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Ethan Mollick, welcome to Hidden Brain.Ethan Mollick: Thank you for having me.Shankar Vedantam: I want to start by talking about the ubiquity of games in our lives, Ethan. At the University of Pennsylvania's Wharton School, Ethan Mollick asks if these worlds have more in common than we think and whether the world of work has a lot to learn from the psychology of games. We play games to relax, to kick back with friends, to have fun. When we are at work, we are supposed to be serious. Today, we explore how smart companies and governments are reinventing the world of work by changing the frame around it.The world of work and the world of play are different worlds. Last week, we looked at how many organizations fail to notice the frictions that hold them back. This week on Hidden Brain, the second installment of our new series, Work 2.0. Frames also shape how we think about our jobs. But if all you experience during a war is a broken foot, you would consider yourself extremely lucky. If you break your foot the night before your wedding, you might feel very sorry for yourself. And that's true for many aspects of our lives. In other words, the context or frame around that burning candle matters. But put that same candle in a brightly lit room, and the flame can be hard to spot. It looked at how, for example, we can easily spot a single burning candle in a dark room. In the 1800s, early researchers began working in a branch of psychology called psychophysics. What we see, hear, and feel is not just about what's in front of us. Over and over, in many fields of research, one theme has recurred. Psychologists have always been interested in studying how we make sense of the world. Our transcripts are provided by various partners and may contain errors or deviate slightly from the audio. The transcript below may be for an earlier version of this episode. Learn to think like a successful entrepreneur in a short game, Wharton interactive, University of Pennsylvania O’Connor, Science, 2000īlueSky Ventures: The Entrepreneurial Mindset. Replaying the Game: Hypnagogic Images in Normals and Amnesics, Robert Stickgold, April Malia, Denise Maguire, David Roddenberry, Margaret G. Maynard, Preeti Mehta, Jonas Parker, Jeffrey Steinberg, RAND Labor and Population, 2012 Mandatory Fun: Consent, Gamification and the Impact of Games at Work, Ethan Mollick, Nancy Rothbard, The Wharton School Research Paper Series, 2014Ĭan Games Build Financial Capacity? Nicholas W. Markey, Charlotte N.Markey, and Juliana French, Psychology of Popular Media Culture, 2015 Violent Video Games and Real-World Violence: Rhetoric versus Data, Patrick M. The Dark (Patterns) Side of UX Design, Colin Gray, Yubo Kuo, Bryan Battles, Joseph Hoggatt, and Austin Toombs, Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018 Simulation Typology and Termination Risks, Alexey Turchin, Michael Batin, David Denkenberger,Roman Yampolskiy, arXiv: Other Computer Science, 2019 Ta, Psychonomic Bulletin and Review, 2021 Memory and comprehension of narrative versus expository texts: A meta-analysis, Raymond A.Mar, Jingyuan Li, Anh T.P. The Educational Value of Virtual Ecologies in Red Dead Redemption 2, Edward J. Przybylski, Royal Society Open Science, 2021 Video game play is positively correlated with well-being, Niklas Johannes, Matti Vuorre and Andrew K. The Unicorn’s Shadow: Combating Dangerous Myths that Hold Back Startups, Founders, and Investors, Ethan Mollick, Wharton School Press, 2020 Additional Resources:Ĭhanging the Game: How Video Games are Transforming the Future of Business, David Edery and Ethan Mollick, FT Press, 2008 And to learn more about human behavior and ideas that can improve your life, subscribe to our newsletter at. If you like our work, please consider supporting it! See how you can help at.
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In the second installment of our new Work 2.0 series, Ethan Mollick makes the case that we can make our jobs more engaging by incorporating elements of games. But they may have more in common than we think. The world of play and the world of work are often seen as opposites.