ross smith - work/play: how microsoft leads with gamification

Post on 24-May-2015

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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

+

thank you

rosss@microsoft.com rosss42

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