With 87% of American workers not engaged in their jobs, how can you drive motivation? When policy and technology aren't enough, you need a new and modern approach. Learn about how business gamification is used to drive employee engagement and real world business results.
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Sign up here: http://info.badgeville.com/15Feb-WebinarReg.html
Bernardo Crespo presented on BBVA's use of gamification over 3 years to educate customers on how to use its transactional website. The game engaged over 201,000 users who accumulated over 5,000 hours of learning. Key metrics like click-through rates for emails doubled while satisfaction with the bank's website increased. BBVA is now exploring using gamification further for customer acquisition.
This document appears to be a list of names from Projek PSV in 2012. It includes 17 names such as Wes mirid, Amaryllis, ANN ANNABELLA, ALISCA, GAYMON, John, Macdubline abell, Darrenly, Nicole, Nazrun, JIECKLIEN, Ivyn ildiana, esli, VALENCIA, Bryan castillo, ANNATASIA, Nathalyn, Daniel, NICOLSON, and LARENCE DEXTER.
This document discusses gamification and how concepts from virtual games can be applied to the real world. It defines a game as play where you can lose, and establishes that gamification differs from games because players are not willingly bound by an agreed upon set of rules. It describes how different player types can have different interpretations of unwritten rules, and that behaviors considered cheating by some may not be by others. It stresses that for gamification to be successful, designers must understand how their systems may be experienced differently by various player types.
GWC13 - Daniel González de la Vega - Increasing engagement at math teachinggamificationworldcongress
Smartick is an online math teaching program for children ages 5-12. It uses 15-minute daily adaptive sessions to keep students working at their maximum skill level. To maximize student engagement and improvement, Smartick aims to increase both usage (number of daily sessions) and concentration during sessions through gamification techniques. Preliminary results show a 4.3% increase in usage and a 31.2% increase in concentration, as measured by problems solved per session. The gamification features also seem to be improving word of mouth promotion through increased social club activity and invitations sent to current and non-members.
Este documento describe el desarrollo afectivo del niño y la importancia del vínculo afectivo. Explica que los niños necesitan una relación afectiva con cuidadores que satisfagan sus necesidades básicas. En la adopción, los padres adoptivos deben construir un nuevo vínculo afectivo que repare los daños causados por la ruptura del vínculo anterior. Algunas dificultades que pueden surgir incluyen problemas psicosomáticos y conductas de autoagresión en niños pequeños, y problemas de apego des
With 87% of American workers not engaged in their jobs, how can you drive motivation? When policy and technology aren't enough, you need a new and modern approach. Learn about how business gamification is used to drive employee engagement and real world business results.
Want to watch the webinar?
Sign up here: http://info.badgeville.com/15Feb-WebinarReg.html
Bernardo Crespo presented on BBVA's use of gamification over 3 years to educate customers on how to use its transactional website. The game engaged over 201,000 users who accumulated over 5,000 hours of learning. Key metrics like click-through rates for emails doubled while satisfaction with the bank's website increased. BBVA is now exploring using gamification further for customer acquisition.
This document appears to be a list of names from Projek PSV in 2012. It includes 17 names such as Wes mirid, Amaryllis, ANN ANNABELLA, ALISCA, GAYMON, John, Macdubline abell, Darrenly, Nicole, Nazrun, JIECKLIEN, Ivyn ildiana, esli, VALENCIA, Bryan castillo, ANNATASIA, Nathalyn, Daniel, NICOLSON, and LARENCE DEXTER.
This document discusses gamification and how concepts from virtual games can be applied to the real world. It defines a game as play where you can lose, and establishes that gamification differs from games because players are not willingly bound by an agreed upon set of rules. It describes how different player types can have different interpretations of unwritten rules, and that behaviors considered cheating by some may not be by others. It stresses that for gamification to be successful, designers must understand how their systems may be experienced differently by various player types.
GWC13 - Daniel González de la Vega - Increasing engagement at math teachinggamificationworldcongress
Smartick is an online math teaching program for children ages 5-12. It uses 15-minute daily adaptive sessions to keep students working at their maximum skill level. To maximize student engagement and improvement, Smartick aims to increase both usage (number of daily sessions) and concentration during sessions through gamification techniques. Preliminary results show a 4.3% increase in usage and a 31.2% increase in concentration, as measured by problems solved per session. The gamification features also seem to be improving word of mouth promotion through increased social club activity and invitations sent to current and non-members.
Este documento describe el desarrollo afectivo del niño y la importancia del vínculo afectivo. Explica que los niños necesitan una relación afectiva con cuidadores que satisfagan sus necesidades básicas. En la adopción, los padres adoptivos deben construir un nuevo vínculo afectivo que repare los daños causados por la ruptura del vínculo anterior. Algunas dificultades que pueden surgir incluyen problemas psicosomáticos y conductas de autoagresión en niños pequeños, y problemas de apego des
Este documento promueve unirse a Club Autopremio, una comunidad que ofrece ganancias a través del desarrollo de una red de asociados. Al pagar una cuota de $AR 600, se activa como socio y se comienza a desarrollar la red patrocinando a dos amigos. Esto genera una renta de red inicial de $AR 30.000 mensuales, además de participar en sorteos semanales y mensuales de automóviles. Ser socio activo brinda otros beneficios como seguros y capacitaciones.
Holistic Large Animal Veterinary Treatmentsffbroadwell
This document contains information about an Ohio veterinarian named A.J. Luft who owns a veterinary practice and small farm. It includes details about his education, experience working with organic clients, suppliers he recommends, and treatments and prevention strategies he uses for common livestock ailments. The document provides an overview of Luft's credentials and approach to holistic veterinary medicine.
The document discusses how unhappy employees can negatively impact productivity. It notes that a certain percentage of employees are unhappy and that this unhappiness can result in a specific number of weeks of productivity loss. It advocates that bosses treat employees well and focus on employee happiness rather than just profits in order to improve productivity and encourage employee retention.
This document summarizes a sales management and promotion project for Natco Pharma Ltd. It outlines the company profile, sales force structure with regional, zonal, and area managers, sales territories, division criteria, targets and incentives, sales quotas, and motivation and training programs. The sales force has targets assigned by product with incentives paid per person for achieving quotas. Area managers oversee 5 executives each and are responsible for sales quota achievements in their territories.
The document discusses an integral computer-assisted language learning (ELAO Integral) program. It is taught by Alba Magdalena Sandoval Andrade and a team of teachers. The ELAO Integral program integrates all key aspects of technology into the process of studying a foreign language. For example, it describes the evolution of CALL from the 1970s focusing on grammar and drills, to the 1980s emphasizing communication, to the 21st century using multimedia and the internet for authentic content-based learning.
The document provides information about pastured pig farming through Animal Welfare Approved certification. It discusses the program's high welfare standards, support for farmers, and transparency. Benefits include annual farm audits, a label assuring high welfare, and confidentiality. The bottom line is farmers should visit the website, read standards, contact them, and apply online. It then addresses questions about markets, land needs, infrastructure, feeding, pastures, breeds, and setting up a production system.
The document discusses an integral computer-assisted language learning (ELAO Integral) program. It is taught by Alba Magdalena Sandoval Andrade and a team of teachers. The ELAO Integral program integrates all key aspects of technology into the process of studying a foreign language. For example, it describes the evolution of CALL from the 1970s focusing on grammar and drills, to the 1980s emphasizing communication, to the 21st century using multimedia and the internet for authentic content-based learning.
The Bastille website homepage effectively promotes the band's music and connects with fans. It features a clear logo and automatically plays their new song. Links to purchase the single, and to their social media pages, provide online promotion. The rotating images and numerous links give a lively feel. Fans can access music, videos, photos and tour dates, and sign up for newsletters, allowing the band to use their fans for further promotion.
Temat zaproponowany przez organizatorów konferencji #e-biznes festiwal (Kraków, 2012-11-14). Zamiast jednak o kampaniach crossmediowych było o budowaniu relacji w kontekście tezy, że „content is king”. O metodach wykorzystania trzech ekranów poprzez owned oraz earned media
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
The document contains details about 10 different gamification case studies for various companies. It describes the players, themes, key performance indicators (KPIs) tracked, challenges, and awards for gamification programs implemented at a cosmetics company, hotel group, car rental company, industrial manufacturer, and dental franchise organization. For each one it provides 2-4 paragraphs explaining the business context and key elements of the corresponding gamification solution. The case studies cover a range of industries and business functions among the various companies described.
The document discusses staying up all night to get lucky. In just a few short sentences, it conveys the message of wanting to find success or good fortune through extended effort and lack of sleep. While brief, the title captures the lighthearted sentiment of working hard in hopes of achieving something positive.
This document discusses potential games that HR people could play. It mentions games like Pixel Dungeon which is a rogue-like game focused on exploration. It also discusses a potential "Learning Dungeon" game for developing skills through voluntary challenge within a guild structure. Finally, it proposes a "Quest" mechanic for a game that could focus on relatedness, meaning, competence and autonomy while tracking business metrics.
Este documento promueve unirse a Club Autopremio, una comunidad que ofrece ganancias a través del desarrollo de una red de asociados. Al pagar una cuota de $AR 600, se activa como socio y se comienza a desarrollar la red patrocinando a dos amigos. Esto genera una renta de red inicial de $AR 30.000 mensuales, además de participar en sorteos semanales y mensuales de automóviles. Ser socio activo brinda otros beneficios como seguros y capacitaciones.
Holistic Large Animal Veterinary Treatmentsffbroadwell
This document contains information about an Ohio veterinarian named A.J. Luft who owns a veterinary practice and small farm. It includes details about his education, experience working with organic clients, suppliers he recommends, and treatments and prevention strategies he uses for common livestock ailments. The document provides an overview of Luft's credentials and approach to holistic veterinary medicine.
The document discusses how unhappy employees can negatively impact productivity. It notes that a certain percentage of employees are unhappy and that this unhappiness can result in a specific number of weeks of productivity loss. It advocates that bosses treat employees well and focus on employee happiness rather than just profits in order to improve productivity and encourage employee retention.
This document summarizes a sales management and promotion project for Natco Pharma Ltd. It outlines the company profile, sales force structure with regional, zonal, and area managers, sales territories, division criteria, targets and incentives, sales quotas, and motivation and training programs. The sales force has targets assigned by product with incentives paid per person for achieving quotas. Area managers oversee 5 executives each and are responsible for sales quota achievements in their territories.
The document discusses an integral computer-assisted language learning (ELAO Integral) program. It is taught by Alba Magdalena Sandoval Andrade and a team of teachers. The ELAO Integral program integrates all key aspects of technology into the process of studying a foreign language. For example, it describes the evolution of CALL from the 1970s focusing on grammar and drills, to the 1980s emphasizing communication, to the 21st century using multimedia and the internet for authentic content-based learning.
The document provides information about pastured pig farming through Animal Welfare Approved certification. It discusses the program's high welfare standards, support for farmers, and transparency. Benefits include annual farm audits, a label assuring high welfare, and confidentiality. The bottom line is farmers should visit the website, read standards, contact them, and apply online. It then addresses questions about markets, land needs, infrastructure, feeding, pastures, breeds, and setting up a production system.
The document discusses an integral computer-assisted language learning (ELAO Integral) program. It is taught by Alba Magdalena Sandoval Andrade and a team of teachers. The ELAO Integral program integrates all key aspects of technology into the process of studying a foreign language. For example, it describes the evolution of CALL from the 1970s focusing on grammar and drills, to the 1980s emphasizing communication, to the 21st century using multimedia and the internet for authentic content-based learning.
The Bastille website homepage effectively promotes the band's music and connects with fans. It features a clear logo and automatically plays their new song. Links to purchase the single, and to their social media pages, provide online promotion. The rotating images and numerous links give a lively feel. Fans can access music, videos, photos and tour dates, and sign up for newsletters, allowing the band to use their fans for further promotion.
Temat zaproponowany przez organizatorów konferencji #e-biznes festiwal (Kraków, 2012-11-14). Zamiast jednak o kampaniach crossmediowych było o budowaniu relacji w kontekście tezy, że „content is king”. O metodach wykorzystania trzech ekranów poprzez owned oraz earned media
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
The document contains details about 10 different gamification case studies for various companies. It describes the players, themes, key performance indicators (KPIs) tracked, challenges, and awards for gamification programs implemented at a cosmetics company, hotel group, car rental company, industrial manufacturer, and dental franchise organization. For each one it provides 2-4 paragraphs explaining the business context and key elements of the corresponding gamification solution. The case studies cover a range of industries and business functions among the various companies described.
The document discusses staying up all night to get lucky. In just a few short sentences, it conveys the message of wanting to find success or good fortune through extended effort and lack of sleep. While brief, the title captures the lighthearted sentiment of working hard in hopes of achieving something positive.
This document discusses potential games that HR people could play. It mentions games like Pixel Dungeon which is a rogue-like game focused on exploration. It also discusses a potential "Learning Dungeon" game for developing skills through voluntary challenge within a guild structure. Finally, it proposes a "Quest" mechanic for a game that could focus on relatedness, meaning, competence and autonomy while tracking business metrics.
Gamification is not just a game but a marketing strategy to engage customers and achieve business goals. This document discusses how Royal Canin implemented a "Club Royal Game" gamification platform to increase social media reach, build customer loyalty, grow their customer database, educate about pet care, entertain customers, and boost engagement. Key elements included personalization, sharing content, purchases, rewards, and playing games. After two months, the platform saw increases in visits, registrations, interactions and redemptions showing the value gamification can provide in branding, visits, registrations, interactions, and sales.
This document discusses customer loyalty programs and gamification strategies using the Travel Club loyalty program as a case study. Travel Club is a coalition loyalty program that works by customers earning points from 30 sponsor brands totaling 9.5 billion euros in related turnover annually. Travel Club has successfully used gamification techniques like games embedded within the loyalty program to increase engagement, acquisition, and retention. Their most recent game, Puntos Viajeros, turned the loyalty program itself into a game where customers earn points across partner companies to win rewards in a continuous cycle of differed rewards designed to create emotional links. Gamification has been a key part of Travel Club's strategy in recent years through interactive and rewarding content on their website, mobile app, emails, social
This document discusses how traditional business leaders often traumatize businesses through chaos and drama instead of doing things right. It notes there are 1201 ways for businesses to be traumatized but only 1 way to do IT right. The document criticizes traditional views of gamification, stating gamification is more than just handing out badges and games can be used for learning.
The document discusses the history and present state of gamification. It notes that the author invented the term "gamification" in 2003. It then discusses early gamification startups and lessons from the games industry. Finally, it outlines the author's definition of gamification as "building easy-to-use social action platforms" and discusses some modern examples of successful gamification platforms.
GWC14: Bastian Kneissl - Location based engagement: the star gate for interac...gamificationworldcongress
MAPCASE is a company founded in 2011 that uses location-based games and engagement to motivate people to be more active and open opportunities for advertisers. They have received funding and awards from incubators like EXIST and the European Space Agency. MAPCASE believes traditional advertising is inefficient and that mobile devices are key access points to users. They use gamification, social media, and location-based marketing to boost branding, engagement, loyalty, and conversions for their clients.
The document describes an interactive transmedia horror film project called "Panzer Chocolate". It includes an interactive film that uses an app to provide additional content during and after the screening. It also includes additional transmedia elements like a comic, novel, and mobile series that expand upon the story. The goal is to create an immersive experience for audiences and explore new models of interactive storytelling across multiple platforms.
GWC14: Jaume Juan - "Challenge: An incredible Game Dynamic for Massive Learning"gamificationworldcongress
The document describes a game dynamic called "challenge someone" that can be used for learning and training. It allows players to challenge each other to complete quizzes within a set time limit. This promotes learning through repetition and competition. The game is designed to be social and viral as players select others to challenge. It can be used by companies for sales training, product knowledge, and other areas. Data from real examples showed increased participation, knowledge gains, and comprehension over the course of a training campaign played through the game.
GWC14: Victor manrique - "How successful gamified experiences are designed"gamificationworldcongress
The document discusses gamification and outlines 12 stages in an "engagement circle" for designing engaging gamified experiences: 1) An Epic Journey 2) The Apprentice 3) The Beginning (onboarding), 4) A New World 5) Road of Trials 6) Birth of a Hero (early midgame), 7) The Hard Road 8) Back to the Origins 9) The Legend (late midgame), 10) League of Heroes 11) The Pursuit of Perfection 12) The Master's Path (everlasting endgame). Each stage is described in terms of complexity, emergence, and mechanics to maintain engagement.
The document discusses how Zoopla uses gamification and an engagement platform called "Property Power 100" to keep customers engaged with their brand through weekly performance tracking and individual scores. This orbit strategy is said to attract and keep customers engaged with the brand beyond just purchases, making future purchases easier.
GWC14: Thijs de Vries - "Playful learning: How to intrinsically motivate stud...gamificationworldcongress
The document discusses playful learning, which occurs when learning feels intrinsically motivated and play-like to students. Playful learning is defined by three key elements: autonomy, mastery, and meaning. Autonomy involves giving students a sense of control over their learning. Mastery refers to optimizing the level of challenge to match students' skills. Meaning involves connecting learning to social contexts or purposes that are meaningful to students. The goal of playful learning is to make the learning process feel self-directed and engaging rather than externally controlled.
The document discusses using gamification in retail through a mystery shopping program called "The Hunt". The Hunt was a 5 week program across 100 stores that challenged 1,000 salespeople to identify a "Mystery Man" customer through clues. Employees became more alert and engaged customers more. As a result of The Hunt, sales increased 4.7% for the retail organization and both employees and customers had more fun and engagement with the shopping experience.
GWC14: Mario herger - "Enterprise Gamification And The Blue Collar Worker" gamificationworldcongress
1. The document discusses using gamification techniques to improve engagement and motivation for blue collar workers. It addresses concepts like meaning, dignity, autonomy, and camaraderie.
2. Examples are given of how gamification could make repetitive tasks more engaging, such as assigning levels or progress bars to the work of garbage collectors or assembly line workers.
3. The benefits of gamification include increased productivity, job satisfaction, and employee retention by changing behaviors, creating habits, and providing feedback and engagement through fun game mechanics applied to work.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
GWC14: Juan valera - "Gamification: Psychology and Cognitive Architecture" gamificationworldcongress
This document discusses gamification and its relationship to psychology, cognition, and behavior change. It references theories from psychologists like Bandura, Ash, Seligman, Ryan and Deci, and frameworks like Richard Bartle's player typology. Key topics covered include cognitive architectures, assessment, training, learning, development, and applying gamification to enhance skills and assessment in organizations. References are made to embodied cognition and how gamification can provide a more objective and cost-effective way to measure real behaviors and skills.
GWC14: Jose Carlos Cortizo - "The reality of gamified loyalty in eCommerce"gamificationworldcongress
The document discusses the realities of gamified loyalty programs in e-commerce. It notes that while e-commerce seems simple, businesses need to focus on customer acquisition, conversion optimization, and loyalty over time. The document then presents results of a study on gamification and loyalty programs. Key findings include that most users prefer fun loyalty programs that connect brands, and attitudes towards gamification differ between countries - with users in Spain and Latin America generally more open to gamified experiences than those in the US, UK, and Canada. The conclusion is that e-commerce businesses should keep loyalty programs simple, tailor experiences to different cultures, and focus on engaging their most valuable customers.
This presentation by Thibault Schrepel, Associate Professor of Law at Vrije Universiteit Amsterdam University, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
This presentation by Juraj Čorba, Chair of OECD Working Party on Artificial Intelligence Governance (AIGO), was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by Tim Capel, Director of the UK Information Commissioner’s Office Legal Service, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by Nathaniel Lane, Associate Professor in Economics at Oxford University, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
This presentation by Yong Lim, Professor of Economic Law at Seoul National University School of Law, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
Carrer goals.pptx and their importance in real lifeartemacademy2
Career goals serve as a roadmap for individuals, guiding them toward achieving long-term professional aspirations and personal fulfillment. Establishing clear career goals enables professionals to focus their efforts on developing specific skills, gaining relevant experience, and making strategic decisions that align with their desired career trajectory. By setting both short-term and long-term objectives, individuals can systematically track their progress, make necessary adjustments, and stay motivated. Short-term goals often include acquiring new qualifications, mastering particular competencies, or securing a specific role, while long-term goals might encompass reaching executive positions, becoming industry experts, or launching entrepreneurial ventures.
Moreover, having well-defined career goals fosters a sense of purpose and direction, enhancing job satisfaction and overall productivity. It encourages continuous learning and adaptation, as professionals remain attuned to industry trends and evolving job market demands. Career goals also facilitate better time management and resource allocation, as individuals prioritize tasks and opportunities that advance their professional growth. In addition, articulating career goals can aid in networking and mentorship, as it allows individuals to communicate their aspirations clearly to potential mentors, colleagues, and employers, thereby opening doors to valuable guidance and support. Ultimately, career goals are integral to personal and professional development, driving individuals toward sustained success and fulfillment in their chosen fields.
This presentation by Professor Alex Robson, Deputy Chair of Australia’s Productivity Commission, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by Professor Giuseppe Colangelo, Jean Monnet Professor of European Innovation Policy, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.