Game Changer: Mobility, Games and Gamification for the Communications Profession

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My presentation at the 2012 IABC World Conference in Chicago, June 26. This is a Slidecast presentation, so you can view it like a typical Slideshare deck or click the PLAY button and let it run itself with the audio recording of my talk synced up with the slides.

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  • Press F5 or enter presentation mode to view the poll\r\nIn an emergency during your presentation, if the poll isn't showing, navigate to this link in your web browser:\r\nhttp://www.polleverywhere.com/multiple_choice_polls/NDk2ODc0MTM5If you like, you can use this slide as a template for your own voting slides. You might use a slide like this if you feel your audience would benefit from the picture showing a text message on a phone.
  • Press F5 or enter presentation mode to view the poll\r\nIn an emergency during your presentation, if the poll isn't showing, navigate to this link in your web browser:\r\nhttp://www.polleverywhere.com/multiple_choice_polls/LTM2MzM0MDcxNgIf you like, you can use this slide as a template for your own voting slides. You might use a slide like this if you feel your audience would benefit from the picture showing a text message on a phone.
  • Tablets account for 1-3% of total magazine circulation
  • BYOD policies need to address vacation time. (KNOCK: NEED TO BARGE IN ON TASK FORCES)
  • 1 in 10 tablet users watches videos daily; 3x more likely to watch video than phone users
  • NH Hotels #WakeUpPics
  • Game Changer: Mobility, Games and Gamification for the Communications Profession

    1. 1. Game Changer: Mobility, Games & Gamification Shel Holtz, ABC @shelholtz #IABC12
    2. 2. Participants cast their votes using mobile devices via PollEverywhere.com
    3. 3. Source: Forrester Research
    4. 4. Source: Forrester Research
    5. 5. The Law of Mobility (Russ McGuire) The value of anyproduct or service increases with its mobility
    6. 6. Assumption: To use a product or service, you access it from a fixed location.
    7. 7. Mobile alters the conditions under whichproducts and services can be used
    8. 8. Participants cast their votes using mobile devices via PollEverywhere.com
    9. 9. TheSecondScreen Why not in business?
    10. 10. Video excerpt from season finale of TV series “Touch” demonstrated Augmented Reality in a default AT&T app, “AirGraffiti”
    11. 11. Layar Augmented Reality video from this presentation can be found here:http://www.youtube.com/watch?feature=player_embedded&v=wi80g9WJvmw
    12. 12. A video similar to the one used in the presentation is available here: http://www.youtube.com/watch?v=q88Lt1lYuK0
    13. 13. Emart “Shadow QR Code” campaign video from the presentation: http://www.youtube.com/watch?v=1N6EdgN3FUU
    14. 14. THE COMMUNICATION CHANNEL OF THE FUTURE
    15. 15. Implications• Policies• Training• Education• Content• Context
    16. 16. VideosTextImagesGames & gamification
    17. 17. #WakeUpPics
    18. 18. 61% of surveyed CEOs, CFOs and other senior executives say they takedaily game breaks at work
    19. 19. Reality• The worst game ever – Purpose is unclear – Not motivated to keep plugging away – Individual goals are uncertain – Feedback infrequent, missing and/or confusing – Lack of control -- Jane McGonigal
    20. 20. What Makes it a Game?• Voluntary• A goal• Restrictions (rules)• Voluntary obstacles• Feedback system• Video games = network effect
    21. 21. Why Do We Play?• Intrinsic rewards – Daniel Pink says… • Autonomy (self-direction) • Mastery (get better at something that matters) • Purpose (be part of something larger than ourselves)
    22. 22. Why Do We Play?• Intrinsic rewards – Jane McGonigal says… • Satisfying work • The experience or hope of being successful • Social connection • Purpose
    23. 23. Still confused? Extrinsic IntrinsicI get paid but the project never launches
    24. 24. Do They Work?• Employees trained on video games… – Learned more factual information – Attained higher skill levels – Retained information longer …than workers learning the traditional way
    25. 25. Gamification• Incorporating game dynamics into non-game situations• Gartner: By 2014, 70% of large companies will use it• Workplace trends: – Points – Badging (e.g., LiveOps call centers) – Leaderboards – Peer recognition
    26. 26. Your Next StepsMobile technology audit Join the team Instigate if necessaryMobile communication auditGame/gamification pilotEasy stuff: Just do itEverything else: Develop strategy, planEncourage technology populism
    27. 27. Phone: 415.881.7430 Shel Holtz, ABCTwitter: @shelholtzEmail: shel@holtz.comWeb: holtz.comBlog: blog.holtz.comPodcast: www.forimmediaterelease.bizLink blog: linksfromshel.tumblr.comVideo blog: shelholtz.comSkype: shelholtzPinterest: pinterest.com/shelholtzFacebook: facebook.com/shel.holtzLinkedIn: linkedin.com/shelholtz Copyright applies to this document – some rights reserved. This work is licensed under a Creative Commons Attribution-non commercial-share alike 3.0 license http://creativecommons.org/licenses/by-nc-sa/3.0

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