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The MMO generation already entered the workforce a long time ago. Many of them are now middle-aged professionals. But because MMOs have always been a relatively
by jltsiren 3y ago
The MMO generation already entered the workforce a long time ago. Many of them are now middle-aged professionals. But because MMOs have always been a relatively niche hobby, with even the most popular games having only a few million daily players, their impact has not been that significant. They are a small minority in the overall workforce, and while they do have effective remote working habits, they have been self-selected for the ability and interest to form communities online.
- intended 3y agoI think that was the reminder that I am very much middle aged now. You are right, however I would say that raids and coordinated e-sports were on the periphery when I was playing. I had to set up my own teams and lan tournaments. Nice distinction to highlight though, thank you! The skill set would require specific coordination skills, not just being able to play team matches occasionally. I suppose its proof that the skill exists, just not its distribution in the workforce.
- iamthirsty 3y agoAlso, I think you're referencing a skill from something that people want to do — play a video game — to work, where it's something much harder to keep people focused on. As a manager, with both WFH and in-office employees, the difference is very clear on my end: In-office employees do undeniably better. In my personal experience, of course.