Hear Leighton describe how games are shaping the future of work in this talk at the Conference Board’s 2011 Employee Health Care Conference. This is also a chance to hear our thinking about using game ideas to drive employee engagement for managing their own health. The talk draws on experience dating back to a successful computer game Leighton published in 1984, as well as current work with the Robert Wood Johnson Foundation’s Health Games Research project.
Health Games Research Featured Colleague
What follows is an interview with Leighton Read that is relevant to the conversation in these pages. Leighton has served for the past two years as Chairman of the National Advisory Committee of a program sponsored by the Robert Wood Johnson Foundation called Health Games Research. The RWJF is “the nation’s largest philanthropy devoted to the public’s health” and has a long history of supporting research and advocacy in health and health care. Health Games Research is an initiative within the Foundation’s Pioneer Portfolio, which “focuses on the future, seeking breakthroughs with the potential to generate significant health and social impact.” He was recently interviewed by Maria Chesley Fisk, Deputy Director of the program about the potential and the challenges for health games.
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by Maria Chesley Fisk
Leighton Read promotes games and ideas from games as tools for improving people’s health and the design of health care jobs and other jobs. The key is well-designed games that engage and motivate patients and employees alike to change their behavior.
When he was an academic internal medicine physician at Harvard in the early 1980s, J. Leighton Read channeled his interest in computer-aided decision support into the creation of the Original Boston Computer Diet, a text-based adventure game in which players could work to make positive changes in diet, exercise, and lifestyle. To design the game, Read brought together a team of providers who knew what it took to develop a healthier lifestyle: a behavioral psychologist, nutritionist, and exercise physiologist. Working with able designers, they created a game in which players selected a simulated counselor, set goals, and received feedback in the form of text, graphs and animation. Read describes the Original Boston Computer Diet as an “early attempt to combine what we knew about what was engaging and motivating in video games with what we knew were effective tools for behavior change.” The game, at $79.95 for the IBM PC and a little less for the Commodore 64 and Apple IIe, saw some success, and Leighton Read was captivated by the power of games.
Better known in Silicon Valley as a successful biotech entrepreneur and investor, Read is now Executive Chairman and co-founder of Seriosity and Chair of the Health Games Research National Advisory Committee. He remains passionate about the potential power of games to improve people’s health. He says, “In a wealthy country like the United States, the leading causes of mortality have a large lifestyle and behavioral component.” Read continues, “Whether it’s teenage driving and sexual behavior, or diet and exercise, there is a massive opportunity to impact health and health care costs by finding better ways to engage people so that they exercise more and have healthier lifestyles.”
And Read thinks games will play an important role because they can motivate people to change their behavior. Read believes we are now in the early days for health games, and he is convinced that we will see games with large numbers of followers in the future. Perhaps slowly, but he predicts surely, games will become useful and popular tools in our slow-to-change health care system.
Research on the effective design and efficacy of health games, including the studies now being conducted by Health Games Research grantees, is critical to moving health games into the mainstream. Read says, “The exciting thing is that Health Games Research is building a basic science to help us understand which design principles and game elements work and in which settings. Research is the way we can advance the field systematically—the only other way is inefficient trial and error.”
But Read does not believe that every game is worthy of inclusion in a study— researchers have to earn the right to study how a game works by first proving that it does work. As he puts it, “There’s little we can learn from games that don’t work. First, you have to have a game that produces a desirable health outcome.” Player participation should be voluntary. The game has to be engaging enough for people to play before it will have an opportunity to change health behaviors. In other words, Read says, “You need engagement before you can even get to efficacy. Then, we want to know how a game works, why it works, for whom, and under what circumstances.” He adds, “We want valid, legitimate health interventions that are safe, both physically and psychologically.”
Read asserts that lessons from today’s technologies, combined with guidance from research on successful health games, will allow us to create better and better games that can be scaled up and reach more patients interested in changing their behavior and improving their health.
Not only can games and ideas from games impact individuals, they can also help create other important changes in our health care system. Read maintains that improving the health care system requires thinking about the employees who keep the system running. He and co-author Byron Reeves have written a book that applies to health care and other business systems, Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Their thesis is that “the psychological power of games can be applied with the objective of improving productivity for employers and job satisfaction for employees.” Read explains further, “The common theme between improving health care and employee engagement is engagement. When someone is engaged, you have their attention. They are activated; they are in a better position to make choices and take action consistent with their own values and their own wishes.”
Read suggests that health care work be analyzed with a game developer’s perspective and infused with engaging game elements. Features of multiplayer games in particular can be highly motivating: inspiring narratives, opportunities to explore and build a trusted reputation, a need for productive teamwork, appropriately timed feedback via multiple senses, and explicit rules that help players (or employees) internalize a “can-do” attitude.
Imagine the job of the medical service provider who fields questions and complaints from patients: phone call after phone call requires polite responses that demonstrate understanding of the patient’s situation and the correct decision to resolve the issue or transfer the call to a manager. Reimagine this job set in a virtual world, say a visually rich pirate world, where points and status are earned for individual employees and their teams based on number of calls completed, complete call log entries, quality assurance ratings, real-time analysis of language and voice stress, and more. Employees can see their teammates’ rankings, aid and encourage them via on-line chat, and spur more quality work. Read calls on this example, similar to one in Total Engagement, to illustrate how many health care workers’ jobs— even those of administrators, doctors, and nurses— could be partially or completely gamified to increase engagement, productivity, and job satisfaction.
Games engage us and can motivate us to change our behavior. Leighton Read wants to use games to change health and healthcare by promoting healthy lifestyle behaviors for patients and productivity and effectiveness for employees. Let the games begin!
Gaming as a New Lens on Management
Occasionally we’ll tweet excerpts from our book, Total Engagement, and then give more context here on our blog:
Twitter Tidbit #24:
Games give us a new lens through which we can examine cherished ideas about management and new tools—some simple and some radical—with which to experiment. Pg 13
Tweet in Context:
Most important, this book should enable you to evaluate the arguments for a new idea that has been discussed in academia and industry labs but that is only now poised to guide innovations and practices in the workplace. We think the timing is right. A global economic downturn creates enormous stress on management and workers, and opens the door to disruptive innovation of all kinds. Games give us a new lens through which we can examine cherished ideas about management and new tools—some simple and some radical—with which to experiment. We are just starting to see applications that execute this vision and will tell you about the best examples we have been able to find. We wish we had even more; maybe they will come from you and your colleagues. It’s even possible that the early misapplication of these powerful techniques in the workplace could delay broader use until people are comfortable with checks and safeguards. To supplement stories from real companies, we’ll describe some examples that we think will advance the field, and each chapter will begin with a story like Jennifer’s that has either already happened or could happen in the very near future.
The full first chapter can be found here.
Is Gaming a Win-Win for Businesses and Employees?
Occasionally we’ll tweet excerpts from our book, Total Engagement, and then give more context here on our blog:
Twitter Tidbits #19 and #20:
Work would be hopelessly confused with play … Pg 10
“Buying work,” where a game is sufficiently bad that you may have to pay people to play it (as epitomized by most jobs today). Pg 10
Tweet in Context:
Stranger things have happened, but we are quick to admit that the mapping is yet to be done. If successful, this would be an astonishing alignment of personal motivations and business value. Work would be hopelessly confused with play, with the result a possible win-win for the players and for the businesses that sponsored them. There is a spectrum of possibilities that runs from “stealing work” from unsuspecting players to “renting work” when players are in on the deal and to what we call “buying work,” where a game is sufficiently bad that you may have to pay people to play it (as epitomized by most jobs today).
The full first chapter can be found here.
For Business Success, Keep Gamers Top-of-Mind
Occasionally we’ll tweet excerpts from our book, Total Engagement, and then give more context here on our blog:
Twitter Tidbit #17:
Successful businesses in the future will redesign work from the gamer’s point of view. Pg 8
Tweet in Context:
The office needs to catch up. Successful businesses in the future will redesign work from the gamer’s point of view. Businesses will create a workplace that accommodates employees (“players”) who want to know the rules, advance frequently, partner quickly, and nurture reputations in a narrative that aligns their own objectives with those of the organization that pays their salary. Gamers also want to have fun—not necessarily a constant party, but engagement that facilitates success and exposes their contribution to the larger good. Even if the idea of mixing work and play seems uncomfortable, it is worth careful consideration because the incoming workforce will demand a different set of tools, and competitors know it.
The full first chapter can be found here.
The Gaming Generation at Work
Occasionally we’ll tweet excerpts from our book, Total Engagement, and then give more context here on our blog:
Twitter Tidbit #16:
Gamers expect quick feedback (good or bad) and opportunities for trial and error. Risk is familiar, failure part of the game… Pg 8
Tweet in Context:
Should real work ever be as much fun as a game? It may need to be. The best young people entering the workforce will be engaged by experiences that allow their serious interactions to parallel playful ones. Gamers expect quick feedback (good or bad) and opportunities for trial and error. Risk is familiar, failure part of the game, and competition expected and governed by known rules. The new gamer generation is already in the workplace, but the work that awaits them shares little with the engaging computer experiences that shaped their youth.
The full first chapter can be found here.
Ten Ways Games Can Boost Your Career
In July, Oliver Chiang of Forbes published a piece about how playing video games can boost your career. The article included a colorful slide show of the 10 reasons why this is so. Most of the examples are from World of Warcraft. We are happy to see Forbes, picking up on the relevance of WoW when it comes to leadership and management.
This story draws on the important work of our friends, John Hagel and John Seely Brown at Delloitt’s Center for Edge Innovation and Ross Smith at Microsoft.
The focus of this article is on the transferability of skills honed in a game into the real world of work. We are very much in agreement.
The emphasis in our thinking is that these ideas and tools are way too good to be reserved for practicing to work. We think the elements of great games should be introduced into real everyday work.
Here is Oliver’s list:
- Leadership
- If at first you don’t succeed
- It’s about team work
- Developing talent
- Learning to improvise
- Performance-driven
- Living for challenges
- Competition
- Becoming an entrepreneur
- Managing information
For Hard Work, Games Clarify Objectives and Give Positive Reinforcement
Occasionally we’ll tweet excerpts from our book, Total Engagement, and then give more context here on our blog:
Twitter Tidbit #15:
Some work is too hard: productivity suffers because goals are in conflict or difficult to define. Pg 8
Tweet in Context:
Some work is too hard: productivity suffers because goals are in conflict or difficult to define. Sometimes it’s hard because the learning curve is too steep, or success takes a long time to achieve, or it’s not easy to measure and thus celebrate intermediate steps. Sometimes work is too hard because of interruptions and information overload. Sometimes work is too hard because other people make it that way. Good game design can fix poor work design and bring new life to well-designed jobs that are still too difficult to be satisfying. In these situations, game designs will offer new tools to clarify objectives that adapt to external challenges and will give immediate and intermediate reinforcement for progress accompanied by intrinsic training to ensure personal growth. These design principles are all mainstays of successful interactive games.
The full first chapter can be found here.
Getting the Best out of Employees
Occasionally we’ll tweet excerpts from our book, Total Engagement, and then give more context here on our blog:
Twitter Tidbits #10, 11 and 12:
When workers are engaged by rewards that are intrinsic to their task rather than controlled by bosses, organizations can better decentralize. Pg 8
Well designed game environments can define work via loose hierarchies, where self-organizing behavior by player-workers is productive. Pg 8
Work can have a more compelling purpose, allowing people to be continuously reminded how their efforts contribute to something worthwhile. Pg 8
Tweets in Context:
When workers are engaged by rewards that are intrinsic to their task rather than controlled by bosses, organizations can better decentralize, allowing people to live where they want but play in the same game. Well designed game environments can define work via loose hierarchies, where self-organizing behavior by player-workers is productive. Work can be democratized, allowing people to choose the tasks they take on and to have influence on how and when the work is completed. Work can have a more compelling purpose, allowing people to be continuously reminded how their efforts contribute to something worthwhile and larger than themselves. Teams will convene, often on their own initiative, across organizational levels, departments, and cultures. Internal motivation will become more important than external persuasion, encouraging people’s best efforts.
The full first chapter can be found here.
Engaging to Compete
Occasionally we’ll tweet excerpts from our book, Total Engagement, and then give more context here on our blog:
Twitter Tidbit #9:
The future of work is about engaging workers more than commanding them. Pg 6
Tweet in Context:
Two trends—one concerning the future of work and one concerning the current state of digital play—are converging to make game technology a valuable business platform and an inevitable presence in the future of work. Regardless of whether we are on the way into or out of an economic downturn, the future of work is about engaging workers more than commanding them. This is certainly true in tough economic times, when innovation and collaboration are jeopardized by employees who are fearful or disappointed. People want to be engaged in work with a purpose, and they want insight into how their work is linked to larger organizational and societal goals. They want to know where they fit in. Competing in an upturn also demands a highly engaged workforce.
The full first chapter can be found here.
The authors

- Byron is the Paul C. Edwards Professor in the Department of Communication at Stanford University, and Co-Founder and Faculty Co-Director of the H-STAR Institute and Media X.
- J. Leighton Read, M.D., is a General Partner in four Alloy Ventures funds from 2001-2007 and a successful entrepreneur and CEO.
Total Engagement




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