Gaming the Hospital for High Quality Patient Care – SXSW Panel

SXSW Interactive, Austin Texas. 15 March 2015
Panel on : Gaming the Hospital for High Quality Patient Care
Hospitals in the US are in crisis. Pressure and stress threaten to create disengaged hospital workers an unsettling prospect that can be dangerous to patients. Meanwhile, the Affordable Care Act ushered in a shift to value-based purchasing, which ties payer dollars to quality of patient care. To ensure high-quality patient experiences, an outcome dependent on the dedication, skill and compassion of healthcare workers, interactive gaming may aid hospitals seeking to improve employee engagement.
In this panel we’ll discuss the opportunity for gamification to boost hospital staff engagement, which improves when employees believe their hospital truly values quality care and have clear, measurable goals allowing them to understand how their performance drives hospital success. Interactive platforms enabling real-time evaluation and game mechanics that engage employees with friendly competition can solve problems in the hospital workplace related to high stress and low sense of community.
Presenters: Clint Carlos, CEO & Founder, AMPT Health (Gear Five Studio); Graham Lowe, President, Graham Lowe Group; Paula van de Nes, Director of Medical Strategy, LLNS

Men’s and Women’s Quality of Work in the New Canadian Economy

Despite much debate and commentary on the emerging knowledge economy in Canada and other
industrialized countries, there has been little in-depth analysis of how gender issues are playing
out in the process of economic and workplace change. Women’s experiences on the job are
usually examined using a limited range of measures, and scant attention has been paid to the
expectations that women and men bring to the workplace. The purpose of this report is to
provide new evidence on what women and men want in a job, and how they are experiencing the
transition to a knowledge-based economy.
Zip file of Report

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Executive summary text

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Surveying the ‘post-industrial’ landscape: information technologies and labour market polarization in Canada

A key issue in recent debates over the impact of new technologies on work is the polarization of ‘good’ and ‘bad’ jobs within the ‘post-industrial’ economy. Two dimensions skill andearnings have been of central concern. Contrary to earlier predictions of more homogenous patterns of either work upgrading or degrading, evidence of polarization reveals far more complex changes as new technologies become embedded within workplaces, industries and national economies. The issue of skill has received more attention than earnings in debates over technological change, yet there is little firm evidence as to what role, if any, evolving patterns of technology use play in processes of polarization. In this paper, we undertake such analysis, using Canada as a case study. Drawing on data from the 1994 General Social Survey, we examine the distribution of computer use, identify ‘high use’ and ‘low use’ workers and occupational clusters, then analyze the impact of computer use on job skills and earnings between and within these clusters. Our findings do not support a technology-based explanation of polarization within the labour market as a whole. In general terms, a combination of worker characteristics and occupational conditions are far more important in this respect, although there is some evidence of computer-related skill differences within similar groupings of occupations.
Published in: Canadian Review of Sociology and Anthropology 37, 1 (2000): 29-53.