microsoft language quality game - gamification in employee engagement - manu melwin joy
TRANSCRIPT
Microsoft Case StudyGamification in Employee Engagement
Prepared By Manu Melwin Joy
Assistant ProfessorSCMS School of Technology and Management
Kerala, India.Phone – 9744551114
Mail – [email protected]
Kindly restrict the use of slides for personal purpose. Please seek permission to reproduce the same in public forms and presentations.
Microsoft
• The Challenge: Microsoft has
myriad language localization
needs for its many products,
and ensuring that
translations were accurate
and made sense was a huge
challenge for just one team.
Microsoft
• Gamified Solution: Microsoft built a
“Language Quality" game, which
involved a very simple Silverlight
application that let users view
screens to check for language
accuracy. Microsoft included
intentionally poor translations to
make sure its employees were
actually paying attention.
Microsoft
• Results: 4,500 users reviewed
500,000 screens to correct or
improve translations based on
their native languages. Microsoft
Japan actually took a company-
wide day off to play the game
and ended up winning the
leaderboard.
Microsoft
• The Windows Language
Quality Game is a
serious game to ensure
the translation quality of
software.
Microsoft
• Players help verify and correct the
translations of software into their
own language. The game not only
encouraged people to contribute
to it by making it fun, but also
channeled civic engagement by
allowing everyone to help make
Windows a better product.
Microsoft
• Ross Smith is the Director of
Test at Microsoft, and he has
been in the software industry
for over 20 years. He has 5
software patents, and he is one
of the authors of, “The Practical
Guide to Defect Prevention.”
Microsoft
• He is currently researching the
impact of games and social
networking tools on management
education and requisite skills for new
managers. His work led to the
creation of 42projects, which is an
experiment that uses trust as the
basis for promoting individual
confidence, risk-taking, and creativity.
Microsoft
• His work on productivity gaming for next-
generation employees and management
initiatives is a great example of how
gamification has changed the
professional landscape. Such an example
is the Windows Language Quality Game,
which was a successful initiative to find a
cost-effective and fun way to increase the
quality of the native language versions of
Windows.
How Microsoft Leads with Gamification
• Ross understands the shifting
demographics of the workforce and
believes that companies need to
redefine how work “works”. The future
generation of employees, Gen Y, has
grown up with technology integrated
into their daily lives, effectively changing
the way today’s world communicates,
prioritizes, and produces.
How Microsoft Leads with Gamification
• Gen X managers need to
understand how to bring out the
creativity of Gen Y’s unique
talents rather than inhibiting
possible risk-taking. To improve
upon management and
innovation, Ross Smith
created productivity games.
How Microsoft Leads with Gamification
• Productivity games are a subset
of serious games, and they
incorporate using game elements
to boost engagement and
creativity of otherwise dull or
difficult tasks. Ross believes that
games and collaborative play help
motivate and make work fun.
How Microsoft Leads with Gamification
• His theory is that collaborative
play builds trust among the
players, and that trust leads to
greater experimentation. A higher
degree of experimentation leads
to creativity, innovation, and
increased personal satisfaction.
How Microsoft Leads with Gamification
• In a highly competitive business
environment, composure is
needed at all levels to ensure a
high quality product and quality
of life for employees.
Composure starts with trust, and
trust can be built with
productivity games.