The Future of Manufacturing is Right in the Palm of Your Hands.

One of the biggest things that sets Gen Z apart from other generations is that they were born as digital natives. According to the Pew Research Center, “Some 45% of teens say they are online ‘almost constantly,’ and an additional 44% say they’re online several times a day.”

But Gen Z uses the internet differently than Millennials, Gen X and Baby Boomers. While previous generations use it to seek information, Gen Z uses it for entertainment…along with pretty much everything else. This opens up a huge opportunity for Manufacturers to use technology to reach them “where they live”, especially in rural areas. Pew goes on to report that “95% of 13- to 17-year-olds have access to a smartphone, and a similar share (97%) use at least one of seven major online platforms.” The key is to leverage this medium in a way that helps to convert them into a viable workforce.  

The Global Gaming Market Could be Worth $159.3 Billion by The End of 2020

mobile gamers chart

“In 2019, mobile games were responsible for 60% of the total revenue of the global video games market and registered over 1.36 billion gamers in the process. The number of mobile gamers worldwide is expected to reach 2.6 billion in 2020,” per New Zoo. According to techjury, “mobile is set to make up 48% of the world’s gaming market share this year and that 45% of U.S. gamers are women.” So it’s conceivable that what Grand Theft Auto has done to driving dexterity, customized manufacturing gaming can do for problem solving and soft skills. Augmented reality and virtual reality are already crossing over from entertainment to education; a recent Forbes article explains that, “AR brings new flexibility to on-the-job training.” And with the expansion of 5G service, including to rural areas, Manufacturers can now “meet”, recruit and educate Gen Z no matter where they live.

The Transition to Virtual Learning Gives The Manufacturing Industry an Unprecedented Opportunity

It’s becoming increasingly clear that schools’ and industries’ widespread implementation of digital learning strategies is long overdue. While the value of in-person instruction continues to persevere, the pandemic forced the immediate implementation of virtual strategies, and Gen Z is adapting. According to Bizly chief strategy officer Kevin Iwamoto, “Millennials and Gen Z figured out how to develop communities and live in a virtual world.”

boy doing virtual reality

If manufacturers can attract Gen Z by introducing virtual learning strategies that engage, entertain and educate them on the opportunities of middle-skills careers at an early age, not only will they begin to reverse the ‘Plan B’ mindset, but they’ll be fueling their talent pipeline when it’s so desperately needed. Between 2014–2024, 48% of job openings will be middle-skill and filling these jobs is critical because the global talent shortage could reach 85.2 million people by 2030.

Minecraft Meets The Minds

Microsoft’s Minecraft: Education Edition is an example of how Gen Z succeeds at gamified learning. This edition of Minecraft has taken off in the wake of the pandemic as 63 million pieces of its content have been downloaded since March. Deirdre Quarnstrom, GM of the Minecraft Atlas division, says “We started with this premise that Minecraft is a game used in education, and not an educational game.”

It combines three major things that fuel the next generation’s success at virtual education including entertainment, engagement and social interaction. Minecraft explains that its remote learning toolkit “includes more than 50 lessons, STEM curriculum and project-based learning activities so educators can use Minecraft: Education Edition with their students whether they are in school, at home or in another remote learning environment.” This can help students learn and play wherever they are, including in rural areas.

Gaming Matters to Manufacturers

Simply put, Gen Z plays to win. The majority of them are competitive with their eyes set on making it to the “top of their game.” Keith Barr, CEO of L2L, says “The industry needs to consider developing and deploying plant-floor technology that utilizes gamification and transparency to take advantage of Gen Z’s unique skills.” 

Manufacturers will also need play to win Gen Z by delivering game-changing content that finds and engages them wherever they are in their digital world.