Transforming the Call Center Workplace with Pascal Leclerc

Revolutionizing the Call Center Workplace One Agent at A Time Last week, we featured nGUVU’s VP of product strategy, Pascal Leclerc to talk about how nGUVU’s platform help to create a better workplace environment for contact center agents. Using a combination of game mechanics, social interaction features and behavioral analytics, nGUVU helps motivate agents to achieve their goals…

Read More

The Current Market of Gamification Sales Platform

Enterprise Gamification Consultancy has released its latest report on the state of sales platforms that offer gamification solutions. The report offers detailed, data driven insights for any organization looking to gamify its sales solutions or to enhance its existing sales solutions with gamification. In addition, it provides a picture of the current landscape, with company profiles, market breakdowns, and industry predictions.

Read More
Guido Helmerhorst

Discovering KLM Airlines Next Top Model with Guido Helmerhorst

Promoting Employee Engagement and Collaboration in KLM’s IT Division Last time, we featured Head of Innovation Technology and Learning, Guido Helmerhorst from KLM Royal Dutch Airlines to discuss his team’s recent project, “KLM’s Next Top Model“. With support from higher management, the project aimed to promote employee engagement and interdepartmental cooperation of KLM’s IT division….

Read More

Decoding the Psychology of Video Gamers with Nick Yee

Last week, we featured Quantic Foundry co-founder and analytics lead, Nick Yee to talk about Quantic Foundry’s Gaming Motivation Model. Combining social science and data science, Nick’s team was able to decipher users gaming behaviors and motivations through the unique framework.

Watch the full interview below to learn about:

  • How Nick’s team designed and developed the gaming motivation model?
  • What was the experience like studying social science (i.e. conducting an academic survey) using social media?
  • What were the most surprising findings when studying the user’s age and gender on their gaming motivation?
  • Did the gaming motivation framework enabled Nick’s team to establish user persona’s of their survey participants?
  • What are the 2 schools of thought in explaining the relationship between data points?
  • How can the gamer motivation framework be applied in the real world, beyond the context of video games alone?

Bonus: Interested to find out about your gamer motivation profile? Try taking the survey here.

Watch the video, listen on the audio podcast or subscribe to our iTunes channel below. Be sure to catch our next episode of the Gamification Revolution.



Download this episode (right click and save)

Read More

CleverPet: Fulfilling Idle Pets Cognitive Needs with Leo Trottier

Last week, we featured CleverPet Inc. founder & CEO, Leo Trottier to discuss about the company’s gamified device, CleverPet. Successfully funded on Kickstarter, the device provides engaging stimulation for a more active lifestyle desired by bored, lonely dogs.

Watch the full interview below to learn about:

  • How does CleverPet works and what are its capabilities?
  • How did the idea of creating a interactive gamified device for dogs came about?
  • What would game design looks like from a dog’s perspective? Would the design and interaction differ if it was made for cats?
  • How did the team go about tested the design gamified device?
  • What kind of complex behaviors the devices aims to instill beyond basic gameplay stimulation?
  • Were there concerns raised on the the impact of applying operant conditioning on pets?

Watch the video, listen on the audio podcast or subscribe to our iTunes channel below. Be sure to catch our next episode of the Gamification Revolution.

Read More

Even Ninja Monkeys Like to Play: Walking Through Gamification with Andrzej Marczewski

Last week, we feature Capgemini solution designer and author, Andrzej Marczewski to discuss his newly released book, “Even Ninja Monkeys Like to Play: Gamification, Game Thinking & Motivational Design”. Andrzej’s new book serves as a guide to using gamification as well the theories and concepts on which gamification is built upon.

Watch the full interview below to learn about:

  • What was Andrzej trying to address in his new book that was previously missing in other gamification literature?
  • How does Andrzej vision of user player types differ when compared to Bartle’s version?
  • Is it possible to develop a test to discover each player style and subsequently merge them together?
  • What are some of the barriers one has to overcome in order to get “buy-in” for Enterprise Gamification inside corporate organizations?
  • What are the recent developments for gamification across Europe?
  • How does Andrzej respond to companies who explicitly states they want gamification but in actuality want a game?
  • What is the origin story for naming the book title?

Special Bonus: Catch Andrzej Marczewski and Gabe Zichermann at the Gamification World Congress 2015 by entering special code “dopamine” to get a special 25% discount on tickets!

Watch the video, listen on the audio podcast or subscribe to our iTunes channel below. Be sure to catch our next episode of the Gamification Revolution.

Download this episode (right click and save)

Read More

Getting2Alpha: Accelerate Product Design with Amy Jo Kim

Last time, we featured ShuffleBrain creative director and author, Amy Jo Kim to discuss about her upcoming new product design program, Getting2Alpha. By undergoing this step by step program, Amy explains how it can help accelerate early product design through expert coaching and super charged design toolkit. Registrations for Getting2Alpha are now open for only for this week.

Download this episode (right click and save)

Watch the video, listen on the audio podcast or subscribe to our iTunes channel below. Be sure to catch our next episode of the Gamification Revolution.

Read More

Vaporized: Strategize For The Dematerialized Future with Robert Tercek

Last time, we featured President and founder of General Creativity, Robert Tercek to discuss his newly released book, “Vaporized: Solid Strategies for Success in a Dematerialized World”. Robert reveals how every aspect of society and economy will be changed with the rise of digital technology and how we ought to prepare to face it head-on.

Last time, we featured President and founder of General Creativity, Robert Tercek to discuss his newly released book, “Vaporized: Solid Strategies for Success in a Dematerialized World”. Robert reveals how every aspect of society and economy will be changed with the rise of digital technology and how we ought to prepare to face it head-on.

Watch the full interview below to learn about:

  • How does vaporization affect the individual’s ability to relate to one another?
  • Does the trend of vaporization with its connection to virtual items and games reflect a shift away from a capitalistic, ownership economy?
  • Will people pay for virtual items as much as how physical items are valued in the envisioned dematerialized future?
  • What is the tension for leaders who are leading the way for vaporization while being masters of the attention economy?
  • How are large and small companies responding to the vaporization economy and which will gain the most advantage?
  • How does the current organizational structure of the film and TV industry represent the future direction of efficiency?
  • How will training executives manage the advent of vaporization while having to provide the necessary skills needed for this new economy?

Watch the video or listen on the audio podcast below and be sure to catch our next guest, Amy Jo Kim on the Gamification Revolution.


Download this episode (right click and save)

Read More

SuperBetter: Improving Individual Resilience with Jane McGonigal

Last time, we featured author, inventor and co-founder of SuperBetter, Jane McGonigal to discuss about her upcoming new book, “SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient”. Supported by a decade’s worth of scientific research, Jane reveals how adopting a “gameful” mindset can help cultivate new powers of recovery and resilience in everyday life.

Watch the full interview below to learn about:

  • What were the challenges of of turning a gameful system into a scientific proven approach?
  • Are there conditions that games/gamification/gameful thinking would not be able to help improve an individual’s well being?
  • How does Superbetter and games in general contribute to the development of a person’s resilience?
  • Does gameplay in the virtual world provide sufficient impact in the “real” world?
  • How would a user experience SuperBetter if they are lacking social connections or “allies”?
  • How does the Tetris Effect improves an individual’s self control in memory recollection rather than erasing memory in trauma research?
  • Why does Jane introduces readers to the concept of gameful thinking and a series of small games introduced through the medium of a book?
  • How does Jane overcome environmental resistance and groups who are bias against games?

Watch the video or listen on the audio podcast below and be sure to catch our next episode of the Gamification Revolution.


Download this episode (right click and save)

Read More

Remodeling Clearly’s Logistics Training Program with Sean Goodman

Last time, we featured Clearly Logistic Supervisor, Sean Goodman to discuss how Clearly’s logistics department revamped their employee training program. Modeling after gamification concepts from Gabe Zichermann’s book “Gamification Revolution”, the program achieved major success and the organization is looking for new opportunities to incorporate gamification for its processes.

Watch the full interview below to learn about:

  • What challenges were facing Clearly’s logistics department before gamification was introduced?
  • How did the team came together in designing and implementing the program?
  • What has been the cultural impact on the organization upon implementing gamification?
  • How has the team responded to the introduction of non-cash vs cash rewards in the rewards program?
  • Has Clearly changed or rebalanced the value of the rewards in the virtual economy since the program’s introduction?
  • What were the lesson learnt in driving progress and specific metrics for individuals?
  • How has the management team reacted to the program’s success and taking it other parts of the organization?

Watch the video or listen to the audio podcast below.


Download this episode (right click and save)

Read More

Destroying Loyalty 2: How American Airlines’ Abuse Set Me Free

For 2 decades I’ve been deeply enmeshed in loyalty. First as a customer, then an obsessive “hardcore” loyalty junkie. Eventually my interest in loyalty helped give rise to the gamification movement and my work designing and developing engagement solutions across a wide range of industries. Although gamification encompasses much more than loyalty, I’ve continued to…

Read More

Exploring the Influence of Games in Education with Greg Toppo

Last time, we featured USA Today national education writer and author, Greg Toppo to discuss about his recently released book, “The Game Believes in You: How Digital Play Can Make Our Kids Smarter”. Hailed as the most important book since James Paul Gee’s pivotal work, The Game Believes in You covers how video games are presently being used in the classroom setting and the visionaries who have led the way.

Watch the full interview below to learn about:

  1. Why the education industry has not adopted more games in the classroom?
  2. What schools have done to take advantage of free, well designed game-learning modules?
  3. How does the influence of video games impact the different development phases of children education?
  4. Will the rise of games as a learning tool in the classroom demand new skillsets for teacher?
  5. Are we now able to quantify and determine the impact of video games in education in improving learning outcomes?
  6. How has the education realm reacted the concepts of reward, incentives and performance recognition in the gamified classroom?

Watch the video below and be sure to catch our next episode of the Gamification Revolution.


Download this episode (right click and save)

Read More

Behavioral Economics Doesn’t Really Work (and is kinda dangerous)

Quick takeaway: You can’t design a single-stage incentive and expect a long-term behavior change (enter: gamification). Also, designing behavioral interventions without understanding prior work in psychology is dangerous and possibly unethical.  For years, I’ve been deeply fascinated by behavioral economics. I love the discipline’s emphasis on incentive and reward, and the increasing realization by the “capital-E” Economics…

Read More

Identifying Potential Candidates With Salih Mujcic

Last time, we featured Revelian product manager, Salih Mujcic to discuss about his organization’s latest offering, a gamified assessment program called “Theme Park Hero”. The gamified psychometric assessment tool helps organizations find and pinpoint high potential talent during the recruitment and selection process through a series of games.

Watch the full interview below to learn about:

  • Are game based psychometric tests more accurate compared to their paper based counterparts?
  • How does Revelian balance the tension between constructing a serious analytics tool while wrapping it with a fun theme?
  • What kind of skills are being tested with the various games found in Theme Park Hero?
  • Has the team been approached by organizations to present more complex forms of testing for specific job functions?
  • How does the tool test for creative personality types or “oddballs” who change the world – like Steve Jobs?
  • What is Revelian’s future direction in expanding the tool’s features to account for a wider range of personality characteristics?

Watch the video below and be sure to catch our next episode of the Gamification Revolution.



Download this episode (right click and save)

Read More