Crowdsourcing Global Expertise with Daniel Green of Wikistrat

Last week, Gabe Zichermann go the chance to talk to Dan Green, co-founder and CTO of Wikistrat, the world’s first massively multiplayer online consultancy (MMOC). Wikistrat unites subject-matter experts on politics, economics, climate and the like from all around the world to participate in producing crowdsourced forecasting scenarios, war games and simulations for customers worldwide.

Watch the full video to learn about:

  • Solving the problem of groupthink in strategy and recruitment
  • Sourcing opinions from experts in diverse fields worldwide with a revenue-sharing model
  • Engaging experts with gamification (immediate feedback, healthy competition)
  • Online recruitment – credentials and interviewing
  • Protecting the integrity of online community

You can read more about the MMOC on Wikistrat’s blog.

Check out the video below and be sure to also catch our next episode of the Gamification Revolution next Wednesday, March 26 at 1 PM ET with MIT Media Lab!



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game based learning training

How Game Based Learning Can Be Used For Training

The concept of game based learning was developed around ten years ago, and it has become a very popular one in various circles. A very good example of this is in business. Traditionally, business has been associated with boredom, since most of the things done in the name of business are basically routine. This means that there is a lot of room for one to lose their focus and drive especially if they have to do repetitive tasks. Doing training in business also poses challenges to many, since it usually involves the use of very abstract concepts and terms. However, game based learning techniques are starting to emerge as a solution to some of these solutions, specifically for training.

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measuring the ROI of gamification

How to Measure the ROI of Gamification

Measuring ROI is an elusive task: you have external factors that affect the results; measuring the baseline is a subjective process; forecasting future impact is hard and even calculating the actual investment is a project by itself.

That said, one can measure almost anything (I recommend reading the book How to Measure Anything). There are testimonies of increased sales results after implementing gamification systems by 5-15%. But, I believe we need to dive in to understand how to analyze success.

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What is Gamification for You?

by Kevin Shane and Jeff Lopez In the past, one of the largest impediments to using games for accomplishing real world goals has been the response that the word “games” triggers in business and policy circles. But in the past few years, we have noticed a shift. Games–and now gamification–have both become accepted as a serious…

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