EP88: Gamification Revolution - Pascal Leclerc

June 29, 2016

Transforming the Call Center Workplace with Pascal Leclerc

Last week, we featured nGUVU's head 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 in a fun,game-like environment.

Watch the full interview below to learn about:

  • What was the central problem nGUVU aimed to resolve in the contact center working environment?
  • How did nGUVU present KPIs to contact center agents in contrast to traditional layouts that centers solely around competition?
  • How did call center companies reacted about having a layer of social mechanics for the agents on the nGUVU's platform?
  • what were nGUVU's key lessons in finding the balance between game-like elements and gamified, progress-orientated mechanics?
  • What were some of the behavioral changes that occurred among contact center agents as a result of gamifying their workplace?
  • Have nGUVU used rewards for knowledge sharing or knowledge base contribution among contact center agents?

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.

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EP79: Gamification Revolution - Guido Helmerhorst

February 17, 2016

Discovering KLM Airlines Next Top Model with Guido Helmerhorst

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.

Watch the full interview below to learn about:

  • How did Guido become interested in gamification and weaved it into the KLM’s business process?
  • Why did the project team use a mystery narrative to onboard users to the platform?
  • what type of missions were users able to complete and how did gameplay contribute to the creative ideation process?
  • What did the team discover about the users who participated in the project?
  • How did gameplay encouraged people from different departments to talk about the organization from a fresh perspective?
  • How has the project shifted attitudes inside the organization since the completion of the project?
  • What other gamification initiatives are currently being implemented in KLM?

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.

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EP86: Gamification Revolution - Nick Yee

December 16, 2015

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.

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EP85: Gamification Revolution - Leo Trottier

December 14, 2015

CleverPet: Fulfilling Idle Pets Cognitive Needs with Leo Trottier

Last time, 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.

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EP84: Gamification Revolution - Andrzej Marczewski

November 10, 2015

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!

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EP83: Gamification Revolution - Amy Jo Kim

October 13, 2015

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.

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EP82: Gamification Revolution - Scott Reinke

October 13, 2015

Gamified Mobile Application Helping Students Stay and Succeed at Ball State University

Last time, we featured Ball State University Achievements program coordinator, Scott Reinke to talk about the university’s student engagement app, Ball State Achievements. Developed in-house, the mobile application helps at-risk students engage with the university ecosystem and improve learning outcomes in higher education.

Watch the full interview below to learn about:

  • Why did the team chose a mobile platform to deliver content to its target audience?
  • What were the results since the program’s launch? Were there findings that surprised the team?
  • How did the team designed the actionable tasks found on the platform?
  • Why did the team not rely on extrinsic rewards such as prize money and gift cards to incentivize user actions?
  • What were the challenges for creating a gamified solution for a higher education setting?
  • What is the team’s vision for the future? Would this type of gamification platform be scalable for a larger higher education ecosystem?

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.

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EP81 Gamification Revolution - Robert Tercek

October 7, 2015

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.

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?
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EP80: Gamification Revolution - Jane McGonigal

September 9, 2015

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.

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