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Smart worker, the videogame to improve relationships with colleagues

It is a Swg survey by the Ministry of Public Administration on smart working to reveal that 53% of the interviewed employees would appreciate returning to the office. Furthermore, from the sample – made up of 800 people – it emerged that the 39% would support the hybrid forms: much less than in 2020, when the mixed mode of work was preferred by more than 5 employees for every 10 – 53%. And although many say that the quality of social relationships has deteriorated due to agile work, there would seem to be significant improvements in relation to free time available, the level of productivity, the relationship with family members and savings.

On the subject, however, there could be a solution devised by Daniele Milani, acting teacher, screenwriter and director, designed to encourage work groups, especially those engaged remotely, to improve the approach to the digital world, relationships and collaboration with colleagues.

“After years of immersive theater shows, during the first lockdown I started wondering how could I transpose my work online and I realized that if you accepted the rules of the web, a huge space for research on language was opened up. We could create interactive stories, a utopia attempted many times by television giants with modest results that suddenly the web made it feasible even for a small reality like us, with the right know how»Explains Milani.

Interactive Stories, in fact, it is a reality that exploits the potential of storytelling and the basics of gamification to create experiences with a high emotional content for company employees, in other words, it proposes interactive fiction hybridized with some “escape room” principles: a game more and more popular during the last few years in which the participants, locked inside a room, have to solve a series of puzzles to get out of it. In Milani’s idea, however, the entertainment is based on a series of video interrogations – shot in style docufiction – to a list of alleged suspects: among these the killer is hiding and the players must succeed, not only to identify it but also a discover the possible dynamics of the murder. In the case of Digital Crime, the first interactive game created by Interactive Stories, the overall duration is greater than 8 hours delivered in two days or in a reduced edition of only 4 hours.

«The escape room was one of the many initial suggestions. It was a way to imagine a narrative that involved an interaction with the audience, that made them active. The final result, however, retains only some suggestions of the escape rooms, it starts from this to be a sort of interactive docu-fiction, a new and fascinating format “says Daniele Milani, founder of Interactive Stories, and continues” These virtual game they are of great value to any team who find themselves working remotely but need to enhance engagement, problem solving, interpersonal and inter-functional skills: in fact, through fun, they allow people to learn to collaborate remotely. Obviously, there are technical aspects: games force people to make the most of the various web platforms because to correctly interpret some clues it is necessary to know some advanced functions. By playing you learn and train».

Made in collaboration with psychologists specializing in behavioral sciences who have the task of studying the dynamics of the groups and providing feedback aimed at developing a path of strengthening and growth, the current edition is optimized for B2B and provides for the presence of a live actor who coordinates the investigations and who places the emphasis on teams of people who want to enhance their ability to work together however, is also being developed a B2C edition which could be released by early next year. In this case, a player can participate individually even if, for greater fun, it is advisable to live the experience in company: a bit like meeting to see a movie together or play a board game.

“Certainly the big companies who have the opportunity to work in depth on team dynamics are the ideal recipients for this type of entertainment however, SMEs can also access interested in these issues, perhaps by resorting to funded training. On the other hand, there are several occasions in which benefits could be reaped, for example: every time a new team is formed or a significant change in operational, strategy or it is necessary combining hybrid forms of work as many will be called upon to do, given the introduction of smart working in many realities »concludes Milani, defining the ideal recipients of the interactive stories created.

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