  10. 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

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

  12. 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

  13. 69% of kids age 2-5 can use a mouse, but only 11% can tie their shoelaces

  14. 64% of parents believe games are a positive part of their kid’s lives

  15. 47% work beyond regular business hours 32% do personal activities at work Global Shift: Blurred Work and Life

  16. 68.7 million US social gamers in 2011

  17. ~9.6 TRILLION SMS sent in 2012 18 - 24 year olds send and receive 110 texts a day on average

  18. 76 billion mobile app downloads

  19. +21stcentury employees want … 1. Freedom 5. Collaboration 2. Customization 6. Entertainment 3. Scrutiny 7. Speed 4. Integrity 8. Innovation

  20. +21stcentury collaboration Four principles are at the heart of successful collaboration: appreciation trust commitment recognition games can help

  21. +productivity game examples

  22. +ISHI

  23. +

  24. +Lync Test Games  Build a Story  Landmarks  Road Signs  Mobile Fest

  25. + games help build trust

  26. +changing to a culture of trust Thoughts Feelings Culture Actions

  27. +what is trust? …like freedom and air predictability value exchange delayed reciprocity exposed vulnerabilities • • • • …is complete confidence that a person or organization will consistently try to do what is right in every given situation.

  28. + why games?

  29. +games establish structure

  30. +games facilitate interactions

  31. +games transcend global culture

  32. +games establish the social norm

  33. +games support risk and vulnerabilities

  34. +games offer recognition

  35. +games enable reciprocity

  36. +a framework INTEGRITY INTEGRITY COMMUNICATION COMMUNICATION Accountability Accountability Transparency Transparency Predictabilit Predictabilit Inclusion Inclusion Empathy Empathy y y TRUST TRUST

  37. +where games work best Skills- Behaviors Matrix Unique Work Skills Expanding Work Skills Core Work Skills In-Role Behaviors Organizational Citizenship Behaviors Respect Social Norms

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

  39. + other game examples

  40. + language quality game

  41. Results + Total Screens Reviewed: Over 500,000 Total Number of Reviewers: Over 4,500 Screens per Reviewer: Average 119 Significant Quality Improvements for Windows 7 Positive Impact on Ship Schedule Team Morale and Subsidiary Engagement

  42. Results Players Over 1,000 Feedback increase > 16x Feedback received: 10,000+ Players vs. non-players 67% of players participate vs. 3% of non Significant Quality Improvements for product Positive Impact on Ship Schedule Team Morale and Dogfood User Engagement

  43. +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.)

  44. +42Projects  Collaborative Play  Trust  Management Innovation www.42projects.org

  45. + thank you rosss@microsoft.com rosss42

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