TrailPath Blog | Workplace Solutions Insights

Why Urgent Work Wins, and What We Can Learn from Video Games

Written by Robert Martichenko | May 22, 2026 8:58:32 PM

A TrailPath reflection on feedback loops, participation, and making improvement work visible

In talking with friends who are teachers, I keep hearing some version of the same question: why will kids spend hours on video games, social media, group chats, and digital platforms, but then struggle to complete thirty minutes of homework?

At first, the answer seems obvious. Games are fun. Homework is work. But I think there is something much more interesting going on here, and I think it has a lot to teach us about the workplace.

A well-designed game or digital platform gives people something very powerful. It gives them a clear mission, immediate feedback, visible progress, safe failure, social connection, and a believable next level. You know what you are trying to do. You know how you are doing. You know what just happened. You know whether your action worked. You know what to try next.

Now, to be clear, we are not kids playing games at work, and the workplace should not be turned into entertainment. But adults are still human beings, and human motivation does not disappear when we grow up. We are still drawn to environments where effort creates response, where progress is visible, and where participation feels like it matters.

This may also help explain why urgent work wins so often inside organizations. Urgent work has an incredible feedback loop. The customer is upset. The shipment is late. The machine is down. The report is due. The executive is asking. The problem is loud, visible, emotional, and immediate, so everyone reacts.

Urgent Work As a Design Problem

Improvement work is different. Training, coaching, prevention, standard work, problem solving, leadership development, trust building, and process improvement all matter deeply, but the feedback is usually delayed. The value may show up weeks or months later as fewer defects, shorter lead times, better service, safer work, stronger capability, or less daily frustration.

So maybe the issue is not that people need to become more patient. Maybe organizations have unintentionally taught people that urgent work matters more, because urgent work is the only work that creates immediate visible consequence.

That is a design problem. The opportunity is to bring some of the same human dynamics that make urgent work powerful into long-term improvement work. Improvement needs clearer missions, faster feedback, visible progress, safe learning, social connection, and a believable next level. People need to see that the improvement work they are doing today is creating movement, even before the final business result arrives.

This is the work we are focused on at TrailPath. Through our Learn • Participate • Advance framework, we are thinking about how to help organizations build more participative environments. People learn the work. They participate in improving the work. They advance because their capability, confidence, and contribution become visible.

The goal is not to force people to participate. I do not think we can force people to care in any meaningful way. People ultimately choose where to place their energy based on what feels valuable, safe, useful, and possible.

That is why environment matters so much. When people can see the purpose, understand the work, receive useful feedback, help solve problems, and see progress as it happens, participation becomes much more natural.

Urgent work already knows how to get our attention. The opportunity is to design improvement work so people can see progress while they are creating it.

And maybe that is the real lesson from all of this: people do not resist effort. They resist effort that disappears.

Written by TrailPath Board Chair Robert Martichenko.