Hand tour can also improve employee productivity

Source: Internet
Author: User
Keywords Mobile games mobile network games mobile games

Video games are used for fun, but in the case of Tal Avrahami, a business analyst at Telstra, Australia, the game, with the main purpose of mass entertainment, also contains a philosophy of business management that is instructive. Recently, Alahami wrote blog articles, analysis of how business managers can learn Vine video and "Candy Smash legend", so as to motivate employees to enhance the efficiency of the purpose.

The following is a compilation of the content of the article:

In my life, I have always been attracted by new technology, the early adopters of all digital devices. I am very active when the phone is not in the mainstream (using mobile phones), but video games have a longer impact on my life.

In a way, our generation embraces the changes in technology so much that it is impossible to imagine a world without technology. We rely on it to provide us with social connections, education, entertainment, and work.

But it's not just Gen Y who embrace social games and a new era of communication. People of different ages, old and small, have invested a lot of time in "pocket" games such as "Gem Bejeweled Blitzkrieg", "Country Vacation" and "Candy Smash legend". If you walk into the subway during rush hour traffic, look around for four weeks-you'll see too many people crushing candy with their fingers.

These games are designed to conform to the principles of human-computer Interaction design (especially user interface Guidelines). They create an environment that not only attracts users, but also lets users be enthusiastic and willing to participate.

In a document entitled "Computer response to user frustration: Theory, design and results, the researchers found that" frustration, confusion, anger, anxiety and other similar emotional states, not only affect (user and system) interaction, but also affect productivity, learning, social relations, and the overall well-being of people. " "To mitigate the negative impact of frustration, the researchers added a setting that provided a way for users to vent their frustration by providing a" positive listening, compassion and comfort "element. They found that while playing a problematic computer game, users felt frustrated, but the aforementioned settings made them calmer and played longer.

Active listening, compassion and comfort play a significant role in alleviating user frustration. In a TED speech titled "What Makes us more passionate about work", Ariely, an economist, describes another factor that affects the effectiveness of work: appreciation. Eric, who had once done a test, found that people who knew their work was appreciated were working harder. If a hard work is not recognized, but merely accepted, the motivation of the worker will stagnate and decline, and the quality of the work done will be impaired. Combining these elements (listening, compassion, comfort, and admiration) will help to create a working environment that satisfies the emotional needs of employees.

In addition to the emotional factors that affect the working environment, the cognitive abilities of different employees vary greatly. Some employees have access to information for a longer period of time, while others can only process information in a relatively short period of time.

Since 2012, Twitter's Vine video has been popular all over the world. Users can create video clips of up to 6 seconds to attract attention and convey some kind of information in 6 seconds. Viewers of Vine Video can browse hundreds of clips in 1 hours while absorbing information. In an article titled "Cognitive Psychology teaches us how to create efficient Vine videos," David Percy Poeppel and author Malary Gine Tenors (mallary Jean tenore) explored the psychology behind the popular Vine. Professor Percy pointed out that we were able to handle 6 words and 10 pictures per second, with a lot of information. Vine video infinite loops help to enhance the impression of information in the user's brain, and music--because of the repetition of lyrics or tracks--can also help users remember information. Vine is an effective way to convey information: in a relatively short period of time, it allows the user's brainpower to be fully played. As a result, user participation and immersion are high-they simply don't have the time to feel bored or lose motivation.

So how can gaming and social media improve our working environment?

The legend of Candy Smash proves to us that one can do the same thing over and over again without feeling discouraged. One of the reasons why players are willing to continue to play is because of the layout of each level: adding a slight change to challenge the player, changing the color scheme, and setting a name for each level ... These are just aesthetic factors, but they do help capture the attention of the player.

By giving employees more encouragement and support (as the previous game does), becoming a more inspiring leader will enable employees to perceive that you care about them, encouraging their career growth and resilience.

Work is sometimes boring and repetitive, but the working environment can change a little more. Making players compete with friends is also a motivating skill to promote competition. However, in the "Candy Smash legend", players can be paid quickly through the money, but in the workplace, fairness and equality of opportunity is the premise of motivating employees.

Knowing the skills of your employees will help you provide them with the work style that suits them best. Like the vine video and the Candy smash saga, shorter and more stressful jobs are better for some employees, while others tend to prefer longer, more continuous work-like "country vacations" or "World of Warcraft" and other large multiplayer online games. Once your employees are accredited and working, you need to make sure that they are "immersed" and that they are stimulating their brains by setting new challenges that will keep them motivated.

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