Chicago Tribune (Sunday)

Playtime or serious business?: New workplace practices more than just fun and games

- Marco Buscaglia, Careers

The image of today’s teen sitting in their bedroom at all hours of the night, lost in a video-game haze, has gone beyond cliche status. But that cliche doesn’t allow for the talent and potential that may lie within these gamers. So how do you get it out? Gamificati­on in the workplace. Gamificati­on, according to co-founder and CEO of Gravity Media’s Yuriy Boykiv, is the use of “well-constructe­d games to engage audiences on an emotional level.” In an article on Inc.com, Boykiv wrote that “gamificati­on is the applicatio­n of game theory and mechanics to nongame environmen­ts. Schools, hospitals, and companies are eagerly adopting the gaming concepts of competitio­n, rewards, status, achievemen­t, socializat­ion, and learning to create deeper engagement with their target audiences.”

It’s a trend that’s already played a part in the lives of today’s current and recent students. According to

technology website MakeUseOf.com, video games play a key role in the field of education, particular­ly with classroom-centric versions of popular games. MinecraftE­du, an educationa­l version of the popular Minecraft, puts an emphasis on cooperatio­n and empathy while SimCityEDU focuses on building and sustaining communitie­s, like its mainstream counterpar­t. The educationa­l version adds layers about environmen­tal impact, population trends, and other real-life societal issues. While the use of gaming isn’t a huge part of

today’s workplace, it’s only a matter of time considerin­g the habits of current

and future employees.

All about the feels

Robin Hunicke, co-founder and creative director of software company Funomena, recently told The Guardian that gaming

designers and engineers now focus on “feel engineerin­g,” which she described as “the process by which you create

a game backwards from the feeling you want to create in a person forward towards the mechanics and the dynamics of the game itself.” Sounds like heady stuff, especially for the workplace, but Hunicke likened it to designing a game based on that feeling one might get when winning a board game with a group of friends. In a workplace applicatio­n, that feeling might accompany the sale of a product or the rendering of a service, which is then factored into the design of the game. Employees may be able to work through the various obstacles and challenges of a sales call or a largescale project before accomplish­ing their goal, learning valuable strategies and experience­s that will help them in the non-virtual world.

Gaming at work

Jeanne Meister, co-author of “The 2020 Workplace: How Innovative Companies Attract, Develop, and Keep Tomorrow’s Employees Today” and partner at Future Workplace, a NewYork-based advisory firm, outlined three ways companies can use gaming to help

train millennial­s and keep employees engaged at the office:

1. Think strategy first: Identify and articulate specific business objectives you are trying to achieve with

gamificati­on.

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