
In and earlier article I mentioned the 7 things marketers could learn from online games, and IBM published a report on how games can teach important leadership skills of the future. Now John Seely Brown, a scholar at the University of South Carolina and Douglas Thomas, an associate professor at USC’s Annenberg School for Communication published 5 attributes of gamers on the workfloor. These ideas made it into Harvard Business School’s top 20 ‘Breakthrough Ideas of 2008‘ and focusses on the positive impact of games on employees:
They are bottom-line oriented
Today’s online games have embedded systems of measurement or assessment. Gamers like to be evaluated, even compared with one another, through systems of points, rankings, titles, and external measures. Their goal is not to be rewarded but to improve. Game worlds are meritocracies where assessment is symmetrical (leaders are assessed just as players are), and after-action reviews are meaningful only as ways of enhancing individual and group performance.
They understand the power of diversity
Diversity is essential in the world of the online game. One person can’t do it all; each player is by definition incomplete. The key to achievement is teamwork, and the strongest teams are a rich mix of diverse talents and abilities. The criterion for advancement is not “How good am I?”; it’s “How much have I helped the group?” Entire categories of game characters (such as healers) have little or no advantage in individual play, but they are indispensable members of every team.
They thrive on change
Nothing is constant in a game; it changes in myriad ways, mainly through the actions of the participants themselves. As players, groups, and guilds progress through game content, they literally transform the world they inhabit. Part of the gamer disposition is grounded in an expectation of flux. Gamers do not simply manage change; they create it, thrive on it, seek it out.
They see learning as fun
For most players, the fun of the game lies in learning how to overcome obstacles. The game world provides all the tools to do this. For gamers, play amounts to assembling and combining tools and resources that will help them learn. The reward is converting new knowledge into action and recognizing that current successes are resources for solving future problems.
They marinate on the “edge”
Finally, gamers often explore radical alternatives and innovative strategies for completing tasks, quests, and challenges. Even when common solutions are known, the gamer disposition demands a better way, a more original response to the problem. Players often reconstruct their characters in outrageous ways simply to try something new. Part of the gamer disposition, then, is a desire to seek and explore the edges in order to discover some new insight or useful information that deepens one’s understanding of the game.
Together, these five attributes make for employees who are flexible, resourceful, improvisational, eager for a quest, believers in meritocracy, and foes of bureaucracy.
Though this ‘research’ focusses mainly on how this new type of employee will work well in traditional work floors, I am personally more interested in how these ‘gamers’ will change the traditional workfloor. Its nice your employees or team members have these qualities, but are you able to take advantage of them? The report does quite a poor job at explaining how these ’skills’ get translated into real life activities, and oversimplifies the complications these gamers will run into when dealing with a physical environment. One option to truly optimise these attributes would be to keep these ‘virtually acquired skills’ inside the realm of virtuality by operating work floors like these gaming environments - the virtual offices.









UriShare - Fact gamers are better employees said on February 15th
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