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Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
Engaging Leader
35 episodes
1 week ago
Welcome to Game Changer, a show on using gamification to engage employees. Join us as industry experts discuss one of the hottest trends in business today: using fun and game-thinking as a strategy to better engage employees in their work and in areas such as health and wellness, recruiting, and more. This is a special podcast series by the producers of the top-rated podcast, Engaging Leader. Game Changer is the show for CEOs, HR Executives, and other business leaders to learn about internal gamification. Over the course of this series, you'll hear examples and pitfalls, discover how to assess when it's an appropriate strategy, and learn to evaluate gamification partners and game ideas.
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All content for Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications is the property of Engaging Leader and is served directly from their servers with no modification, redirects, or rehosting. The podcast is not affiliated with or endorsed by Podjoint in any way.
Welcome to Game Changer, a show on using gamification to engage employees. Join us as industry experts discuss one of the hottest trends in business today: using fun and game-thinking as a strategy to better engage employees in their work and in areas such as health and wellness, recruiting, and more. This is a special podcast series by the producers of the top-rated podcast, Engaging Leader. Game Changer is the show for CEOs, HR Executives, and other business leaders to learn about internal gamification. Over the course of this series, you'll hear examples and pitfalls, discover how to assess when it's an appropriate strategy, and learn to evaluate gamification partners and game ideas.
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Episodes (20/35)
Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC35: Enhancing Millennial Performance at Work | with Aaren Terrett

We are in the early years of a fundamental demographic shift. The Millennial generation — which is even larger than the massive Baby Boom generation — now makes up a third of the workforce. As younger millennials continue to graduate from college, their powerful mix of values, communication style, and work perspective is driving a work-culture revolution.
As you lead a team that’s increasingly made up of millennials, understanding their motivators is essential to your success. This is a challenge that Aaren Terrett knows very well, since his organization is made up almost entirely of millennials.
Aaren is director of sales operations at O2E Brands, the parent company of 1-800-GOT-JUNK?, Wow 1 Day Painting, You Move Me, and Shack Shine. What’s the secret to his company’s success in producing consistent and sustained motivation in its millennial workforce?
“We apply the principles of frequent feedback, recognition of success, and instant communication,” Aaren says. “Some people call it gamification. We call it leadership of our people. It’s the way the millennial workforce likes to be led.”
Jesse and Aaren discuss the profile of the millennial at work, and how O2E has used gamification principles to shape a positive culture, improve customer service, and increase productivity. Their discussion includes:

Contests, prizes, and instant and visually engaging public recognition,
New-hire training that includes interactive video game structures, and
Gamification principles incorporated into their recruiting and career advancement processes.

Aaren Terrett is the director of sales operations at O2E Brands, headquartered in Vancouver, BC. O2E, which stands for “ordinary to exceptional,” operates four franchise brands with a combined revenue of $150M.
Resources Mentioned in This Episode

Website: o2ebrands.com
LinkedIn: O2E Brands
Twitter: @1800gotjunk
Facebook: /1-800-GOT-JUNK?
Article: Gamifying Your Workforce: How to Make Engagement Fun
Article: Peer to peer: What should my business do to effectively engage with millennials?
Visual examples

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9 years ago
30 minutes 36 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC34: 8 Gamification Resources for Talent Acquisition

For several years, recruiting has been one of the business processes that has best leveraged the potential of gamification. According to a recent article in HR Magazine, gamification can be an effective strategy for talent acquisition because of the power to:

Trigger interest in job openings,
Enable (and reward) current employees to easily share job openings with their external network and get feedback on their contacts’ progress during the recruiting process,
Project an innovative image of the employer,
Give candidates a realistic preview of the job, and
Predict applicants’ future job performance.


Resources Mentioned in This Episode
Previously discussed on GameChanger:

Zao
Bunchball
Badgeville

Additional gamification resources profiled by HR Magazine: 

Captain Up
Games for Business
HackerRank
mLevel
Pymetrics 

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.
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If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at jesse@engagingleader.com, subscribe to him on Facebook, or follow him on Twitter.
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9 years ago
17 minutes 21 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC33: Playing a Better Game of Business | with Simcha Gluck of FreshBiz
Gamification concepts continue to be integrated as part of normal business practices; sometimes it’s as subtle as taking inspiration from certain game elements when tweaking a business process, and at the other end of the spectrum, sometimes it’s literally creating a game for people to play. For one growing company, they not only have created a game that tens of thousands of people have played, they are changing the overall “game” of business itself — to transform corporate culture, education, and entrepreneurship.
As long-time listeners of Jesse’s podcasts know, he’s passionate about the power of business and communication to make a positive difference in communities and in individual lives.
FreshBiz Global is a “For-Benefit” training company with a mission to infuse fun, multidimensional winning, and smart thinking into organizations around the world.
They accomplish this through workshops based on their award-winning FreshBiz board game (also soon to be released in digital format), the book The New Entrepreneurz, and the plug-and-play FreshBiz Training Kit for trainers and managers to take teams through transformational learning experiences.
The FreshBiz game creates a business simulation where players create “Smartnerships,” play Action Cards, learn to leverage their strengths, and use other principles that help them embody a “For-Benefit” approach to business, where success is when everyone wins. The intention is that playing the game helps people rewire their brain to a mindset that is more collaborative, open, creative, and daring, so they not only sharpen their entrepreneurial skills but also experience an approach to business that maximizes benefit for everyone playing rather than just maximizing profit at all cost.
Currently, over 35,000 people across 20 countries — from business students and entrepreneurs to executives and teams — have gone through the FreshBiz experience and are now smarter in business and life.
Simcha Gluck is the chief trainer and co-founder of FreshBiz Global. He is also co-author of the book The New Entrepreneurz: Changing the Way You Play Life, and he hosts the radio talk show Innovation Nation on Voice of Israel.
Resources Mentioned in This Episode

Website:  http://www.freshbizgame.com/
Twitter:  @FreshBizGame
GameChangers500: www.freshbiz.gamechangers500.com
Book: The New Entrepreneurz: Changing the Way You Play Life
Linkedin: www.linkedin.com/in/simchagluck
Facebook: www.facebook.com/FreshBiz/

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.
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9 years ago
32 minutes 45 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC32: Engaging Employees as Brand Ambassadors | with Ivan Tsarynny of PostBeyond
Social media has a powerful effect on company sales and recruiting efforts. But just having a corporate communications person post things on Facebook, LinkedIn, and Twitter doesn’t actually bring results. On social media, people pay attention to people, not to companies.

Employees and partners collectively have an audience 10x larger than the company itself. ~ Technorati Advocacy Study
Brand messages are re-shared 24x more frequently when distributed by employees vs. companies. ~ MSLGroup
Content shared by an employee generates 8x more engagement than content shared by a company. ~ SocialMediaToday Report 2014
Today we’ll discuss the challenges that have prevented most companies from effectively engaging their employees as ambassadors on social sharing sites. And we’ll discuss one option that seems to be working for Starbucks, Molson Coors, and other companies.
Ivan Tsarynny is the co-founder and CEO of PostBeyond, a gamified platform that helps employees of large companies more effectively engage as ambassadors on Twitter, Facebook, and LinkedIn.

Launched in April 2013, PostBeyond provides a Pinterest-style library that curates online articles and images that are relevant to company interests. Content is first suggested for the library by employees as well as an automated aggregation engine. If it gets the thumbs-up from corporate, the content is filtered into the library, where employees can share the posts without worrying about crossing liability lines.
Resources Mentioned in This Episode

* Website:  postbeyond.com
* White paper: Employee Advocacy: Where Trust Builds Bottom Line
* Guide: Employee Social Media Policy Guidelines
* Twitter: @Ivan_Tsarynny and @postbeyond

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.
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If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at jesse@engagingleader.com, subscribe to him on Facebook, or follow him on Twitter.
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10 years ago
33 minutes 35 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC31: Gamified Goal Setting in the Enterprise: Helping People Win at Work | with Kris Duggan of BetterWorks
Focusing on goals establishes a business culture of innovation and collaboration because you are measuring ongoing operations, not a single point in time. For organizations to drive better performance, goal setting should be done frequently, and should focus on just a few high-quality, high-impact goals.
BetterWorks is an enterprise goals platform designed to enable all employees to visualize both the inputs and outputs influencing behaviors. This includes communicating the value and impact of more strategic goal setting, tracking, and management to everyone. When you operationalize goal setting, your organization can more efficiently manage business performance and achieve the following:

* Smarter planning with increased employee engagement, motivation, and clarity of purpose. Your organization can spend more time deciding what activities should be accomplished, ensuring quarterly goals match the strategic vision. At the same time, you can ensure you are enabling all employees to make progress on tasks associated with meaningful work. You have a gauge for how your organization is tracking to your business plan, and full transparency into where employees and teams are on track and/or need assistance.
* Increased visibility across silos. An enterprise goals platform brings transparency to the performance management process. Instead of goals being discussed twice a year—during goal setting in January and performance reviews in December—goal platforms provide on-going and increased visibility into goal progress (success and failure), bottom up, top down, and across teams, creating a more open culture that encourages collaborative problem solving and promotes faster decision making.

BetterWorks is designed to engage, empower, and cross-functionally align workers to set, track, and manage goals and become operationally excellent. Its built-in features support five key pillars:

* Connected. Goals are aligned vertically, cross-functionally, and with your company’s mission.
* Supported. Employees regularly engage with peers’ goals by providing relevant praise and feedback.
* Adaptable. Individuals refine goals and focus goals as priorities shift to get the right work done.
* Progress-Based. Employees update goals frequently so small wins are continually captured.
* Aspirational. Individuals remain motivated and challenged through meaningful stretch goals.

Kris Duggan is CEO of BetterWorks. Previously, he was founder of Badgeville. BetterWorks began with the simple, but deeply held goal of helping people feel like they are winning at work. Their enterprise goals platform, based on “Goal Science” thinking, is designed to engage, empower, and cross-functionally align workers. BetterWorks drives high-performing companies to become operationally excellent, and provide powerful insights about how work gets done.
Resources Mentioned in This Episode

* Podcast: GC02: Badge of Engagement
* Website: BetterWorks
* White Paper: Goal Science Best Practices
* Article: Does Performance Management Make the Grade?
* Publication from Bersin by Deloitte: Guide to Performance Management Software 2015
* Twitter: Show more...
10 years ago
26 minutes 9 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC30: The Game of Benefits | with Dr. Ann Clark and Erin Krehbiel of ACI/MacroLife
Gamification and mobile technology can both make it easier for employees to use their benefits, and provide the motivation to make it what they want to do. In past episodes of Game Changer, we’ve looked at some gamified applications related to certain health benefits – such as episode 3 with UnitedHealth, episode 7 with Movable, and episode 11 with Mindbloom. Today, we’re looking at MacroLife and its creators say it integrates not just health care but a wide range of employee benefits.
MacroLife is a new gamified benefits solution from ACI Specialty Benefits, one of the 10 largest providers in the US of Employee Assistance Program (EAP) services, as well as wellness, work/life, concierge, and student assistance services.
Resources Mentioned in This Episode

* Video about MacroLife: acieap.com/gameofbenefits
* Video about ACI: www.youtube.com/watch?v=Rp5ClfeyLv8
* MacroLife website:  www.acimacrolife.com
* ACI Website: http://www.acispecialtybenefits.com
* Twitter: @ACISpecBenefits
* LinkedIn: www.linkedin.com/company/aci-specialty-benefits
* Facebook www.facebook.com/ACISpecialtyBenefits

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.
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Your Feedback
If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at jesse@engagingleader.com, subscribe to him on Facebook, or follow him on Twitter.
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10 years ago
34 minutes 33 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC29: GamifiKaizen: Using gamification for continuous improvement | with Gal Rimon of GamEffective
Longtime listeners of Game Changer know that gamification isn’t about rewards and competition. The most effective gamification makes use of intrinsic drivers to engage employees. GamEffective strives to be the “Fitbit of work,” taking the place of traditional performance management, feedback, and even continuous improvement practices such as kaizens.
Gal Rimon is CEO of GamEffective, which he founded in 2012, with the vision of bringing next-generation gamification to enterprise applications. Previously, was CEO of Gilon-Synergy Business Insight, a national leader in Business Intelligence. In 2010, Gilon-Synergy was acquired for $20 million by Ness Technologies (NASDAQ:NSTC) and Gal went on to serve as Senior VP at Ness, and was member of its executive management.  Prior to that he was VP customer relations and operations at Deloitte Consulting.
Resources Mentioned in This Episode

* Website: www.gameffective.com
* Twitter: @galrimon and @gameffective
* LinkedIN: www.linkedin.com/company/gameffective
* Article: “Gamification and Kaizen – using gamification for continuous process improvement”
* Article: “Gamification is the new corporate performance management”
* Article: “How to communicate your enterprise gamification project: best practices”
* Article: “Why conventional wisdom about enterprise gamification is flat out wrong”

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.
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Your Feedback
If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at jesse@engagingleader.com, subscribe to him on Facebook, or follow him on Twitter.
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10 years ago
46 minutes 22 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC28: Gamification in Human Resources | with Mario Herger
The new book Gamification in Human Resources highlights several dozen examples of how organizations are using gamification throughout the employee life cycle to recruit, develop and evaluate talent – and it gives you the tools necessary to begin or expand your own gamification programs.
Mario Herger is the author of several books on gamification, including Gamif
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11 years ago
33 minutes 38 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC27: Gamify New Hire Onboarding | with Mohit Garg from MindTickle
MindTickle enables businesses, trainers and individuals to transform their existing online content (presentation slides, videos, and documents) into an interactive learning experience. MindTickle engages the learner and makes learning efficient, effective and delightful through a unique combination of gamification elements and social tools.

Mohit Garg is the Co-Founder of MindTickle. Prior to co-founding MindTickle in 2011, Mohit was a Director in the management consulting practice of PwC and was Principal at Diamond Management & Technology Consultants.
Examples mentioned:

* Pre-join onboarding for graduating university students hired by HCL Technologies (see HCL’s overview and MindTickle’s press release)
* Teacher engagement in Des Moines, Iowa

Resources Mentioned in This Episode

* Website: www.mindtickle.com
* Twitter: @mindtickle
* LinkedIn: www.linkedin.com/in/mohitgarg/
* To keep up on the latest from MindTickle, check out their blog at http://www.mindtickle.com/blog/
* For more about MindTickle and their mission, check out Mohit’s Q&A with WorkBabble
* Tech Cocktail article about MindTickle: Gamify Your New Hire Onboarding Process with MindTickle
* International Society for Technology in Education (ISTE) 2014 Conference: June 28 – July 1

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.
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Your Feedback
If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at jesse@engagingleader.com, subscribe to him on Facebook, or follow him on Twitter.
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11 years ago
35 minutes 42 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC26: Online Leadership Training Game | with Kevin Allen from Planet Jockey
The Planet Jockey Game is based on actual situations and dilemmas drawn from the experience of real CEOs and other senior leaders of Fortune 500 companies.
Planet Jockey trains users to become emotionally intelligent leaders by adopting the concept of buoyancy, the phenomenon whereby, as a leader, you float because the people you have inspired believe that you should. They believe in you because you have understood, connected with and ignited the deep desire that lies in their hearts.
The Planet Jockey experience is designed specifically for the rising stars of tomorrow and is rooted in successful leadership principles. Jesse meets with Kevin Allen, the founder and chairman of Planet Jockey, to discuss key learning outcomes, including:

* Team formation and briefing
* Goal setting
* Creating a following
* Strategy & planning
* Effective meetings
* Rumor & gossip
* Setting the tone
* Team discipline
* Managing up
* Diversity
* Managing conflict
* Counseling
* Making and taking opportunity
* Winning commitment
* Hiring & firing

Resources Mentioned in This Episode

* Website: www.planetjockey.com
* Twitter: @planetjockey
* Linkedin: www.linkedin.com/in/kevinallenofrekapltd

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.
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Your Feedback
If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at jesse@engagingleader.com, subscribe to him on Facebook, or follow him on Twitter.
Show more...
11 years ago
25 minutes 52 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC25: Four Game Drives – and One Drive to Rule Them All
Assuming you have defined the right business objectives, the most important key for successful gamification is to target the right motivators: the drives that make people want to engage and that stimulate the right thoughts and actions to accomplish your objectives.
In this episode, Jesse discusses:

* The Four “E.A.S.I.” Game Drives
* Game Actions that appeal to each of the Four Game Drives
* How to consider the player’s focus based on their dominant drive: are players more focused on people or things, and are they more focused on outcomes or process?
* Games Drives in the Wild: LiveOps Case Study
* One Drive to Rule Them All: of the four Game Drives, one is the most important when it comes to employee gamification

E.A.S.I. Game Drives Compared to Other Models



E.A.S.I. Game Drives
McClelland’s Three Needs
Pink’s Drives
Bartle’s Player Types
Kim’s Social Engagement Verbs
Chou’s Octalysis


Explore

Autonomy
Explorer
Explore
Ownership
Unpredictability


Achieve
Achievement
Mastery
Achiever
Compete
Accomplishment
Empowerment


Socialize
Affiliation
Relatedness*
Socializer
Collaborate
Social influence


Impact
Impact
Purpose
Killer
Express
Meaning







Avoidance scarcity



*Although excluded from Daniel Pink’s book Drive (probably for the sake of simplicity), Relatedness is one of the core components of Edward Deci and Richard Ryan’s Self-Determination Theory, on which Drive is based.
Resources Mentioned in This Episode

* Bartle, Richard (1996), “Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs”
* Burnham, David (2002), “Inside the Mind of the World-Class Leader”
* Chou, Yukai (2012), “Octalysis: Complete Gamification Framework”
* Kim, Amy Jo (2012), “Social Engagement: who’s playing? how do they like to engage?”
* Marczewski, Andrzej (2013), “Marczewski’s Gamification User Types 2.0”
* Mathur, Sanjay (2011), “A distributed social workforce drives profit and performance”


To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.
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11 years ago
35 minutes 33 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC24: Killer Gamification: Engaging for Impact
The term “gamification” gained popularity in 2010; by the end of 2012, it had reached mega-trend status. For decades, video games had demonstrated phenomenal power in engaging the focus of people of all ages. Now, businesses were using gamification, which we define as game-inspired tactics to engage people, often with similarly powerful results.
However, the tech research firm Gartner made headlines in late 2012 when it predicted that 80% of current gamified applications would fail to meet business objectives — due to poor design, ineffective communication, or ill-defined business objectives. Even so, Gartner also predicted that by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.
If poor design is a primary culprit of failed gamification, how can you improve your chances of success?
Assuming you have defined the right business objectives, the most important key is to target the right motivators: the drives that make people want to engage and that stimulate the right thoughts and actions to accomplish your objectives.
In this episode, Jesse discusses:

* Discovery of the 300+ human needs by Harvard psychologist Henry Murray
* Organization and prioritization of the 300 needs by Murray’s student, Abraham Maslow (the famous Hierarchy of Needs pyramid)
* Discovery of the huge importance of the Three Needs by Maslow’s student, David McClelland
* The “Killer Confusion” and “Killer Contraints” of trying to apply Richard Bartle’s Player Types to gamification
* Amy Jo Kim’s Social Engagement Verbs as one attempt to overcome the limitations of Bartle’s Player Types
* Why the Three Needs is a more fundamental and helpful model than either Bartle’s Player Types or Kim’s Social Engagement Verbs

Resources Mentioned in This Episode

* New book: Gamification: Engaging Your Workforce, available from Ark Group (also see Amazon) – features chapters by Jesse Lahey, Andrzej Marczewski, Yu-kai Chou, and Stephen Kaukonen & Thomas Hsu.
* Blog post explaining the Three Needs
* Blog post: Killer Gamification: Targeting the Drives That Make People Want to Engage
* Bartle, Richard (1996), “Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs”
* Burn-Callander, Rebecca 2013, “Gamification: How To Create A ‘Super User’,” interview with Michael Wu, chief scientist at Lithium, a social-engagement software provider.
* Burnham, David (2002), “Inside the Mind of the World-Class Leader”
* Kim, Amy Jo (2012), “Social Engagement: Who’s playing? How do they like to engage?”
* Wikipedia,
Show more...
11 years ago
33 minutes 35 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC23: Using the Gamification User Types in the Real World | with Andrzej Marczewski
The tech research firm Gartner made headlines in late 2012 when it predicted that 80% of current gamified applications would fail to meet business objectives — due to poor design, ineffective communication, or ill-defined business objectives. If poor design is a primary culprit of failed gamification, how can you improve your chances of success?
Andrzej Marczewski is the Intranet Webmaster at Capgemini UK and author of Gamification – A Simple Introduction & a Bit More. He explains how understanding user types can increase the odds that your gamification will achieve your objectives. Marczewski’s current model User Types 2.0 describes six user types:

* Socialisers are motivated by Relatedness. They want to interact with others and create social connections.
* Free Spirits are motivated by Autonomy. They want to create and explore.
* Achievers are motivated by Mastery. They are looking to learn new things and improve themselves. They want challenges to overcome.
* Philanthropists are motivated by Purpose. This group are altruistic, wanting to give back to other people and enrich the lives of others in some way.
* Players are motivated by Rewards. They will do what is needed of them to collect rewards from a system.
* Disruptors are motivated by various things, but in general they want to disrupt your system, either by directly or through other users.

Resources Mentioned in This Episode

* eBook: Gamification – A Simple Introduction & a Bit More
* Blog: http://Marczewski.me.uk
* Article: Using the Gamification User Types in the Real World
* Article: Marczewski’s User Types
* Twitter: @daverage
* LinkedIn: uk.linkedin.com/in/andrzejmarczewski

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.
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If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at jesse@engagingleader.com, subscribe to him on Facebook, or follow him on Twitter.
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11 years ago
39 minutes 11 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC22: The Octalysis: 8 Core Drives of Gamification | with Yu-kai Chou
Yu-kai Chou has been a regular speaker and lecturer on gamification around the world for organizations like Stanford University, Google Inc., The Gamification Summit, the Innovation Center in Denmark, and many more.
Yu-kai was one of the earliest pioneers in Gamification, starting his work in the industry in 2003 and was rated #1  among the Top 40 Gamification Gurus by UK-Based Leaderboarded. He is also the creator of The Complete Gamification Framework: Octalysis as well as the video series The Beginner’s Guide to Gamification. Yu-kai is a Partner at the Enterprise Gamification Consultancy (EGC), the leading global gamification consulting group for enterprizes. He is also the Co-Founder and Head of Product for RewardMe, a digital loyalty platform that aims to gamify offline commerce and was rated by AlwaysOn as one of the Top 10 Private Companies to Watch. RewardMe also won Best Commercial App at the first location-based service awards “The Locals.”
Together, Jesse and Yu-kai examine the Octalysis framework and discuss the 8 core drives of gamification:

* Epic Meaning & Calling
* Development & Accomplishment
* Empowerment of Creativity & Feedback
* Ownership & Possession
* Social Influence & Relatedness
* Scarcity & Impatience
* Curiosity & Unpredictability
* Loss & Avoidance

Resources Mentioned in This Episode

* Website: www.yukaichou.com
* The Octalysis gamification framework: www.octalysis.com
* Video Series: The Beginner’s Guide to Gamification
* Twitter: @yukaichou
* Linkedin: http://www.linkedin.com/in/yukaichou
* For more info on the EGC: http://www.enterprise-gamification.com/index.php?lang=en

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.
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If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at jesse@engagingleader.com, subscribe to him on Facebook, or follow him on Twitter.
Show more...
11 years ago
33 minutes 21 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC21: Gamifying Consumerism at Healthcare University | with Clayton Nicholas
Clayton Nicholas brings nearly two decades of experience as an entrepreneur, Fortune 50 executive, and Army Officer to his role with Change Healthcare. After honing his expertise in general management, marketing, strategy and sales techniques across healthcare and information technology sectors, Nicholas now leads marketing and public relations functions while helping to drive strategy and innovation. Most recently, Nicholas was executive director of clinical strategy and operations for Walgreens. Previously, he founded and sold incentives company Giving Tree, LLC and led marketing, strategy and sales functions at Healthways and IBM.
Established in 2007, Change Healthcare is on a mission to transform the way Americans purchase and utilize healthcare services. With a national client base of health plans and employers covering lives in all 50 states, the company is the premier national provider of healthcare consumer engagement and cost transparency solutions, including Healthcare University, Targeted Engagement Alerts, Ways to Save Alerts and Cost Lookup. To learn more, visit www.changehealthcare.com.
Resources Mentioned in This Episode

* Website: www.changehealthcare.com
* Twitter: @ClayJNicholas
* LinkedIn: http://www.linkedin.com/in/claytonnicholas
* For more information on Change Healthcare’s product visit their Product Page. To arrange a demo visit their Contact Page or email engage@changehealthcare.com.

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.
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11 years ago
38 minutes 13 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC20: Gamification at Work: How to Succeed in a Corporate Setting | with Mario Herger
Mario Herger is co-author of Gamification at Work: Designing Engaging Business Software. He is founder and partner of Enterprise-Gamification.com, launched in October 2011. He has been Senior Innovation Strategist and Global Head of the Gamification Initiative at SAP Labs in Palo Alto, California for the past 14 years. Mario also leads the Austrian Innovation Center Silicon Valley (AICSV), which he co-founded in 2013.
In his work as head of the Gamification Initiative at SAP, Mario has supported gamification efforts in the enterprise from multiple levels and departments, including Sustainability, On Demand, Mobile, HR, Training & Education, and Banking. He has increased gamification awareness by organizing innovation events, holding dozens of gamification workshops, working with gamification platform & service providers, and consulting with organizations to incorporate gamification strategies. In his book Gamification at Work, Mario outlines his successful methodology to gamifying business called Player Centered Design.
Mario outlines tips for successful gamification in a corporate setting:

* Get a gamification sponsor.
* Budget for both creation and ongoing maintenance and new challenge levels.
* Prepare for rollout. (big bang, or pilot/slow-rollout?)
* Opt-in or mandatory?
* Plan for error scenarios.

Jesse and Mario discuss several examples of successful gamification strategies:

* SAP Vampire Hunter at SAP
* SAP Roadwarrior
* TrueOffice compliance training

Resources Mentioned in This Episode

* Book: Gamification at Work: Designing Engaging Business Software
* Website: http://www.enterprise-gamification.com/
* Twitter: @mherger
* LinkedIn: http://www.linkedin.com/in/marioherger
* Community: GamificationCommunity.com

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.
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If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at jesse@engagingleader.com, subscribe to him on Facebook, or follow him on Twitter.
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12 years ago
34 minutes

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC19: Game-Thinking at Work: Enterprise Gamification Examples | with Jim Wexler
Jim Wexler is a digital communication expert and thought leader, helping top companies create digital experiences to deepen engagement, build relationships, and change behavior.
As President of Experiences Unlimited in New York, he develops digital marketing strategies and campaigns to improve organizational performance, leveraging a track record in Marketing Ideation, Social Media, Branded Entertainment, Gamification, and emerging media and platforms expertise.
This September, Jim will be the conference chair of the Enterprise Gamification Forum in New York City.
Known as the original pioneer of games as a media platform, Jim has put over 8 million “advergames” into play including first-ever game-based campaigns for General Mills, Coca-Cola, The GAP, AXA Equitable Goldman Sachs, and Johnson & Johnson.
Jim has been featured in BusinessWeek, Forbes, The New York Times and CBS News, and he is a columnist for TheCMOSite.com and ERE.net.
In this episode, Jim and Jesse discusses how gamification has changed in recent years, and where the trend is headed. In addition, Jim shares several examples of enterprise gamification to engage employees, including:

* Employer branding
* Talent acquisition
* Training for “soft skills” and behavior change, including leadership, negotiation, ethics, diversity, and sales.

Resources Mentioned in This Episode

* Conference: Enterprise Gamification Forum 2013, Sep. 23-25, 2013
* Connect with Jim on Twitter: @JimWexler
* For updates on EGF 2013, follow the conference on Twitter: @egfnyc
* Company website: Experiences Unlimited

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.
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If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at jesse@engagingleader.com, subscribe to him on Facebook, or follow him on Twitter.
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12 years ago
32 minutes 32 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC18: Game-Inspired Tactics to Engage Employees
This episode takes a step back from specific gamification solutions to discuss the bigger picture of this hot, but still-emerging trend.
Why are game-inspired tactics becoming popular to engage employees in employees in areas such as collaboration, wellness, and retirement planning? What are examples of complete solutions, small steps, and low-tech approaches? Gamification is just one of many available engagement strategies: how do you know when to use it?
Examples mentioned:
Keas (complete solution)

JP Morgan (small steps)



DTE Energy Expedition (low-tech)

Resources Mentioned in This Episode

* Video: Foldit Co-creator Seth Cooper talks about the power of games to motivate action.
* Blog post by Yu-kai Chou: Top 10 Social Gamification Examples That Will Literally Save the World
* Video: 5 Gamification Levels of Engagement
* Blog post: 7 Tricks for Taming the Email Monster
* Podcast: GC16: Can Gamified Wellness Deliver a Winning ROI? | with Josh Stevens of Keas
* Podcast: GC01: 6 Steps to Effective Gamification | with Kevin Werbach

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.
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If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at jesse@engagingleader.com, subscribe to him on Facebook, or follow him on Twitter.
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12 years ago
42 minutes 28 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC17: Can Gamification Truly Drive and Measure Sales Productivity? | with Mike Smalls from Hoopla

More than $9 billion is spent on sales contests and incentive programs each year, yet most sales managers have no way to measure the impact of these programs.
Mike Smalls is the founder and CEO of Hoopla, a software company that helps sales and service organizations use game mechanics to improve performance. Mike has more than 25 years of experience in the technology industry as a sales executive at several startups, and as a leader of a variety of teams at larger companies. His company, Hoopla, grew by more than 400 percent in 2012, adding more than 100 customers to its roster from a variety of industries, including well-known companies such as Adobe, Allergan, and Experian. In addition, the Hoopla Scoreboard just won a Salesforce AppExchange Customer Choice Award.
Examples discussed:

* ON24
* Glass Door
* New Relic

Resources Mentioned in This Episode

* Book: Enterprise Games: Using Game Mechanics to Build a Better Business
* Book: Top Dog: The Science of Winning and Losing

Connect with Hoopla:

* Website: Hoopla.net
* Find Hoopla in the SalesForce App Exchange
* Call Hoopla:  408-498-9600
* Twitter: @HooplaSoftware

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.
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Your Feedback
If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at jesse@engagingleader.com, subscribe to him on Facebook, or follow him on Twitter.
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12 years ago
29 minutes 5 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
GC16: Can Gamified Wellness Deliver a Winning ROI? | with Josh Stevens of Keas

In the past couple weeks, a congressionally mandated report on workplace wellness programs created for the U.S. Department of Labor and the Department of Health and Human Services was released to the public. The report was created by the RAND Corporation, a nonprofit research institution. The results are rather sobering, suggesting that although 51% of large U.S. employers offer a workplace wellness program, they don’t seem to actually be saving much money for employers … in fact, it suggests that most of the reported claims on ROI for workplace wellness are hype provided by vendors.
Keas is one corporate wellness provider that probably wasn’t surprised by the report’s conclusions. Keas is a company that Mashable said began as the Mint.com for health and became the Farmville for corporate wellness. Back in 2010, Keas realized it was failing to make an impact, and so it revamped its entire program with a gamification approach. Today we’ll find out what kind of difference that made, and whether Keas is producing an ROI for employers that rises above the disappointing results of the RAND report.
Our guest, Josh Stevens, has been in the tech world for many years, at companies like AOL, TicketsNow.com, and YouSendIt. Today he is the CEO of Keas.
Resources Mentioned in This Episode

* DOL report on workplace wellness programs
* Keas website

Connect with Josh:

* Twitter: @Josh_Keas
* LinkedIn

To stay up on the latest news and trends in employee gamification, join the Game Changer group on LinkedIn.
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If you like our show, please rate us on iTunes. That makes a huge difference in helping more people discover it. We love to know your thoughts about this episode. Please submit your comments below! You can also email comments to Jesse at jesse@engagingleader.com, subscribe to him on Facebook, or follow him on Twitter.
Show more...
12 years ago
42 minutes 49 seconds

Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications
Welcome to Game Changer, a show on using gamification to engage employees. Join us as industry experts discuss one of the hottest trends in business today: using fun and game-thinking as a strategy to better engage employees in their work and in areas such as health and wellness, recruiting, and more. This is a special podcast series by the producers of the top-rated podcast, Engaging Leader. Game Changer is the show for CEOs, HR Executives, and other business leaders to learn about internal gamification. Over the course of this series, you'll hear examples and pitfalls, discover how to assess when it's an appropriate strategy, and learn to evaluate gamification partners and game ideas.