How the game “Clover” affects the efficiency of work

For many, the mobile quiz “Clover” needs no introduction. The game is very popular, and each round collects hundreds of thousands of players. Every day all these people are going to answer 12 questions in the hope of getting a cash prize for the right answers. Sometimes the game finds people during working hours. Is it worth worrying to employers that their employees are distracted by games during the working day? There are many studies that say that one should not worry.

For those who are not familiar with the “Clover”, it’s worth knowing about the game that it is a mobile application that sends messages twice on weekdays and once on Saturdays and Sundays with an invitation to join the game. The game goes live, therefore, it catches people of different time zones at different times, including working hours. Players listen to the questions asked by the presenter and choose one of three options. If you correctly answer all 12 questions, you can get a cash prize.

Such games are popular not only in Russia. In the West there is a game of HQ Trivia, which almost does not differ from the “Clover”. This means that a huge number of people who are at their workplace, daily diverted from work in order to spend about 15 minutes on the game. The most interesting thing is that studies prove that this has a positive effect on the work process.

Using entertainment to manage stress during work is a long tradition. In the United Kingdom, plant owners studied the influence of music on the workflow. Workers welcomed the innovation, viewing it as an attempt to get rid of the monotony of their work. In today’s world, our smartphones are responsible for entertainment. It is impossible not to recognize that people at their workplaces are already distracted by the Internet, messages, social networks and even games in phones.

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By the way, on the effectiveness of work, entertainment does not have a negative impact, since it is still more interesting to receive salaries for most workers than to play games. On the contrary, a break in entertainment helps to unload, relieve stress and continue working with greater efficiency. In this case, the game “Clover” and similar games fit better than others.

The thing is that employees try to synchronize their breaks with others. Communication brightens working days and unites the team. Questions in the game “Clover” are too complex for one person to be able to answer them correctly. Another thing is when he meets with his colleagues at work, together discussing possible options for an answer. Many people do that. In addition, they meet at the same time and spend on entertainment a limited amount of time. Other collective games can be delayed, and employees can choose their own time for the game.

From this point of view, we can assume that the creators of the game arranged for employees of different companies an organized, time-limited and rallying collective break. People will still spend part of their working day on entertainment, and better let them spend it on entertainment like “Clover”.

How the game "Clover" affects the efficiency of work

How the game "Clover" affects the efficiency of work


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