Archive for the ‘ Leading Virtually ’ Category
We’re doing something a little different this week.
Instead of a written post, Gus Jaramillo and I collaborated on a video post as part of the Leadership Quote vlog series. Subscribe for future videos!
Looking past the viral-oriented nature of this video, the main concept presented is critical for leadership. Thoughts, when attached to emotions other than sadness, generally have higher “infection” rates.
Thus, it is important to generate more emotion (hopefully positive and not anger-inducing) around messages that you want your direct reports to remember or share. It seems idea is lost at times in the data-driven world of today, where it’s more important to get across the numbers and metrics than it is to tell a story.
So communicate with feeling and generate positive emotions in your direct reports. Make the topic relevant to them. They will be more receptive to your messages and will remember them better. Let’s infect the world with the good germs to promote healthy thoughts.
Just don’t anger them… or you may end up on the wrong side of a thought germ!
There is a revolution happening in the world of video games. It is called Twitch. It’s a website where gamers can directly stream footage of their game daily and provide voice commentary. Most also share their webcams in the corner of the screen and respond to chat either directly in the chat window or via voice. They generate revenue through subscribers who pay monthly ($5 on average) for special benefits (like being entered into giveaways) and donations. And it’s gaining so much popularity that Amazon purchased it for almost a billion dollars and was considered the fourth largest source of internet traffic in the US in early 2014.
So why is this important? Well, within the realm of learning, MOOCs have gained much popularity for providing content on the go at little to no cost. But the content is not flexible and other than forums, there’s no fast way to interact with the content provider, especially if you need clarification or have a quick question. It lacks the feel of communicating directly with a live human being. And virtual training/learning is great, but could be expensive and the scheduling might be inconvenient or infrequent.
In a sense, MOOCs are like YouTube, where people upload content and others view it. So what is out there for learning that is like Twitch? Currently, virtual training/learning and live video blogging comes the closest. But imagine if there were entertaining individuals streaming, for instance, a fun learning videogame or sharing some interesting but educational videos for just a half hour every night and providing witty commentary. And also answering questions out loud on the video as you ask them in the chat window. And providing free giveaways for both subscribers and regular viewers.
There are technology platforms already in place to enable this type of streaming to occur. And there are many people who would benefit from this type of content. And for the streamers, there is revenue to be generated through subscribers. I believe that this will be the next big learning platform to take off once more people start taking advantage of this technology, particularly when more of the YouTube generation starts to enter the workforce.
What are your thoughts? Would this be something that would interest you?
Think about this: the first iPhone came out in 2007.
Technology changes so rapidly that it is incredibly difficult to keep up with the rate of change. But looking at leadership, have there been as many revolutionary changes in the last seven years as there have been in technology?
Mobile World Congress was this week in Barcelona. For those who don’t know, it’s a huge annual conference where some of the top smartphone manufacturers introduce their latest products. Though Apple was absent, Samsung announced their latest flagship phone, the Galaxy S5. Some advances from the previous version include improved battery life, updated camera, faster processor, a heart-rate monitor, and a new fingerprint scanner (a la iPhone 5s), but despite all of these, its reception has been generally lukewarm because the changes weren’t quite revolutionary.
Consumers of technology these days demand constant innovation from products. Why shouldn’t your direct reports, the consumers of your leadership, demand the same? Would you be able to keep up?
Let’s get the ball rolling on change. Are you currently doing something differently from other leaders to improve your leadership skills and/or meet the needs of your direct reports? Perhaps that thing you do is actually the game-changer that will revolutionize leadership as we know it. Share it in the comments.
I love videogames. I mean, there’s an addictive quality to them, whether it is character progression, unlocking new content and achievements, or continuing the narrative. And it’s currently a huge trend. The recently released game Grand Theft Auto V broke several Guinness World Records, including “fastest entertainment property to gross $1 billion.” To put that in scope, “entertainment property” even includes feature-length films and music.
So what is gamification? It is taking the concepts of game design and applying them to other things. For instance, I wear a device on my wrist called the Fitbit Flex. It is essentially just a pedometer in a wristband, but the web/mobile app is where the magic happens. It displays my goals for steps and calories and my progress for each in a clean and engaging interface. The wristband even shows a series of lights to indicate how close to my goal I am. Gamifying health and fitness… who would have thought?
It’s even popped up in the workplace. I recently spearheaded the construction of a new intranet site for my department using WordPress, and by taking advantage of its customizability and vast number of plugins, we developed an onboarding system that uses a mix of content to take new hires on a 12-month journey, with badges rewarded at each step. I believe that learning should be fun, exciting, and engaging, and gamifying the process is one way of achieving that.
But there is something I haven’t seen discussed within the realm of gamification. There are games, such as World of Warcraft, where players willingly perform mundane tasks. They click on the same things over and over again until a cool item appears or an objective is completed. And they love to do it. They are absolutely engrossed in these activities and will happily lose sleep to continue to perform these seemingly boring tasks. Now imagine taking those clicks and placing real work beneath them so that instead of those clicks only translating into currency and experience points that are limited to the game, the clicks also produce work for the organization. Work that the employees absolutely love doing.
I want this to be the future of gamification, where work is gamified to such an extent that it stops being work and becomes an actual game. Perhaps then, there would be no need for employee engagement initiatives or training to boost productivity, because employees would be naturally driven to continue playing, and become skilled at, the game.
When I was younger, I dreamed of playing games for a living. Perhaps when gamification reaches its full potential, this dream will come true.
From now on, if someone says I’m gaming too much, I’ll just say, “it’s informal training for future work!”