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Breaking Stereotypes: Gaming Skills Offer Business Value, Expert Says

Breaking Stereotypes: Gaming Skills Offer Business Value, Expert Says

In context: It’s time for workplaces to recognize the value of play and the skills it cultivates, such as social interaction, creativity, teamwork, empathy, memory enhancement and meaning of the competition, according to speaker Jesse Olsen. Other hobbies like sports nurture similar traits, but people who play sports take pride in flying their flags at work. Gamers should feel the same pride in their hobby.

For better or worse, gamers have a reputation for being unproductive and out of touch with society – qualities that are not valued in most professional environments. This reputation is not only unfair, according to Jesse Olsen, a lecturer at the University of Melbourne, but it also harms the companies that believe in it.

The research challenges long-held assumptions about video gaming in the workplace. Gaming is increasingly recognized for its ability to develop cognitive, social and emotional abilities – soft skills that are valued in a professional environment, particularly when organizations face rapid change and challenges. In fact, Olsen argues that gaming is at least as positive a signal of employee potential as participation in sports, volunteering, cooking and other hobbies.

“It’s time to challenge outdated assumptions, recognize the value that gaming can bring to the workplace and do something about it,” he said.

Different types of games offer various benefits. Board games encourage social interaction and foster a balance between competition and cooperation, which Olsen says is reminiscent of sports and a lot like running a business.

Tabletop role-playing games like Dungeons & Dragons promote creativity, teamwork, and empathy. There is “evidence that the stereotypes and assumptions that these players are socially awkward and anxious introverts are simply false. It’s actually quite the opposite,” Olsen said.

A study of 25 adults who played D&D regularly for a year observed a decrease in anxiety, stress, and depression, as well as an increase in self-esteem and self-efficacy. Another comparison of 801 individuals found that D&D players demonstrated higher extraversion, openness to experience, and emotional stability than non-players.

Video games can improve cognitive skills such as reaction times, processing speeds and better memory, while also helping with stress management by building resilience.

This isn’t a new idea, Olsen noted, referring to a study conducted a decade ago by Michael Shrage, then a visiting scholar at MIT, who found that massively multiplayer online role-playing games – World of Warcraft and Minecraft – promoted cognitive and social skills. as well as adaptability and self-discipline. “Shrage highlighted the irrational stigma generally associated with the game and called on managers to rise above their ignorance, put aside their elitist ways and embrace the player,” Olsen said.

This did not happen. Today, many companies are unimpressed or unaware of the evidence showing the benefits of gaming. These workplaces still stigmatize the activity. Job seekers are often advised to avoid mentioning their gaming experiences on their resumes or in interviews unless they are seeking employment in the gaming industry itself.

Simply put, managers do not view gaming as an activity that may provide work-related benefits, as they would, say, a volunteer coach for a children’s sports league. “As long as this perception persists among recruiting managers and senior executives, players will continue to hide their passion, while other fans will not feel such inhibition,” Olsen said.

Olsen reiterates his call for managers to reject this line of thinking. They can start by asking potential candidates about their gaming experience and its relevance to the position. “My advice is not to hire just any player, but rather hire players who can recognize the value of their gaming experience,” he said.

Additionally, normalizing conversations about gaming in the workplace can help, such as discussing gaming strategies or hosting game nights. Finally, leaders can set an example by participating in gaming activities themselves. “Nothing says gamer acceptance like being a gamer – or at least playing a game,” he said. Olsen said.