PURPOSE | EMPLOYEE EXPERIENCE
David tells Business Chief that these technologies have extensive applications for remotely upskilling employees , especially when combined with gamification . For example , developing presentation skills , something that ’ s an often unenjoyable process for staff standing in front of a room of colleagues , can now be achieved in a virtual and fun way .
“ By populating virtual rooms with realistic elements like distractions and background audience noise , and gamifying the process of dealing with these correctly , employees can build these skills in a more enjoyable and engaging way . With AI , solutions like these can also give feedback on interpersonal elements like pace of voice , number of hesitation words and even eye contact ,” he says .
An believes that the current developments around metaverses and digital workplaces will become part of how we work in the future .
She points to the workings of decentralised teams as an example to draw inspiration from , where people come together to give their skill and experience for a goal and the key is that they volunteer or opt in to doing so because they believe in the goal or cause .
“ The big trend is toward self-organised autonomous teams as we see with the whole metaverse movement ,” she says . “ The metaverse itself is using game worlds or at least game technology to create experiences whether with avatars or with real people that is bringing us into an interesting place where more and more game companies are entering the business world .”
An also believes that whilst tech is driving some of the advancements , making the gamified interactions created to be more human in nature and more holistic towards the whole person at work will be vital .
Quoting world-renowned designer of alternate reality games Jane McGonigal , who
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