Workforce planning is becoming increasingly important
for organisations that want a sustainable and successful future - not just
short term recruitment activities, to fill current requirements, but strategic
planning with forethought - anticipating and determining what (and hence who)
will be required in the years to come. I appreciate that most of the
people reading this will be favourably disposed towards technology and social
media - seeing them as an effective form of interaction, enabling enhanced
collaboration and the sharing of knowledge. I would go further, in the
future, work will increasingly occur virtually - with individuals forming teams
and working together, across geographic and business borders, to achieve shared
objectives, without necessarily meeting face-to-face or even working for the
same employer.
The leaders of the future will have to be able to
guide, inspire and motivate others, without relying on traditional command and
control approaches and/or having employees reporting to them who are located in
the same physical space. They will need
to have the ability to plan, be swiftly responsive, inspire and communicate
with remotely located, but unified (even if only temporarily) teams to achieve
results. As an HR professional, who is aware of the demographic challenges
looming towards us, as well as the pace of change that is resulting in new
skills and attitudes being needed within business, I am alert to the necessity to
secure required, but still developing, capabilities to ensure the success of the
workplaces of the future. The issue is
where to find those emerging skills demonstrably in action today and then how
to attract and retain the people who have them, to support the business going
forward.
When I was looking at introducing an apprenticeship
programme into a leading financial services retailer, an area where we knew we
would have an ongoing requirement was within the customer contact centres. We also could predict that increasingly
customers would want not just snail-mail, email or telephone contact, they
would expect web and mobile enabled support with live and interactive
communication. I advocated that school
leavers, with their honed abilities to text and observe occurrences on multiple
screens simultaneously, were already demonstrating the skills we would require
going forward. We and they could benefit
from the skills they had developed through their own activities with friends
and areas of interest. Armed forces and
the health sector have picked up on the ability that many, predominantly younger
members of our societies, have to use technology to control remote objects with
dexterity and accuracy – operations are now done using instruments controlled
by humans watching and responding via computer screens and drones are
controlled in countries far removed from the sites that they are observing. This trend will increase as businesses increasingly
find ways to capitalise on individuals’ skills without the need to transport
them to physical locations, which takes time and is expensive. Even the recent James Bond film, Skyfall, makes
the point that skills required for success are changing fast (Q is very
different from his forebears).
I am probably biased, one of my sons is captain of his
university’s League of Legends gaming team. They have a big match next weekend, against
some 335 formidable global academic institutions, including Oxford, Seoul
National, MIT and Trinity College Dublin (http://lol.cstarleague.com/teams ), when they take part in the Azubu
Collegiate Champions league event.
However, I think that many of the skills businesses will need in the
future can be found in the behaviours and aptitude of the participants in the on-line
leisure activities of now.
Here follows a guest post written by my youngest son -
it was composed to defend the viability of certain games as extracurricular
activities and to encourage schools into allowing pupils to take part in
on-line games such as League of Legends, he makes some valid points, that
businesses as well as academic institutions might do well to heed:
“The gaming industry has been growing exponentially over recent years (now estimated to be worth in excess of $80 Billion), and one variety of games in particular has seen a surge in popularity. These are known as MOBAs, or Massive Online Battle Arenas, and at the risk of being branded a ‘crusty vegger’, I’d like to talk about them, and gaming in general.
I was hesitant
about choosing this subject matter, but, like it or not, games are playing an
increasingly large role in our society. A recent ‘League of Legends’
competition received tens of millions of views - more than many conventional sporting events, and this same
game logs over a billion hours of play each month. Although gamers aren’t
typically associated with the endurance and strength of sportsmen, with several
T.V. networks following teams as they train and compete in tournaments, gamers
are becoming the athletes of this digital age. And I don’t think that’s a bad
thing.
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digital athlete |
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not so digital athletes |
Once
you’ve seen through the smog of hype and hysteria fuelled by sensationalist
journalism, you can begin to appreciate the good side of games. MOBAs are by
far the most popular kind of game, and they improve timing, planning, teamwork,
lateral thinking, communication, coordination, and they’ve been shown relieve
stress. For these reasons, many schools in America and Asia have adopted games
both as educative tools and extra-curricular activities. They engage students,
and the competition they create, often between schools, incentivises working to
improve. This same quality of working at something to get better is then
translated to the classroom, meaning that the academic performance of students
in these schools has heightened notably. Due to the positive effects gaming has
had in schools elsewhere, this year universities across England will be
preparing for the first official tournament of its kind. Oxford, Imperial,
Cambridge, UCL and other respected universities will be brought together by
participating in and broadcasting e-sports.
I know I’m preaching to the choir
with a lot of you, but some people who I talk to are afraid of giving games a
try, as ‘there is no point’, and they fear they will become addicted. But the
same people don’t question watching season after season of ‘Jersey Shore’ *shudder*. In
League of Legends, which is what I play, there are 5 a side teams, meaning
teamwork is required if you want to win, and I’ve grown closer to many friends
by playing matches with them. Some of these friends have moved abroad, and this
remains an entertaining way of staying in touch. In this way, gaming is a
perfectly valid way to nurture aspects of your personality, or just relax with
a group of friends. And perhaps in some forms it can be pointless, just
fiddling with gravel at the side of the road of life, but it is fun, and to
quote John Lennon (or perhaps Bertrand Russell)-
‘The time you enjoy wasting is not wasted time.’”