Pew Research: Digital 'Natives' Invade the Workplace
http://pewresearch.org/obdeck/?ObDeckID=70
Digital 'Natives' Invade the Workplace
Young people may be newcomers to the world of work, but it's their
bosses who are immigrants into the digital world
by Lee Rainie
Pew Internet & American Life Project
September 28, 2006
As consultant Marc Prensky calculates it, the life arc of a typical
21-year-old entering the workforce today has, on average, included
5,000 hours of video game playing, exchange of 250,000 emails, instant
messages, and phone text messages, 10,000 hours of cell phone use. To
that you can add 3,500 hours of time online.
Our work at the Pew Internet Project shows that an American teen is
more likely than her parents to own a digital music player like an
iPod, to have posted writing, pictures or video on the internet, to
have created a blog or profile on a social networking web site like
MySpace, to have downloaded digital content such as songs, games,
movies, or software, to have shared a remix or "mashup" creation with
friends, and to have snapped a photo or video with a cell phone.
"Today's younger workers are not 'little us-es,'" argues Prensky, an
educator, gaming expert, author of Don't Bother Me, Mom -- I'm
Learning. "Their preference is for sharing, staying connected,
instantaneity, multi-tasking, assembling random information into
patterns, and using technology in new ways. Their challenge to the
established way of doing things in the business world has already
started."
Those challenges often flow from young workers' embrace of
technologies that have grown up with them. Today's 21-year-old was
born in 1985 -- 10 years after the first consumer computers went on
sale and the same year that the breakthrough "third generation" video
game, Nintendo's "Super Mario Brothers," first went to market. When
this young worker was a toddler, the basic format of instant messaging
was developed. And at the time this young worker entered kindergarten
in 1990, Tim Berners-Lee wrote a computer program called the World
Wide Web. Upon entering middle school, our worker might have organized
his schedule with a gadget called a Palm Pilot (first shipped in
1996). And at the dawn of high school for our worker in 1999, Sean
Fanning created the Napster file-sharing service. When the worker
graduated from high school four years later, his gifts might have
included an iPod (patented in 2002) and a camera phone (first shipped
in early 2003).
Our worker's college career saw the rise of blogs (already
two-years-old in 2000), RSS feeds (coded in 2000), Wikipedia (2001),
social network sites (Friendster was launched in 2002), tagging
(Del.icio.us was created in 2003), free online phone calling (Skype
software was made available in 2003), podcasts (term coined in 2004),
and the video explosion that has occurred as broadband internet
connections become the norm in households (YouTube went live in
2005).
Now, we have a reversal of the normal situation, where young people
migrate into a workplace manned by seasoned natives. Instead, in this
digitalized age, this 21-year-old and his peers are showing up in
human resources offices as digital natives in a workplace world
dominated by digital immigrants -- that is, elders who often feel less
at ease with new technologies.
How different are they? Several years ago when she was interviewing a
17-year old girl named LaShonda for a project about the future of
work, Rebecca Ryan, founder of a hip consulting firm named Next
Generation Consulting, noted the difference between digital natives
and their digital immigrant elders . In an email, she explains:
"We were at a food court in a mall outside Seattle. While I was
interviewing her, she was IM'ing, had her PDA on, her cell phone, the
whole thing.... I was so put off. I thought, 'She's not paying
attention!' And so I asked her, 'LaShonda, what do you think will be
the impact of technology on the future of work?' She looked me in the
eye and asked, 'What do you mean by technology?' I looked at all of
her gadgets on the table and said, 'Like this stuff!' She said, 'This
is only technology for people who weren't raised with it.' Whoa. The
point that came home to rest for me is that for LaShonda, IM'ing and
texting are like breathing. Fish don't know they're in water. LaShonda
didn't consider her gadgets technology."
This generational difference will inevitably pose challenges and
create opportunities for the firms that hire them because natives have
experiences and values that are different from digital immigrants.
Herewith, five new realities of the digital natives' lives that should
be understood by their new employers:
Reality 1 -- They are video gamers and that gives them different
expectations about how to learn, work, and pursue careers.
A host of experts have affirmed that today's young workers have
internalized the new realities of work. "In contrast to a generation
ago, job entrants now do not expect lifetime employment from a single
employer; they do not expect a full menu of paid corporate benefits;
they do not relish jobs in hierarchical bureaucracies," argues Edward
Lawler, Director of the Center for Effective Organizations at the
University of Southern California, and co-author of the forthcoming
book, The New American Workplace. "To them, the word 'career' is
plural."
These attitudes clearly reflect the larger realities of the changing
nature of work. Yet there is also some evidence that the ethos of
video gaming plays a role. Studies at the Pew Internet & American Life
Project show that virtually all college students play video, computer
or internet games and 73% of teens do so. John Beck and Mitchell Wade
argue in their book, Got Game: How the Gamer Generation is Reshaping
Business Forever, that games are the "training program" for young
workers that helps form their attitudes about the way the work-world
operates -- a world full of data-streams, where analysis and decisions
come at twitch speed, where failure at first is the norm, where the
game player is the hero, and where learning takes place informally.
For companies, this puts a premium on designing engaging work that
allows workers to make a clear contribution and be rewarded for same.
If "organization man" has become "gaming man," then the importance of
worker morale is elevated -- as is the value of basing work on
completed tasks, rather than other measures of work effort such as
hours on the job. "Give them projects to complete and then stand out
of the way," argues James Ware, who helps run Future of Work, an
organization for facilities, information technology, and human
resources professionals based in Prescott, Arizona. "These kids quit
when they are frustrated trying to finish an effort that will 'get
them to the next level.'"
(Continued in next posting)