If we in L&D can take a hint from gaming and eliminate that fear, we’ll likely have a team that is more comfortable with taking the initiative in a challenging situation. The fear of getting something wrong will often stop people from trying in the first place. If, in “Hogwarts Legacy,” you try a spell that backfires or doesn’t work, you can reset, learn from your mistake and try again. The ability to try out different quick responses and see the consequences without any potential real-life damage provides valuable experience for employees. This is something that has a lot of benefits for L&D modules. Open-world gaming encourages players to make choices and watch the consequences play out. Many industries require people to think on their feet, and not all of us are used to making quick decisions. Creating games that achieve a similar effect might not be possible for most organizations, but it is possible to bring people together to compete in other types of training games, which would encourage communication between employees as well as knowledge-sharing among people who may not work together. In online games such as Fortnite, players work as a team to achieve common goals. Is this something more organizations could offer to their teams? If teams have to come together to complete a game or solve a problem, not only does that encourage them to take an active role in their learning, but it will also hopefully strengthen their bond.
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