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Every parent, educator, and
manager knows that "Nintendo children"--those
born after 1970 and raised on video and computer games,
Walkmans, the Internet, etc.--are different.
Unfortunately, the Gen-X discussion has focused mainly on
the youths' supposedly short attention spans and
attention-deficit disorders, ignoring or underemphasizing
what is perhaps the most crucial factor--that this
under-30 generation thinks, and sees the world, in ways
entirely different from their parents.
An example: This generation
grew up on video games ("twitch speed"), MTV
(more than 100 images a minute), and the ultra-fast speed
of action films. Their developing minds learned to adapt
to speed and thrive on it. Yet when they join our
companies, we typically begin by putting them in corporate
classrooms, bringing in poor speakers to lecture at them,
and making them sit through an endless series of corporate
videos.
Speedwise, we effectively
give them depressants. And then we wonder why they're
bored.
I don't mean to suggest
that Sega and Sony have created new intellectual faculties
in under-30s but, rather, that technology has emphasized
and reinforced certain cognitive aspects and de-emphasized
others. Most of these changes in cognitive style are
positive. But however one feels, it's important that
managers (as well as educators and parents) recognize that
these changes exist so that we can deal with the younger
generation effectively.
Below are 10 of the main
cognitive style changes, which raise a number of important
and difficult challenges. We have already begun to see the
development of new business structures, ideas, and
products that take into account under-30 employees'
cognitive changes and preferences. It is likely that the
full impact of these changes will not be felt until the
younger generation fully comes to power, just as the
movies were impacted by the coming-of-age of George Lucas
and Steven Spielberg. That time is not far off.
Twitch Speed vs.
Conventional Speed
The under-30 generation has
had far more experience at processing information quickly
than its predecessors, and is therefore better at it.
Humans have always been capable of operating at
faster-than-"normal" speeds (as airplane pilots,
race-car drivers, and speed-reading guru Evelyn Wood can
attest). The difference is that this ability has now moved
into a generation at large, and at an early age. One
problem this generation faces is that, after MTV and video
games, they essentially hit a brick wall--short of
piloting a jet, little in real life moves that fast. This
generation's "need for speed" manifests itself
in the workplace in a number of ways, including a demand
for a faster pace of development, less
"time-in-grade," and shorter lead times to
success.
An important challenge for
today's managers is how to reassess and speed up their
assumptions around time, while still keeping sight of
other key objectives, such as quality and customer
relationships. They also need to create experiences that
maintain the pace and exploit the facility of "twitch
speed" while adding content that is important and
useful. Several possible approaches include speeding
things up via technology (such as by providing workers
with the kinds of real-time data that financial traders
use), installing faster infrastructures with fiber-optic
cable and T-1 telephone lines, and creating new, MTV-style
corporate videos. Re-engineering systems and activities so
that things simply move faster is another.
Parallel Processing vs.
Linear Processing
Much of the under-30
generation grew up doing homework while watching TV and
doing almost everything while wearing a Walkman. Many of
them feel much more comfortable than their predecessors
doing more than one thing at once. While some argue that
this limits attention to any one thing, this is not
necessarily the case. The mind can actually process many
tracks at once and often has quite a bit of "idle
time" from its primary task that can be used to
handle other things. Today you see young computer artists
creating wonderful graphics while listening to music and
chatting with co-workers, and young bankers having
multiple conversations on the phone while reading their
computer screens and e-mail.
This growth of
parallel-processing ability appears to be acknowledged by
Bloomberg TV News, in which the anchor person takes up
only one-quarter of the TV screen, the remainder being
filled with sports statistics, weather information, stock
quotes, and headlines, all presented simultaneously. It is
quite possible, and even fun, for a viewer to take in all
of this information and receive much more "news"
in the same amount of time.
Rather than admonishing
their young workers to concentrate on only one thing at a
time, managers should be thinking of additional ways to
enhance parallel processing and take advantage of this
increased human capability. This might take, for example,
the form of multiple types of information hitting
employees' computer screens at once--the objective of
so-called "push" technology and Microsoft's new
vision for the corporate desktop. With all the information
needed to do the job--numbers, video feeds, links,
simultaneous meetings, and the ability to move seamlessly
between them--it's the Nintendo worker's nirvana.
This generation's enhanced
parallel-processing ability may also help them slide
easily into the new "boundaryless
organizations," in which each worker is expected to
wear multiple hats and be part of many constituencies. I
remember when the requirement that consultants at firms
such as BCG and McKinsey serve simultaneously on
multiple-project teams was considered unusual and highly
suspect. With the arrival of the new generation, such
parallelism is being demanded.
Random Access vs. Linear
Thinking
The under-30 generation is
the first to experience hypertext and "clicking
around," in children's computer applications, in
CD-ROMs, and on the Web. This new information structure
has increased their awareness and ability to make
connections, has freed them from the constraint of a
single path of thought, and is generally an extremely
positive development. At the same time, it can be
argued--with some justification--that unbridled
hyperlinking may make it more difficult for these workers
to follow a linear train of thought and to do some types
of deep or logical thinking. "Why should I read
something from beginning to end, or follow someone else's
logic, when I can just 'explore the links' and create my
own?" While following one's own path often leads to
interesting results, understanding someone else's logic is
also very important. A difficult challenge is how to
create experiences that allow people to link anywhere and
experience things in any order yet still communicate s!
equential ideas and logical
thinking.
One approach is to set up
new information-delivery systems, such as corporate
intranets, that let workers break out of the traditional
boxes in which corporate information has been stored, and
then to create tools to link this information to systems
that provide logical and decision-making structure. The
U.S. intelligence and military communities recently
created Intelink, an intranet-based system in which
information becomes universally available as quickly as it
gets created, allowing users at all levels the freedom to
create and explore random paths that lead to new ideas.
The linking and browsing structures of the Internet and
intranets have many positive benefits, and managers of
Nintendo-generation employees should encourage, rather
than discourage, their creation and use. Managers should
also be exploring nonlinear electronic alternatives to
today's reports, manuals, lectures, and lengthy
narrational videos.
Graphics First vs. Text
First
In previous generations,
graphics were generally illustrations, accompanying the
text and providing some kind of elucidation. For today's
young people, the relationship is almost completely
reversed: The role of text is to elucidate something that
was first experienced as an image. Since childhood, the
younger generation has been continuously exposed to
television, videos, and computer games that put
high-quality, highly expressive graphics in front of them
with little or no accompanying text.
The result of this
experience has been to considerably sharpen their visual
sensitivity. They find it much more natural than their
predecessors to begin with visuals, and to mix text and
graphics in a richly meaningful way. An excellent example
of this is Wired, whose intensive use of graphics makes it
highly appealing to younger readers but difficult for many
older folks to read--"Why can't they just give us the
plain text?" is the complaint I hear from colleagues.
This shift toward graphic primacy in the younger
generation raises some extremely thorny issues,
particularly with regard to textual literacy and depth of
information.
The managerial challenge is
to design ways to use this shift to enhance comprehension,
while still maintaining the same or even greater richness
of information in the new context. In the training area,
creative groups such as Corporate Gameware, my unit of
Bankers Trust, are presenting important but not especially
"sexy" or exciting material in ways that conform
with the preferences of younger employees by using the
highly graphic style of video games. Another promising
development is data visualization, in which large arrays
of information are presented as colorful, ever-changing
graphic images that visually accent different
characteristics of the data. These tools are beginning to
make serious headway in data-intensive business fields
such as finance and marketing. However, they should be
considered by managers in all industries as an approach
that fits the new generational style.
Connected vs. Stand-alone
While the previous
generation was linked by the telephone, that system is
synchronous (i.e., both people have to be there). The
under-30 generation has been raised with, and become
accustomed to, the asynchronous worldwide communication of
e-mail, broadcast messages, bulletin boards, usegroups,
chat, and Internet searches. As a result of this
"connected" experience, young people tend to
think differently about how to get information and solve
problems. For example, if I need a question answered I'll
typically call the three or four people I think might
know. It might take me time to get to them, and take them
a while to get back to me. When my 22-year-old programmer
wants to know something, he immediately posts his question
to a bulletin board, where three or four thousand people
might see it, and he'll probably have a much richer answer
more quickly.
The challenge for managers
is to invent ways of taking advantage of this connected
mode in their interactions with the younger generation, as
the younger people do among themselves. The more we help
connect these employees to each other and to customers,
the quicker they will invent positive ways to take
advantage of it. The "connectedness" of the
generation has also made young workers much less
constrained by their physical location and more willing to
work in the so-called "virtual teams" that are
becoming more useful in a variety of businesses and
industries.
Workers who have grown up
online tend to be much more comfortable with seeking out
and working with the best, most knowledgeable people,
wherever they may be. Such virtual teams often recruit
each other via messages on the Internet, operate smoothly
from widely scattered parts of the world, and many never
physically meet their clients or each other. As they
finish their day, software developers around the globe
often electronically forward their work to a colleague in
another country who is just waking up. Managers must
become more adept at managing these connected capabilities
and directing the acquisition, enhancement, and
appropriate deployment of intellectual capital around the
world.
Active vs. Passive
One of the most striking
cross-generational differences can be observed when people
are given new software to learn. Older folks almost
invariably want to read the manual first, afraid they
won't understand how the software works or that they'll
break something. Nintendo-generation workers rarely even
think of reading a manual. "RTFM" ("read
the [expletive] manual") is a term of derision.
They'll just play with the software, hitting every key if
necessary, until they figure it out. If they can't, they
assume the problem is with the software, not with them.
This attitude is almost certainly a direct result of
growing up with Sega, Nintendo, and other video games
where each level and monster had to be figured out by
trial and error, and each trial click might lead to a
hidden surprise or "Easter egg."
We now see much less
tolerance in the workplace for passive situations such as
lectures, corporate classrooms, and even traditional
meetings. As the younger generation progresses up the
managerial ranks, it is likely that such old-fashioned
managerial standbys will be replaced by more active
experiences such as chat, posting, surfing for
information, and interactive learning. The process of
"designing for doing," i.e., designing systems
and experiences that employees can actively use, rather
than things they need to listen to or be afraid of doing
wrong, may become the new generational equivalent of the
industrial "designing for manufacture." Nike's
"Just do it" slogan hits this generational
change squarely on the head. It also explains why Bob
Dole's saying to Gen-Xers, "Just don’t do it"
placed him so squarely in the past.
Play vs. Work
While often derided in the
press as intellectual slackers, in reality the under-30s
are very much an intellectual problem-solving generation.
Many types of logic, challenging puzzles, spatial
relationships, and other complex thinking tasks are built
into the computer and video games they enjoy. Their
spending on such electronic games has surpassed spending
on movies; PCs are now used more for running entertainment
software than for any other application, including word
processing. While some have argued that play and games are
simply preparation for work, I think that, for today's
younger generation, play is work, and work is increasingly
seen in terms of games and game play. The fact that the
real-life games are very serious does not make the
player's approach any different than the way she
approaches software. Achievement, winning, and beating
competitors are all very much part of the ethic and
process.
As the post-1970 generation
enters the workforce, its preference for the computer as
the medium of play is already beginning to have a profound
impact on how work gets done. Game interfaces are
appearing in the workplace. Financial companies are
inventing gamelike trading interfaces in which winning the
game means making an actual profit. New associates at
Bankers Trust learn about the bank's policies by playing a
nonviolent, customer-focused video game.
One of older managers' most
difficult challenges is to be willing to let the younger
generation's play attitude enter the "real"
world of business as quickly and smoothly as possible.
Instead of resisting play by removing or banning all games
in the workplace, for example, they could be supporting
and funding the development of new game interfaces that
help the younger generation work and learn in their own
cognitive style. The preference for play is also
influencing business in the form of pressure for a less
formal workplace. Older managers should reconsider their
resistance to such changes carefully.
A potential opportunity for
managers to relate to the play attitude of the new
generation might be to supplement traditional
sports-oriented competitions such as softball with inter-
and intra-company tournaments in video and other games.
Doing so would engage the minds, as well as the bodies, of
employees in healthy competition and perhaps foster
additional company spirit. Finally, the younger
generation's play preference has implications for employee
recruiting, as companies that go on campus with business
simulations and other challenging games for potential
recruits tend to be very well-received.
Payoff vs. Patience
One of the biggest lessons
the under-30 generation learned from growing up with video
games is that if you put in the hours and master the game,
you will be rewarded: with the next level, with a win,
with a place on the high scorers' list. What you do
determines what you get, and what you get is worth the
effort you put in. Computers excel at giving feedback, and
the payoff for any action is typically extremely clear. A
key outcome of this is a huge intolerance on the part of
the younger generation for things that don't pay off at
the level expected. Why, they ask, should I finish school
when elementary school kids can design professional Web
sites, 20-year-olds can start billion-dollar companies,
and Bill Gates, who left school for something with more
payoff, is the world's richest man?
Young people make these
payoff-vs.-patience decisions every minute, and sometimes
in ways that are counterintuitive. For example, it was at
first strange to me that the same people who prefer
"twitch" games often have great patience with
slow Internet connection speeds and the sometimes long
waiting times in a game like Myst. I suspect it is because
they have decided, or realized, that the payoff is worth
the wait. The challenge for older managers is to
understand just how important these payoff-vs.-patience
tradeoffs are to younger people, and to find ways to offer
them meaningful rewards now, rather than advice about how
things will pay off "in the long run."
One clear business
manifestation of this requirement for payoff is the
increasing demand for a clearer link between what
employees do and the rewards they get, leading to the
growing trend toward pay-for-performance. Another result
is the increasing use of equity as a component of
compensation, along with the replication of equity-like
compensation structures to reward workers with a
"piece of the action" for their own initiatives
and efforts. The growing realization that this generation
wants its payoff now has also led to an increased
willingness on the part of many businesses to provide seed
capital and to "spin-off" internal start-ups,
allowing workers to potentially cash in more quickly and
allowing the firm to benefit long-term through an equity
position.
Fantasy vs. Reality
To me, one of the most
striking aspects of the under-30 generation is the degree
to which fantasy elements, both from the past (medieval,
Dungeons & Dragons imagery), and the future (Star
Wars, Star Trek, and other science-fiction imagery)
pervade their lives. While young people have always
indulged in fantasy play, the computer has by its nature
made this easier and more realistic, in many ways bringing
it to life. Sociologists might say that some or all of
this is due to a desire to escape the realities of today's
life: fewer good jobs, more alienation, and a degrading
environment. Whatever its cause, the fantasy phenomenon
has certainly been encouraged by technology. Network
technology allows people not only to create their new
fantasy identities but to express them to others and join
in fantasy communities. The huge interest in chat rooms
and in individual home pages is, at least in part, another
manifestation of this.
Rather than admonish
younger workers to "grow up and get real" and
abandon their rich fantasy worlds, managers should look
for new ways to combine fantasy and reality to everyone's
benefit. One place it may be possible to do this is in the
design of work spaces: Spaces designed by the younger
generation are very different from those of their
predecessors and from those designed for them by the older
generation. Companies already run by Nintendo-generation
individuals generally have much more informal furniture
and settings, and often have special rooms for games, etc.
Microsoft's "campus" is full of indoor and
outdoor play opportunities.
The younger generation's
fantasy preferences can also seen in the growth of new
"off-the-wall" job titles, such as Yahoo's
"Chief Yahoo" or Gateway 2000's "chief
imagination officer." Young workers may be willing to
go a lot further with their imaginations--Gateway
decorates its shipping boxes as cows. We are also seeing
an increasing debureaucratization of systems and
procedures in many organizations. Perhaps it is not too
far off when some companies will sport their own
"Klingon," "Borg," or
"Wookiee" divisions doing serious business while
decked out appropriately.
Technology as Friend vs.
Technology as Foe
Finally, growing up with
computers has engendered an overall attitude toward
technology in the minds of the younger generation that is
very different from that of their predecessors. To the
older generation, technology is generally something to be
feared, tolerated, or at best harnessed to one's purposes.
No matter how easy we make it, this generation doesn't
want to program its VCRs or even, for the most part, surf
the Net (though there are, of course exceptions, such as
the Internet's becoming a useful way for the retired
generation to stay connected and productively use their
leisure time).
Yet even if the older
generation comes to technology willingly, or is forced by
a changing culture to learn and embrace technology, it
will never be as entirely comfortable and trusting of it
as are their children. To the younger generation, the
computer is a friend. It's where under-30s have always
turned for relaxation and fun. For many in the generation,
owning or having access to a computer feels almost like a
birthright. Being connected is a necessity. The huge
generational reversal in technical skill, where parents
must turn to their children for help in using their
expensive equipment, is now legendary. "What
technology will I have?" is often the key factor in a
young worker's decision about what job to accept.
How can an older generation
of managers relate to and help employees who see computers
and related technology in this way? One way is to empower
them to create new business elements--computer
applications, structures, models, relationships, Web
pages--that make sense for their generation. Another
possible approach is to continually seek ways to
communicate, transfer needed information, and build
desired skills via the media the younger generation
willingly engage in, such as computers and games.
Rather than forcing the
younger generation to use the methods of the past,
managers should be offering them the resources to create
their own approaches that will work in their new cognitive
environment.
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About
The Author
Marc
Prensky is an internationally acclaimed
speaker, writer, consultant, and designer
in the critical areas of education and
learning. He is the author of Digital
Game-Based Learning (McGraw-Hill, 2001).
Marc is founder and CEO of Games2train, a
game-based learning company, and founder
of The Digital Multiplier, an organization
dedicated to eliminating the digital
divide in learning worldwide. He is also
the creator of the sites and . Marc holds
an MBA from Harvard and a Masters in
Teaching from Yale. More of his writings
can be found at . More of Marc’s
writings on the positive effects of video
games can be found at www.marcprensky.com/writing/default.asp.
marc@games2train.com |
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