Archive for the “work skills” Category


There is no doubt we have a digital divide in Australia.

While the number of Australians connected to the Internet grows each year and costs fall, the gap between the information-rich and information-poor is still palpable.

Those on higher incomes are leaving lower income earners behind.  Those in the city have almost unlimited access to information and the capacity to be plugged in to a global economy, while country people still suffer from the tyranny of distance.  Single parents, unemployed people and older Australians are also missing out.

And in today’s wired world information is power and this digital divide can mean a dramatic inequality of opportunity.

The Australian Bureau of Statistics Household Use of Information Technology (2005-06)  reveals that while the number of households with broadband Internet connection almost doubled (to 2.3 million households), and while the number of Australian households without access to home Internet has decreased by 20 per cent (from 2002 to 3.2 million households in 2005-2006), that’s still millions of households without home access to the Internet!

Tellingly, the ABS’ 2006 Children’s Participation in Cultural and Leisure Activities survey indicated that of the 2.7 million children aged 5 to 14 years, 92 per cent used a computer and 65 per cent used the Internet at any site.

What about the other 35 per cent of children who don’t have regular access to the Internet?  Or the 8 per cent of children who aren’t using computers at all?

Those on the wrong side of this digital divide face being marginalised as the ‘net becomes an increasingly dominant feature of economic and personal life.  And for young people, this means more than being able to access MySpace and YouTube.

In the job market, for instance, the best opportunities can increasingly be found on the Web rather than via traditional sources.  As more and more companies, government services and community groups deliver their services via the Web, these disadvantages will intensify.

Broadband is a national priority - but more than that, we need to ensure that all Australians are connected to the information superhighway in the first place.

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YouTube has a great video - one of my favourites - of the world’s first IT help desk professional.  It’s a timely reminder of why we all need to update our skills!

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And following on from yesterday, to draw another parallel between World of Warcraft and the real world of business, both are experiencing skills shortages.

On the World of Warcraft site, for example, a ‘recruitment’ discussion board - the World of Warcraft’s equivalent of Seek.com.au - has thousands of requests for skilled players, and equally players looking to join new guilds.

For example, one post reads:

No Sleep for the Weary is a night guild on a Central time RP-PVP server. In general we are a laid back guild, but are looking to get a few more healers into our more serious raiding corp, as this is the only thing holding us back from success. We would like people who, while not extraordinarily hardcore, will be solid raiding attendees. Raid times are 3-4 nights a week from midnight to 4am Central (10 PM - 2 AM Pacific).

To be successful in WoW, players need to know how to find the right people with the right skills for their guild.  Guild leaders need to be experts in those ’soft skills’ of people management, with the ability to motive and inspire, ensure productivity and deal with conflict.

And of course, leaders need to find ways to overcome the complications of bringing a large group of diverse people together to achieve a common goal.

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The stereotypical online gamer is a greasy-haired, pimply, overweight teenager with no social skills and too much time on his hands, right?

Wrong.

Statistics from the US Entertainment Software Association (ESA) suggest that the average gamer is 33 and more likely to be learning vital business skills than wasting time.

In World of Warcraft, for instance, thousands of players adventure together in an enormous virtual world, forming friendships, slaying monsters and engaging in epic quests that can span days or weeks. At last count, 9.3 million people were playing the game.

An IBM study, conducted in conjunction with MIT, Stanford and software start-up Seriosity, found that multiplayer games such as World of Warcraft and Everquest can help the next generation of workers become better corporate leaders as work becomes more collaborative and virtual in nature.

The study suggests that hours spent playing online can hone abilities to effectively collaborate, self-organise, take calculated risks, influence and communicate - skills that are not generally taught in universities or workplace training programs.

But do online games really provide insight into the future of our organisations as our leaders communicate with workers across a ‘virtual environment’ that spans many countries, cultures languages and time zones?

The impressive organisational skills needed to run a World of Warcraft guild, organise raids involving as many as 40 people and co-ordinate their different abilities to defeat a game’s strongest foes are all relevant to work.

Some of the lessons that gamers learn include the ability to make decisions rapidly, analyse and use data from varied sources and recognise people for their contributions - are all valuable assets in the workplace.  Perhaps even more so is the ability to assemble and motivate a group of individuals – many whom are volunteers - to make rapid decisions and act effectively under uncertain conditions.

What do you think?

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