Why Gamification? How Games Engage and Motivate. Slides from Pete Jenkins' workshop on examples for HR delivered at British Ports Association in London, November 2017.
Green Gamification at Green Growth 2017 ConferencePete Baikins
Pete Jenkins' slides from Green Growth Conference 2017, Brighton (February 2017). An introduction to gamification and strategies to use it in motivating for environmental behaviour change.
Slides from Pete Jenkins' short workshop on HR Gamification held at Digital HR Conference in Belgrade, Serbia (June, 2016).
* Defining gamification
* Neuroscience
* Marczewski's Three Layers of Motivation
* Lazarro's 4 Keys 2 Fun
* Examples
* Jenkins' 6 C's of gamified marketing
Gamification: how to motivate brand advocatesPete Baikins
How gamification works and how to apply that knowledge to engaging brand advocates, whether they are staff or customers. Slides from Pete Jenkins' talk at the Wave Influencer Summit. London, UK on 14th November 2017.
Green Gamification at Green Growth 2017 ConferencePete Baikins
Pete Jenkins' slides from Green Growth Conference 2017, Brighton (February 2017). An introduction to gamification and strategies to use it in motivating for environmental behaviour change.
Slides from Pete Jenkins' short workshop on HR Gamification held at Digital HR Conference in Belgrade, Serbia (June, 2016).
* Defining gamification
* Neuroscience
* Marczewski's Three Layers of Motivation
* Lazarro's 4 Keys 2 Fun
* Examples
* Jenkins' 6 C's of gamified marketing
Gamification: how to motivate brand advocatesPete Baikins
How gamification works and how to apply that knowledge to engaging brand advocates, whether they are staff or customers. Slides from Pete Jenkins' talk at the Wave Influencer Summit. London, UK on 14th November 2017.
Keynote on Games for engagement from Learning Technologies Conference 2017Pete Baikins
Pete Jenkins' slides from Learning Technologies Conference 2017. #LT17uk Introduction into games and a look at the type of games for different demographics and player types. Collaborative play anyone?
Export journey and insight into gamificationPete Baikins
Slides from Pete Jenkins' presentation on Gamification+ Ltd's export journey and an insight into gamification from Action Asia: Unleash your ASEAN Ambitions event in Gatwick, UK on 29th January 2019
Slides from learning session at Airbus Leadership Academy on 30th January 2017, Toulouse, France. Introduction to gamification and strategies to take advantage of gamification in your project teams.
Can a gamified CRM really be fun to use? Slides from a presentation given by Pete Jenkins of GAMIFICATION+ at the 2015 Gaminomics conference.
A brief overview of the built in game mechanics of CRM.me and some gamification stats from the top 10 CRM.me users in the UK from the last 2 years. Which game mechanics have really worked?
Serious Play: How to use gamification to boost employee and customer engagementPete Baikins
Lunchtime talk on gamification giving an introduction to the neuroscience and psychology behind it, along with some interesting examples. Talk given by Pete Jenkins at VR and immersive digital experts MAKE [REAL] in Brighton UK on 1st July 2019.
Games for effective on the job learning - GWC16Pete Baikins
Slides from Pete Jenkins workshop on applying gamification to the 70 and 20 of 70:20:10 from Gamification World Congress, October 2016 in Madrid.
This workshop is based on what we’ve learnt from games that enables us to gamify creativity, training and learning. Two aspects of games interest us here, one is how feedback from failure in a game motivates us to learn and master new skills. The other aspect is how games provide safe places to fail, i.e. it doesn’t affect your real life or job. Removal of the fear of failure is the critical ingredient in creativity and innovation.
Who’s heard of the 70:20:10 model for learning and development? Do you agree with it as a way of looking at effective learning at work?
To my mind, too much energy and resources are being put into formal learning such as eLearning. The 70:20:10 Model for Learning and Development illustrates some of my thinking behind this when it says that:
• 70% of workplace learning and development happens from ‘on-the-job’ experience.
• 20% of workplace learning happens from feedback and by watching others.
• 10% of workplace learning happens through formal training (classroom events, eLearning, downloadable resources, etc.) and reading.
Are we being truly effective if we are putting more than 10% of our resources into eLearning and formal learning?
Player Journey - Gamification Concept DevelopmentPete Baikins
Slides from Pete Jenkins' workshop at REACTOR for Anglia Ruskin University in Peterborough, March 2019 - the stages of the player journey, triggering emotions, choosing game mechanics and planning the communications campaign
Slides from Pete Jenkins' Keynote on Gamifying learning & development delivered at Dossier Forum in Oslo, Norway. January 2017. Includes an introduction to gaification, how it works and practical examples of it in use.
Green gamification workshop - encourage behaviour changePete Baikins
Green gamification workshop held by Pete Jenkins for Green Growth platform members at the University of Brighton on 13th July 2017. Examples of green gamification, understanding how they work and designing effective gamification.
Gamification for boosting employee engagement and customer service levelsPete Baikins
Slide presentation from workshop on using gamification for contact centres through boosting employee engagement to provide better customer service. Given at RMG Networks event on 18th October 2017 by Pete Jenkins of GAMIFICATION+
Introduction to Gamification for ACCA MembersPete Baikins
Slide-deck from Pete Jenkins' talk to ACCA members on Thursday 18th July at Sussex County Cricket Ground. This talk gives an introduction to the neuroscience and psychology of gamification, plus a whole bunch of cool examples.
What happened in Tech M&A during the first quarter of 2019? How has the rapid market recovery impacted valuations? Are private equity deals still soaring? Who are the new buyers making waves? Listen in as Corum Group gives the most in-depth look available at Q1 of 2019 for mergers and across all six technology sectors and 30 subsectors. Plus, we’ll get a special report on succession planning for tech company owners and executives, and a report from a special series of M&A conferences across Europe.
Public markets are hitting records, valuations are at all-time highs, and buyers are hungry for companies with the disruptive technology they need to succeed in this era of rapid change. How should technology company owners, investors and executives be thinking about M&A in today's environment? How long will this boom last?
July 13, tune in to the Tech M&A Monthly Midyear Update, for a detailed analysis of the key deals, trends and valuation metrics across all six technology sectors and 30 subsectors. Plus, an update on this year's Top 10 Disruptive Technology Trends—how have trends like AI Enablement, Visual Intelligence Systems and Connected Health driven deals this year? What’s next? What do these complex, interrelated trends mean for your company's future? Join Corum’s research and deal teams for the 2017 Midyear Global Tech M&A Update.
Keynote on Games for engagement from Learning Technologies Conference 2017Pete Baikins
Pete Jenkins' slides from Learning Technologies Conference 2017. #LT17uk Introduction into games and a look at the type of games for different demographics and player types. Collaborative play anyone?
Export journey and insight into gamificationPete Baikins
Slides from Pete Jenkins' presentation on Gamification+ Ltd's export journey and an insight into gamification from Action Asia: Unleash your ASEAN Ambitions event in Gatwick, UK on 29th January 2019
Slides from learning session at Airbus Leadership Academy on 30th January 2017, Toulouse, France. Introduction to gamification and strategies to take advantage of gamification in your project teams.
Can a gamified CRM really be fun to use? Slides from a presentation given by Pete Jenkins of GAMIFICATION+ at the 2015 Gaminomics conference.
A brief overview of the built in game mechanics of CRM.me and some gamification stats from the top 10 CRM.me users in the UK from the last 2 years. Which game mechanics have really worked?
Serious Play: How to use gamification to boost employee and customer engagementPete Baikins
Lunchtime talk on gamification giving an introduction to the neuroscience and psychology behind it, along with some interesting examples. Talk given by Pete Jenkins at VR and immersive digital experts MAKE [REAL] in Brighton UK on 1st July 2019.
Games for effective on the job learning - GWC16Pete Baikins
Slides from Pete Jenkins workshop on applying gamification to the 70 and 20 of 70:20:10 from Gamification World Congress, October 2016 in Madrid.
This workshop is based on what we’ve learnt from games that enables us to gamify creativity, training and learning. Two aspects of games interest us here, one is how feedback from failure in a game motivates us to learn and master new skills. The other aspect is how games provide safe places to fail, i.e. it doesn’t affect your real life or job. Removal of the fear of failure is the critical ingredient in creativity and innovation.
Who’s heard of the 70:20:10 model for learning and development? Do you agree with it as a way of looking at effective learning at work?
To my mind, too much energy and resources are being put into formal learning such as eLearning. The 70:20:10 Model for Learning and Development illustrates some of my thinking behind this when it says that:
• 70% of workplace learning and development happens from ‘on-the-job’ experience.
• 20% of workplace learning happens from feedback and by watching others.
• 10% of workplace learning happens through formal training (classroom events, eLearning, downloadable resources, etc.) and reading.
Are we being truly effective if we are putting more than 10% of our resources into eLearning and formal learning?
Player Journey - Gamification Concept DevelopmentPete Baikins
Slides from Pete Jenkins' workshop at REACTOR for Anglia Ruskin University in Peterborough, March 2019 - the stages of the player journey, triggering emotions, choosing game mechanics and planning the communications campaign
Slides from Pete Jenkins' Keynote on Gamifying learning & development delivered at Dossier Forum in Oslo, Norway. January 2017. Includes an introduction to gaification, how it works and practical examples of it in use.
Green gamification workshop - encourage behaviour changePete Baikins
Green gamification workshop held by Pete Jenkins for Green Growth platform members at the University of Brighton on 13th July 2017. Examples of green gamification, understanding how they work and designing effective gamification.
Gamification for boosting employee engagement and customer service levelsPete Baikins
Slide presentation from workshop on using gamification for contact centres through boosting employee engagement to provide better customer service. Given at RMG Networks event on 18th October 2017 by Pete Jenkins of GAMIFICATION+
Introduction to Gamification for ACCA MembersPete Baikins
Slide-deck from Pete Jenkins' talk to ACCA members on Thursday 18th July at Sussex County Cricket Ground. This talk gives an introduction to the neuroscience and psychology of gamification, plus a whole bunch of cool examples.
What happened in Tech M&A during the first quarter of 2019? How has the rapid market recovery impacted valuations? Are private equity deals still soaring? Who are the new buyers making waves? Listen in as Corum Group gives the most in-depth look available at Q1 of 2019 for mergers and across all six technology sectors and 30 subsectors. Plus, we’ll get a special report on succession planning for tech company owners and executives, and a report from a special series of M&A conferences across Europe.
Public markets are hitting records, valuations are at all-time highs, and buyers are hungry for companies with the disruptive technology they need to succeed in this era of rapid change. How should technology company owners, investors and executives be thinking about M&A in today's environment? How long will this boom last?
July 13, tune in to the Tech M&A Monthly Midyear Update, for a detailed analysis of the key deals, trends and valuation metrics across all six technology sectors and 30 subsectors. Plus, an update on this year's Top 10 Disruptive Technology Trends—how have trends like AI Enablement, Visual Intelligence Systems and Connected Health driven deals this year? What’s next? What do these complex, interrelated trends mean for your company's future? Join Corum’s research and deal teams for the 2017 Midyear Global Tech M&A Update.
What Every Startup And Corporate Should Know About ExitsHAX
Startups: prepare -- Corporates: build your playbook!
Talk given at the Hello Tomorrow Summit in Paris in March 2019, inspired by the 50 speakers of the "Exit Masterclass" series we ran in 2018 in SF, NYC, London and Paris.
Presentation for the "Geeks On a Plane" tour to Asia. The purpose of this presentation is to re-assess assumptions on innovation, cultural differences and arbitration opportunities. It also involves Underpants Gnomes, Mexican burritos and a gallery of deceased scientists.
Gamification brings game experience to real world and in non-game contexts aiming at keeping people engaged, making them collaborate, driving their behaviors.
This report - part of the "Inspiring Route" project - analyses and understands the main themes related to Gamification through stories, examples, numbers, case studies.
Slides which accompanied the Q2 2019 Quarterly Investment Briefing on 30th May. The event saw presentations from Shaw and Co. on their new Investment Academy, from Bristol and Bath Regional Capital on the City Funds and from Tom Bridges of ARUP who shared insights into what we can learn from Leeds. Slides 66-68 include information about those 24 companies that are actively raising investment in Q2 2019. Check out the disclaimer - these aren't recommendations, just information.
Mastering the Game - Big Data and GamificationPete Baikins
How best to leverage big data through the use of gamification to engage, empower and up-skill employees. Learning from how games handle big data will help us play better at the game of work. You’ll hear the ways big data are currently combined with gamification, recommendations for doing this well and see a process for successfully combining gamification and big data in your own systems and processes. Talk delivered by Pete Jenkins at Gamification Turkey in Istanbul on 16th November 2017.
Leading a gameful work from home culturePete Baikins
Leading a gameful work from home culture - simple approaches a leader can take to motivate and engage employees remotely.
* Key benefits of a gameful remote working culture
* How to transition from workplace fun to remote fun
* Why you should be a selfless game playing leader
* Choosing synchronous or asynchronous play with your teams
Introduction to gamification for Gamification Europe 2019Pete Baikins
Slides from the pre-conference workshop delivered at Gamification Europe 2019 in Berlin. Delivered by Pete Jenkins and Vasilis Gkogkidis. Get up to speed fast with this introduction to Gamification. Covering the trends behind gamification, the science, some great examples and your first tools to start applying gamification.
5 reasons you should attend a gamification conferencePete Baikins
Conferences have always been a great way to bring everyone together. A place where like-minded professionals, industry experts, and novices alike can make new discoveries, share knowledge and collaborate. But what about gamification? Is it a big enough deal to warrant an entire conference? We think so...
Check out https://gamification-europe.com for more details on a great conference.
Serious Play: How to use gamification to boost employee and customer engagementPete Baikins
Slides from the workshop delivered by Pete Jenkins of Gamification+ Ltd at the Brave New World Conference at the American Express Stadium, Brighton, UK on the 18th October 2018.
Gamification 101 for employee engagementPete Baikins
Slidedeck from Pete Jenkins' presentation on Gamification for employee engagement delivered at the 3radical Gamification and Interactive Experience Meetup in Singapore on 21st March 2018 at Suntec Convention Centre
Gamification - Distraction or necessity in the modern world?Pete Baikins
In spite of a constant flow of amazing new technologies, this era of email overload and social media feeds is distracting us from our work. People are experiencing poor productivity and lower motivation. Are games an additional distraction or can we use them remove distractions, improve your focus and get you back on a path to delivering quality work, higher productivity and mastery? Talk given at REACTOR Incubator Space Launch, Anglia Ruskin University, Cambridge on 26th January 2018 by Pete Jenkins
SanCity Gamification Banking Case StudyPete Baikins
Slides from Tomasz Burdziński and Piotr Warzoszczak of Oskar Wegner's talk at Gamification and Fintech Meetup in London on 11th July. http://oskarwegner.pl/
Story powered gamification in financial sector
How to use rich story and gameful world to boost sales, keep millennials engage and build virtual rewards value? In order to answer that question we will look through our newest case studies of long-term enterprise gamification platforms for one of the world biggest bank. In our presentation we will show details about sales results, program recruitment conversion rate and engagement level of over 95% of employees. We will rely the presentation on data collected from over 1000 users in over 12 months.
Introduction to gamification for customer engagementPete Baikins
Slides from introduction to gamification for customer engagement delivered to the Peer mentoring group at Worthing and Adur Chamber of Commerce at the Centre For Leadership in June 2017.
Growing Your Start-Up - advice and gamificationPete Baikins
Slides from Growing Your Start Up workshop delivered for Beepurple Ultraviolet Business Start-Up week at the University of Brighton, 15th June 2017. A bit about Pete Jenkins, business history and tips, followed by understanding gamification and putting it to use for customer engagement and marketing
Slides from Pete Jenkins' Keynote on gamification at the FutureZoneSummit in Cologne, Germany (June 2017). Introduction to gamification, gamified CRM case study and an overview of delivering successful gamification projects.
Kseniya Leshchenko: Shared development support service model as the way to ma...Lviv Startup Club
Kseniya Leshchenko: Shared development support service model as the way to make small projects with small budgets profitable for the company (UA)
Kyiv PMDay 2024 Summer
Website – www.pmday.org
Youtube – https://www.youtube.com/startuplviv
FB – https://www.facebook.com/pmdayconference
Affordable Stationery Printing Services in Jaipur | Navpack n PrintNavpack & Print
Looking for professional printing services in Jaipur? Navpack n Print offers high-quality and affordable stationery printing for all your business needs. Stand out with custom stationery designs and fast turnaround times. Contact us today for a quote!
"𝑩𝑬𝑮𝑼𝑵 𝑾𝑰𝑻𝑯 𝑻𝑱 𝑰𝑺 𝑯𝑨𝑳𝑭 𝑫𝑶𝑵𝑬"
𝐓𝐉 𝐂𝐨𝐦𝐬 (𝐓𝐉 𝐂𝐨𝐦𝐦𝐮𝐧𝐢𝐜𝐚𝐭𝐢𝐨𝐧𝐬) is a professional event agency that includes experts in the event-organizing market in Vietnam, Korea, and ASEAN countries. We provide unlimited types of events from Music concerts, Fan meetings, and Culture festivals to Corporate events, Internal company events, Golf tournaments, MICE events, and Exhibitions.
𝐓𝐉 𝐂𝐨𝐦𝐬 provides unlimited package services including such as Event organizing, Event planning, Event production, Manpower, PR marketing, Design 2D/3D, VIP protocols, Interpreter agency, etc.
Sports events - Golf competitions/billiards competitions/company sports events: dynamic and challenging
⭐ 𝐅𝐞𝐚𝐭𝐮𝐫𝐞𝐝 𝐩𝐫𝐨𝐣𝐞𝐜𝐭𝐬:
➢ 2024 BAEKHYUN [Lonsdaleite] IN HO CHI MINH
➢ SUPER JUNIOR-L.S.S. THE SHOW : Th3ee Guys in HO CHI MINH
➢FreenBecky 1st Fan Meeting in Vietnam
➢CHILDREN ART EXHIBITION 2024: BEYOND BARRIERS
➢ WOW K-Music Festival 2023
➢ Winner [CROSS] Tour in HCM
➢ Super Show 9 in HCM with Super Junior
➢ HCMC - Gyeongsangbuk-do Culture and Tourism Festival
➢ Korean Vietnam Partnership - Fair with LG
➢ Korean President visits Samsung Electronics R&D Center
➢ Vietnam Food Expo with Lotte Wellfood
"𝐄𝐯𝐞𝐫𝐲 𝐞𝐯𝐞𝐧𝐭 𝐢𝐬 𝐚 𝐬𝐭𝐨𝐫𝐲, 𝐚 𝐬𝐩𝐞𝐜𝐢𝐚𝐥 𝐣𝐨𝐮𝐫𝐧𝐞𝐲. 𝐖𝐞 𝐚𝐥𝐰𝐚𝐲𝐬 𝐛𝐞𝐥𝐢𝐞𝐯𝐞 𝐭𝐡𝐚𝐭 𝐬𝐡𝐨𝐫𝐭𝐥𝐲 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐛𝐞 𝐚 𝐩𝐚𝐫𝐭 𝐨𝐟 𝐨𝐮𝐫 𝐬𝐭𝐨𝐫𝐢𝐞𝐬."
Digital Transformation and IT Strategy Toolkit and TemplatesAurelien Domont, MBA
This Digital Transformation and IT Strategy Toolkit was created by ex-McKinsey, Deloitte and BCG Management Consultants, after more than 5,000 hours of work. It is considered the world's best & most comprehensive Digital Transformation and IT Strategy Toolkit. It includes all the Frameworks, Best Practices & Templates required to successfully undertake the Digital Transformation of your organization and define a robust IT Strategy.
Editable Toolkit to help you reuse our content: 700 Powerpoint slides | 35 Excel sheets | 84 minutes of Video training
This PowerPoint presentation is only a small preview of our Toolkits. For more details, visit www.domontconsulting.com
Enterprise Excellence is Inclusive Excellence.pdfKaiNexus
Enterprise excellence and inclusive excellence are closely linked, and real-world challenges have shown that both are essential to the success of any organization. To achieve enterprise excellence, organizations must focus on improving their operations and processes while creating an inclusive environment that engages everyone. In this interactive session, the facilitator will highlight commonly established business practices and how they limit our ability to engage everyone every day. More importantly, though, participants will likely gain increased awareness of what we can do differently to maximize enterprise excellence through deliberate inclusion.
What is Enterprise Excellence?
Enterprise Excellence is a holistic approach that's aimed at achieving world-class performance across all aspects of the organization.
What might I learn?
A way to engage all in creating Inclusive Excellence. Lessons from the US military and their parallels to the story of Harry Potter. How belt systems and CI teams can destroy inclusive practices. How leadership language invites people to the party. There are three things leaders can do to engage everyone every day: maximizing psychological safety to create environments where folks learn, contribute, and challenge the status quo.
Who might benefit? Anyone and everyone leading folks from the shop floor to top floor.
Dr. William Harvey is a seasoned Operations Leader with extensive experience in chemical processing, manufacturing, and operations management. At Michelman, he currently oversees multiple sites, leading teams in strategic planning and coaching/practicing continuous improvement. William is set to start his eighth year of teaching at the University of Cincinnati where he teaches marketing, finance, and management. William holds various certifications in change management, quality, leadership, operational excellence, team building, and DiSC, among others.
3.0 Project 2_ Developing My Brand Identity Kit.pptxtanyjahb
A personal brand exploration presentation summarizes an individual's unique qualities and goals, covering strengths, values, passions, and target audience. It helps individuals understand what makes them stand out, their desired image, and how they aim to achieve it.
[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
Sustainability has become an increasingly critical topic as the world recognizes the need to protect our planet and its resources for future generations. Sustainability means meeting our current needs without compromising the ability of future generations to meet theirs. It involves long-term planning and consideration of the consequences of our actions. The goal is to create strategies that ensure the long-term viability of People, Planet, and Profit.
Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
RMD24 | Retail media: hoe zet je dit in als je geen AH of Unilever bent? Heid...BBPMedia1
Grote partijen zijn al een tijdje onderweg met retail media. Ondertussen worden in dit domein ook de kansen zichtbaar voor andere spelers in de markt. Maar met die kansen ontstaan ook vragen: Zelf retail media worden of erop adverteren? In welke fase van de funnel past het en hoe integreer je het in een mediaplan? Wat is nu precies het verschil met marketplaces en Programmatic ads? In dit half uur beslechten we de dilemma's en krijg je antwoorden op wanneer het voor jou tijd is om de volgende stap te zetten.
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Recruiting in the Digital Age: A Social Media MasterclassLuanWise
In this masterclass, presented at the Global HR Summit on 5th June 2024, Luan Wise explored the essential features of social media platforms that support talent acquisition, including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok.
29. Compettia - Atrivity
Average knowledge increase in players over a 5 day
period is 30%
80% of players end up playing it outside of work
hours
Most questions answered by a player in 5 days is
10,521 questions
Average player will answer 800 questions during a 5
day period
Most commonly play between 11pm and 1am
38. Gamification Tip
Game players are already found throughout our
businesses.
Notice, value and reward game thinking
Use their creative and strategic thinking and embed
games into your culture.