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There is an underground revolution sweeping through the corporate sector. The Gamer generation are here and if they aren’t already changing your organisation…they will soon. Generation X is the first generation to grow up with computer games rather than with board games as a means of entertainment. As the Millennials follow Generation X into the workplace the recreation habits of these groups are changing the way they do business.

There are numerous implications for business but they can be simplified into two generic areas; the impact on organisational structures and culture, and the impact on the way we lead, manage and train. Gamers bring critical skills and perspectives to companies that are operating in a quickly changing reality.

Who Are They?


Before understanding who gamers are it is important to understand who they are not. There is a common misperception that gamers are geeks with poor social and leadership skills. The reality is that gaming is so pervasive today that the young man or woman sitting close to you probably falls into the group…and they look totally normal.

John Beck & Mitchell Wade wrote a book examining the impact of gamers on the business world. In the book they described the following traits that gamers bring with them into business as a result of their gaming based worldview:

o Arrogance – gamers often project themselves as experts in whatever they do. This probably comes from saving the universe on a daily basis – albeit virtually.

o Sociability – gamers aren’t alone when they sit at their computers playing multi-player games. They are interacting socially with thousands of other players at the same time. This dynamic has redefined sociability to mean that it is no longer necessary to have met someone, in person, to consider them a friend or acquaintance.

o Coordination – gamers are great multi-taskers. A recent study found gamers have the same mental agility as people who speak multiple languages. The theory is that gaming forces you to filter out the irrelevant when making decisions. This allows gamers to juggle several tasks and decisions at the same time.

o Flexibility – games always have more than one way to win, or complete a task. Gamers are consequently very flexible and creative in overcoming obstacles. They are analytical, strategic, and open-minded in approaching problems.

o Competitive team players – Gamers play to win, but rarely win by playing on their own. While there is an egotistical and personal ambition driving it, gamers know how to work effectively and efficiently in teams in order to achieve specific outcomes.

o Insubordinate – The only authority gamers experience online is that of other gamers. There is no hierarchy other than one that is earned by game play. Gamers do not take well to being led by someone because they have a title or position that gamers didn’t see being earned. The most powerful group for criticising and disciplining gamers is their peers.


In light of these traits companies and their leaders have one of two choices. They can fight against them and try to force gamers into the traditional mould, or they can roll with them and modify organisations to get the best out of gamers as employees and customers. South African companies need to embrace unique, gamer-friendly work environments supported by companies such as Wisdom Games, a South African company that develops, implements, and supports gaming-based business simulation environments within the corporate world.

As the corporate world has been exposed to the reality of virtual worlds, it has seen a growing influence on how companies can train and communicate. As a social dynamic, computer gaming is a growing and influential reality. The role and influence of computer games is going to increase within the corporate world – driven by the fact that an increasing segment of our employee demographic have had their values and worldview influenced by computer gaming. It is safe to say therefore that in the future we can expect more uptake of the opportunities offered by these environments. There are several reasons for anticipating this; some of which are rooted in the economic experiences of late 2008 and those expected in 2009, while others are driven by the desire for innovation and competitive advantage endemic within corporate culture.

An important area for growth of virtual corporate environments is staff training. The virtualising of company training programmes will allow a company to achieve significant decreases in the cost of delivery and also the costs of supporting the training. As the environments are largely self-contained, less trainee support is required when delivering material. Furthermore, this training can be delivered directly into the person’s working environment using existing internal infrastructure. Training won’t need separate venues booked, and employees dragged away from their work environment for days on end. In the economic climate that will dominate much of 2009, these benefits will add significant value to companies that pursue the path of virtualisation. Wisdom Games is breaking new ground by offering game-based simulations of business reality that are designed to be engaging, informative and instructive. There is as much focus on the game-play experience as there is on the knowledge being transferred.

For those who have never played a computer game in their lives, virtual worlds look foreign, sinister, scary, and appear to be a waste of valuable corporate resources. However, for those who grew up in a world where they played virtually, their expectation of being able to apply the consequent life lessons will be expressed in their expectations of their work environment. Computer gaming, and the associated virtual worlds, will as a result, be seen as an increasingly important infrastructural consideration.

In 2009, South Africa will still largely be a trend-follower rather than a trendsetter within corporate gaming. But, with the rise of innovative local companies like Wisdom Games building applications specifically for the local market, with its own unique constraints and dynamics, significant local innovation can be expected by the end of 2009.

For further information on the gaming environment visit: www.wisdomgames.co.za or email me: raymond@wisdomgames.co.za

Wisdom Games is a unique company that develops, implements, and supports gaming-based business simulation environments within the corporate world. Wisdom Games operates from the premise that games have always been used by society to teach the values and skills needed to succeed in life, while being entertained. By cleverly adapting computer gaming to suit the new business environment, this South African company ensures old school lecture-based training is replaced or enhanced with immersive and entertaining education. Wisdom Games is able to offer organisations game-based simulations of business reality that are designed to be engaging, informative and instructive. There is as much focus on the game-play experience as there is on the knowledge being transferred.

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