Showing posts with label training. Show all posts
Showing posts with label training. Show all posts

Wednesday, January 31, 2018

The State of Gamification in 2018

A Guest Blog from Jessica Barrett Halcom TechnologyAdvice.com
You’ve likely already heard that 2018 is the “year of the customer.”  While this trend certainly appears to be where things are headed, it’s natural to wonder, then, what companies plan to do about it.

Well, if the customer is to be the focus, the key is figuring out what the customer wants. More importantly, companies must figure out what the customer wants and deliver it through a superior customer experience (CX). The first step in delivering a superior customer experience is figuring out who specifically interfaces with your customers. The answer?

Everyone in your company.

Which brings us to another recent trend – gamification. Gamification, while still on the rise, is maturing now that companies are beginning to understand its real potential. In 2018, gamification will rise up as less gimmick and more value. This is especially true for customer interactions, which everyone in your business has on some level.

Companies have to ensure that all employees represent and sell the organization, regardless of their title. And gamifying processes helps companies make huge strides towards customer-facing readiness. Let’s take a look at the state of gamification in 2018 and some of the ways that organizations use it to improve their CX.

Human Resources/Learning & Development

Human Resources (HR) and Learning & Development (L&D) teams have been using gamification in their tools for several years now as a way to better engage learners. Moving forward, expect to see more companies using gamification not only as a training tool, but also to gauge the well-being of their employees.

Why does this matter? Because happy employees mean happy customers. Employers will increasingly be looking to provide a better feedback mechanism for their employees as well improved performance management indicators. We can also expect to see an increased use of gamification during the recruitment process as well, which will help HR professionals and candidates improve outcomes.

Marketing                                                                                                  

If 2018 is to be the year of the customer, then marketing will also have a big year. What will start to look just a bit different, however, is a focus shifting from brand awareness, currently done through social media, to customer retention. Companies will look for an increase in loyalty to their brand and customer engagement. Expect to see more gamification to support these changes of focus as companies learn to interact with their customers in new ways.

Augmented and Virtual Reality

As the use of augmented (AR) and virtual reality (VR) continues to climb, we can expect to see gamification play a role within it as companies try to gain greater access to customers and customize their experiences. The use of gamification within AR & VR aims to track user statistics so that, over time, the customer is having the exact experience that meets their preferences, habits, and needs while also pursuing business goals for the company.

Mobile Tech

One of the most significant ways that brands interact with customers or potential customers is through the use of mobile technology. In 2018, you can expect to see the rise in gamification on mobile tech to be highest in Asia and Africa first. Many countries in these parts of the world have large, modern populations who own mobile devices, but lack a stable Internet connection, and so many online interactions happen mainly through a 4G connection on a mobile phone. Brands looking to interact with these large, young populations are moving toward implementing more gamification into their smartphone applications, where the customers already are.

Increased Platform Options

With more companies recognizing the value of gamification mechanics, where will they get it from? As with any tool, the number of niche solutions and their related price points is growing. While the competition is heating up for gamification platforms making them more affordable, as is usual integration with existing software tools, especially within larger corporations, continues to be in high demand. From a buyer’s perspective, having gamification built into a major ERP software feels like less of a risk than purchasing a stand-alone option.
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As we move into 2018, what is clear about the state of gamification is that it’s moving from a “fun thing we should try” to a serious, value-add going far beyond a marketing trend. Yes, HR was one of the earliest to get on board, but gamification has gone beyond a helpful way to learn and now integrates ways to improve employee satisfaction and engagement.

We can expect to see this same level of maturity with gamification in other areas of organizations. Marketing will move from brand awareness through social media to customer loyalty and engagement through the use of game mechanics. Mobile apps will continue to drive this trend upward this year.  We can count on 2018 as the year of the customer, so companies will use thoughtful, intentional ways to build brand loyalty and interact with buyers in new and meaningful ways we haven’t seen before.
Jessica Barrett Halcom is a writer for TechnologyAdvice.com, with specializations in human resources, healthcare, and transportation. She holds a bachelor’s degree from the University of Wisconsin, Green Bay and currently lives in Nashville, TN.

Monday, July 10, 2017

Seven Ways to Add Stories to Your eLearning Courses


We all know that stories are a great way to engage an audience, yet it seems so few people actually study and use the tool in a manner that truly impacts their audience.

So what does it actually take to create a story that is not only engaging but also a highly effective training tool?

Tuesday, April 18, 2017

On-boarding: A Gamification Reflection

By Jonathan Peters, PhD
Sententia Gamification, CMO


In his seminal work describing flow, Mihály Csíkszentmihályi discusses the frustration we feel when a challenge is more difficult than our abilities, or how boring a task will be if our skills surpass the challenge. Flow, he says, comes at the balance between challenge and ability. The more skilled we are, the more we enjoy challenges.

At the beginning of a training program, skills are low. Even if we are accustomed to other learning programs, and even if this program should be beneath our skill level, the fact that it is unfamiliar territory means we will revert to the level of novice.

Thursday, January 12, 2017

Gamification Design for Training and Talent Development


How will you use gamification in your employee engagement and talent development programs in 2017?

Designing gamification for learning and talent development programs is FUN and fulfilling. No more dry, boring lectures or eLearning programs! I want to share a sampling of the designs done by just a few of the 100s of professionals who took our Level 1 Gamification Apprentice Certification in 2016.

Wednesday, December 21, 2016

Why Apply Gamification?


Let’s face it, gamifying a training takes a lot of extra work. It’s easy to deliver information in a lecture. Shouldn’t it be the participant’s responsibility to take our information, remember it, and apply it? After all, they are adults. Why is it our responsibility to make it fun and engaging for them?

Some Talent Development folks are satisfied throwing some points, badges, and leaderboards (PBLs) at a training and being done with it. They don’t have the time and resources to consider other mechanics, develop player personas, create narratives, and determine KPIs.

They ask why they should do all this extra work. Participants should be motivated enough by PBLs.

Saturday, July 9, 2016

The Gamification of Learning Part 3: Rules, Rewards, and Results


This week on Gamification Talk Radio, we finish exploring the seven continents on our journey, and review Rules, Rewards, and Results.
Level 5:  Siberian Express – Why would they want to play?
As you create your gamification experience, think of creative features that will appeal to a variety of intrinsic and/or extrinsic motivators of your players. Define what core drivers of motivation will be most dominant in each phase of the experience. For example, in your onboarding phase you can get your players in quickly with some simple extrinsic motivators. The longer your players are in your game, you’ll want to design for different motivators such as: