Interactive games will change the future of work because new workers are
drawn to serious interactions that parallel playful ones. New technology can
extend game sensibilities beyond entertainment and training to games as
entire workspaces that parallel the richness of real life augmented by
compelling play in ways made possible only by computers.
This presentation draws on new research and case studies to show how
games can be designed for serious work. The most important implication of putting games to work is enhanced productivity, collaboration and job satisfaction. The presentation reviews example applications in three categories:
1) embedding information work in current games; 2) borrowing
or paying players in current games to conduct work; and 3) assigning games to employees as the primary context in which they do their jobs.
The presentation includes examples of games for call center representatives,
team selling, security, surveillance, medical diagnosis, and scientific
collaboration.