The document discusses how gamification techniques can improve engagement and participation by integrating mechanics that make experiences fun and absorbing. It finds that gamified experiences led to higher enjoyment, completion rates, and return rates compared to non-gamified ones based on consumption diary and survey data. Gamification also yielded longer, higher-quality responses and more consistency between question types. While some see gamification as a fad, its core of designing for motivation through intrinsic rewards is a long-term trend that can benefit industries. Overall, the document advocates that gamification can increase drive and motivation when used to fulfill psychological needs rather than just providing extrinsic incentives.
The Virtual Hero: the influence of narrative on affect and presence in a VR gameSonia Qurashi
Abstract. Entertainment media, such as video-games, often make use of a narrative to invoke an emotional reaction and draw people into the experience. A narrative can add layers of emotional complexity to even quite simple forms of game-play. In immersive virtual reality people are surrounded by the game environment, making their sense of presence and immersion highly salient to the perceived quality of the game.
This pilot study investigates how game performance, satisfaction, arousal and sense of presence are affected when a pre-game background story is introduced to a virtual reality zombie shooter game. Several trends were observed, indicating that people might be more involved in the
game-world and more prepared for the virtual experience. Participants who were exposed to a short pre-game back-story tended to achieve higher game scores and experience a higher sense of presence, although these differences were not significant. We examine the measurements used in this study and theorize how affect and presence interact with respect to the use of narrative devices in virtual reality games.
Betty Adamou, President and Founder of Research Through Gaming teams up with Survey Analytics to show you why and how to incorporate gamification into your surveys and research efforts.
Betty presents "How to Design a Gamified Survey: 7 Things You Need to Do" and her portion of the presentation can be found on Prezi at: http://prezi.com/em-eiascrq5h/how-to-design-a-gamified-survey-7-things-you-need-to-do/
Following Betty's presentation, Survey Analytics Chief Growth Officer of Survey Analytics shows us some small tweaks we can make in our surveys to make them more engaging and interactive if we aren't ready to go all the way with gamification just yet.
This deck summarises some of our research into the "shape" of conversation maps (i.e. interaction networks) on Twitter. We find that the shape, or pattern, of brand and campaign conversations tend to sit on a continuum from centralisation to decentralisation. The shapes often evolve along this continuum as brands adopt more organic, two-way conversation patterns rather than the one-directional broadcasting techniques so common in traditional channels such as television and radio.
This presentation is based on a paper that won the Best Methodological Paper award at the 2015 ESOMAR Congress conference. You can access the paper here: https://www.esomar.org/web/research_papers/Innovation_2714_The-Shape-of-Conversations.php
Using network science to understand elections: the South African 2014 nationa...Socialphysicist
This presentation describes our research into the roughly one million tweets that we collected in the run-up to the 2014 national elections in South Africa. It uses a mixture of network theory and data science to unpack the main communities and topics of conversation. The paper won the Gold Award for Best Paper at the 2015 SAMRA conference.
This presentation looks at how gamification taps into how our brains work. It focus on the role of reward schedules and uncertainty in creating engagement. It also briefly discusses whether or not the term 'gamification' itself is a fad or not.
NOTE: Apologies for the low image quality of the slides. The only way I was able to upload the deck without producing visual artifacts during the SlideShare conversion process was to upload each slide as an image :(
The Virtual Hero: the influence of narrative on affect and presence in a VR gameSonia Qurashi
Abstract. Entertainment media, such as video-games, often make use of a narrative to invoke an emotional reaction and draw people into the experience. A narrative can add layers of emotional complexity to even quite simple forms of game-play. In immersive virtual reality people are surrounded by the game environment, making their sense of presence and immersion highly salient to the perceived quality of the game.
This pilot study investigates how game performance, satisfaction, arousal and sense of presence are affected when a pre-game background story is introduced to a virtual reality zombie shooter game. Several trends were observed, indicating that people might be more involved in the
game-world and more prepared for the virtual experience. Participants who were exposed to a short pre-game back-story tended to achieve higher game scores and experience a higher sense of presence, although these differences were not significant. We examine the measurements used in this study and theorize how affect and presence interact with respect to the use of narrative devices in virtual reality games.
Betty Adamou, President and Founder of Research Through Gaming teams up with Survey Analytics to show you why and how to incorporate gamification into your surveys and research efforts.
Betty presents "How to Design a Gamified Survey: 7 Things You Need to Do" and her portion of the presentation can be found on Prezi at: http://prezi.com/em-eiascrq5h/how-to-design-a-gamified-survey-7-things-you-need-to-do/
Following Betty's presentation, Survey Analytics Chief Growth Officer of Survey Analytics shows us some small tweaks we can make in our surveys to make them more engaging and interactive if we aren't ready to go all the way with gamification just yet.
This deck summarises some of our research into the "shape" of conversation maps (i.e. interaction networks) on Twitter. We find that the shape, or pattern, of brand and campaign conversations tend to sit on a continuum from centralisation to decentralisation. The shapes often evolve along this continuum as brands adopt more organic, two-way conversation patterns rather than the one-directional broadcasting techniques so common in traditional channels such as television and radio.
This presentation is based on a paper that won the Best Methodological Paper award at the 2015 ESOMAR Congress conference. You can access the paper here: https://www.esomar.org/web/research_papers/Innovation_2714_The-Shape-of-Conversations.php
Using network science to understand elections: the South African 2014 nationa...Socialphysicist
This presentation describes our research into the roughly one million tweets that we collected in the run-up to the 2014 national elections in South Africa. It uses a mixture of network theory and data science to unpack the main communities and topics of conversation. The paper won the Gold Award for Best Paper at the 2015 SAMRA conference.
This presentation looks at how gamification taps into how our brains work. It focus on the role of reward schedules and uncertainty in creating engagement. It also briefly discusses whether or not the term 'gamification' itself is a fad or not.
NOTE: Apologies for the low image quality of the slides. The only way I was able to upload the deck without producing visual artifacts during the SlideShare conversion process was to upload each slide as an image :(
Beneath the Surface: The Hidden World of Individual Buying DynamicsSocialphysicist
This deck describes how people actually buy brands based on an analysis of several million purchase events over a period of 5 years across three different categories in the United Kingdom.
It was presented at the ESOMAR Congress 2012 conference in Atlanta, USA in September 2012.
I'm particularly proud of the illustrations in the presentation... although the fundamental nature of the research is pretty cool too :)
A deck presented at the MRS 'Maximising the Value of Big Data' conference in London, January 2013.
Presents my view of big data and the potential it gives us for mapping the systems that we deal with on a day-to-day basis. Big data holds the promise of providing us with a meta-view of the systems that we all think we are so familiar with. I think we will find that the woods look nothing like the trees.
This deck briefly outlines the work we did mapping the South African Twittersphere for the 2012 SAMRA conference, including some analyses we did based on the structure of the network. Specifically, we identified people with the potential for influence based on their betweeness centrality and Authority (HITS). In addition, we also used a modularity algorithm to identify 5 clearly distinct communities within the graph. The results are for interest-sake only and should be interpreted within the limitations of the data."
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
This presentation reviews how attention works in our brains. It answers questions like:
1) How do we process our environment?
2) What is the path that stimuli go through?
3) What are the factors that capture our attention?
4) What about stimuli that we don’t consciously process?
5) And more...
This is my second presentation from the SAMRA 2011 conference. The first presentation on "gamification" can be found here: http://www.slideshare.net/ervler/gamification-future-or-fail
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
Negative Publicity: How People Process It and How Brands Should Respond to It...Socialphysicist
This deck presents case studies and a review of the cognitive theories behind how people process negative information about a brand, and suggests factors that a brand should consider before responding to a scandal.
PLEASE NOTE:
1. See speaker notes for more info on each slide
2. Drop me an e-mail if you would like a copy (e-mail address on front slide).
3. Link to full paper - it's behind a paywall unfortunately :(
http://www.esomar.org/web/publication/paper.php?id=2171
This presentation outlines how market share forms from a network perspective.
It is based on an oldish paper I wrote for the 2009 Southern African Marketing Research Association (SAMRA) Conference. It subsequently won the WPP Atticus "Research in Practice" award.
Please drop me an e-mail if you have any questions, comments or would like a copy of the deck.
Note that the SlideShare conversion process has corrupted some of the slides (e.g. slides 20, 26)
Branding in the nth Dimension (Systems Theory in Branded Markets)Socialphysicist
The purpose of this presentation was to introduce market researchers to nonlinear systems theory in the context of branded markets by helping them to visualise the systems they work in every day.
NOTE: Read the notes along with each slide to get the maximum out of this deck.
NOTE: SlideShare screwed up some of the formatting on certain slides (word bubbles, font size, squashed images, etc.). Bad SlideShare :(
An introduction to power law distributions, with a focus on branded markets.
Somewhat text-heavy by today's standards, but presentation was created in late 2007.
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.
RMD24 | Debunking the non-endemic revenue myth Marvin Vacquier Droop | First ...BBPMedia1
Marvin neemt je in deze presentatie mee in de voordelen van non-endemic advertising op retail media netwerken. Hij brengt ook de uitdagingen in beeld die de markt op dit moment heeft op het gebied van retail media voor niet-leveranciers.
Retail media wordt gezien als het nieuwe advertising-medium en ook mediabureaus richten massaal retail media-afdelingen op. Merken die niet in de betreffende winkel liggen staan ook nog niet in de rij om op de retail media netwerken te adverteren. Marvin belicht de uitdagingen die er zijn om echt aansluiting te vinden op die markt van non-endemic advertising.
Unveiling the Secrets How Does Generative AI Work.pdfSam H
At its core, generative artificial intelligence relies on the concept of generative models, which serve as engines that churn out entirely new data resembling their training data. It is like a sculptor who has studied so many forms found in nature and then uses this knowledge to create sculptures from his imagination that have never been seen before anywhere else. If taken to cyberspace, gans work almost the same way.
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.
Memorandum Of Association Constitution of Company.pptseri bangash
www.seribangash.com
A Memorandum of Association (MOA) is a legal document that outlines the fundamental principles and objectives upon which a company operates. It serves as the company's charter or constitution and defines the scope of its activities. Here's a detailed note on the MOA:
Contents of Memorandum of Association:
Name Clause: This clause states the name of the company, which should end with words like "Limited" or "Ltd." for a public limited company and "Private Limited" or "Pvt. Ltd." for a private limited company.
https://seribangash.com/article-of-association-is-legal-doc-of-company/
Registered Office Clause: It specifies the location where the company's registered office is situated. This office is where all official communications and notices are sent.
Objective Clause: This clause delineates the main objectives for which the company is formed. It's important to define these objectives clearly, as the company cannot undertake activities beyond those mentioned in this clause.
www.seribangash.com
Liability Clause: It outlines the extent of liability of the company's members. In the case of companies limited by shares, the liability of members is limited to the amount unpaid on their shares. For companies limited by guarantee, members' liability is limited to the amount they undertake to contribute if the company is wound up.
https://seribangash.com/promotors-is-person-conceived-formation-company/
Capital Clause: This clause specifies the authorized capital of the company, i.e., the maximum amount of share capital the company is authorized to issue. It also mentions the division of this capital into shares and their respective nominal value.
Association Clause: It simply states that the subscribers wish to form a company and agree to become members of it, in accordance with the terms of the MOA.
Importance of Memorandum of Association:
Legal Requirement: The MOA is a legal requirement for the formation of a company. It must be filed with the Registrar of Companies during the incorporation process.
Constitutional Document: It serves as the company's constitutional document, defining its scope, powers, and limitations.
Protection of Members: It protects the interests of the company's members by clearly defining the objectives and limiting their liability.
External Communication: It provides clarity to external parties, such as investors, creditors, and regulatory authorities, regarding the company's objectives and powers.
https://seribangash.com/difference-public-and-private-company-law/
Binding Authority: The company and its members are bound by the provisions of the MOA. Any action taken beyond its scope may be considered ultra vires (beyond the powers) of the company and therefore void.
Amendment of MOA:
While the MOA lays down the company's fundamental principles, it is not entirely immutable. It can be amended, but only under specific circumstances and in compliance with legal procedures. Amendments typically require shareholder
Implicitly or explicitly all competing businesses employ a strategy to select a mix
of marketing resources. Formulating such competitive strategies fundamentally
involves recognizing relationships between elements of the marketing mix (e.g.,
price and product quality), as well as assessing competitive and market conditions
(i.e., industry structure in the language of economics).
Beneath the Surface: The Hidden World of Individual Buying DynamicsSocialphysicist
This deck describes how people actually buy brands based on an analysis of several million purchase events over a period of 5 years across three different categories in the United Kingdom.
It was presented at the ESOMAR Congress 2012 conference in Atlanta, USA in September 2012.
I'm particularly proud of the illustrations in the presentation... although the fundamental nature of the research is pretty cool too :)
A deck presented at the MRS 'Maximising the Value of Big Data' conference in London, January 2013.
Presents my view of big data and the potential it gives us for mapping the systems that we deal with on a day-to-day basis. Big data holds the promise of providing us with a meta-view of the systems that we all think we are so familiar with. I think we will find that the woods look nothing like the trees.
This deck briefly outlines the work we did mapping the South African Twittersphere for the 2012 SAMRA conference, including some analyses we did based on the structure of the network. Specifically, we identified people with the potential for influence based on their betweeness centrality and Authority (HITS). In addition, we also used a modularity algorithm to identify 5 clearly distinct communities within the graph. The results are for interest-sake only and should be interpreted within the limitations of the data."
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
This presentation reviews how attention works in our brains. It answers questions like:
1) How do we process our environment?
2) What is the path that stimuli go through?
3) What are the factors that capture our attention?
4) What about stimuli that we don’t consciously process?
5) And more...
This is my second presentation from the SAMRA 2011 conference. The first presentation on "gamification" can be found here: http://www.slideshare.net/ervler/gamification-future-or-fail
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
Negative Publicity: How People Process It and How Brands Should Respond to It...Socialphysicist
This deck presents case studies and a review of the cognitive theories behind how people process negative information about a brand, and suggests factors that a brand should consider before responding to a scandal.
PLEASE NOTE:
1. See speaker notes for more info on each slide
2. Drop me an e-mail if you would like a copy (e-mail address on front slide).
3. Link to full paper - it's behind a paywall unfortunately :(
http://www.esomar.org/web/publication/paper.php?id=2171
This presentation outlines how market share forms from a network perspective.
It is based on an oldish paper I wrote for the 2009 Southern African Marketing Research Association (SAMRA) Conference. It subsequently won the WPP Atticus "Research in Practice" award.
Please drop me an e-mail if you have any questions, comments or would like a copy of the deck.
Note that the SlideShare conversion process has corrupted some of the slides (e.g. slides 20, 26)
Branding in the nth Dimension (Systems Theory in Branded Markets)Socialphysicist
The purpose of this presentation was to introduce market researchers to nonlinear systems theory in the context of branded markets by helping them to visualise the systems they work in every day.
NOTE: Read the notes along with each slide to get the maximum out of this deck.
NOTE: SlideShare screwed up some of the formatting on certain slides (word bubbles, font size, squashed images, etc.). Bad SlideShare :(
An introduction to power law distributions, with a focus on branded markets.
Somewhat text-heavy by today's standards, but presentation was created in late 2007.
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.
RMD24 | Debunking the non-endemic revenue myth Marvin Vacquier Droop | First ...BBPMedia1
Marvin neemt je in deze presentatie mee in de voordelen van non-endemic advertising op retail media netwerken. Hij brengt ook de uitdagingen in beeld die de markt op dit moment heeft op het gebied van retail media voor niet-leveranciers.
Retail media wordt gezien als het nieuwe advertising-medium en ook mediabureaus richten massaal retail media-afdelingen op. Merken die niet in de betreffende winkel liggen staan ook nog niet in de rij om op de retail media netwerken te adverteren. Marvin belicht de uitdagingen die er zijn om echt aansluiting te vinden op die markt van non-endemic advertising.
Unveiling the Secrets How Does Generative AI Work.pdfSam H
At its core, generative artificial intelligence relies on the concept of generative models, which serve as engines that churn out entirely new data resembling their training data. It is like a sculptor who has studied so many forms found in nature and then uses this knowledge to create sculptures from his imagination that have never been seen before anywhere else. If taken to cyberspace, gans work almost the same way.
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.
Memorandum Of Association Constitution of Company.pptseri bangash
www.seribangash.com
A Memorandum of Association (MOA) is a legal document that outlines the fundamental principles and objectives upon which a company operates. It serves as the company's charter or constitution and defines the scope of its activities. Here's a detailed note on the MOA:
Contents of Memorandum of Association:
Name Clause: This clause states the name of the company, which should end with words like "Limited" or "Ltd." for a public limited company and "Private Limited" or "Pvt. Ltd." for a private limited company.
https://seribangash.com/article-of-association-is-legal-doc-of-company/
Registered Office Clause: It specifies the location where the company's registered office is situated. This office is where all official communications and notices are sent.
Objective Clause: This clause delineates the main objectives for which the company is formed. It's important to define these objectives clearly, as the company cannot undertake activities beyond those mentioned in this clause.
www.seribangash.com
Liability Clause: It outlines the extent of liability of the company's members. In the case of companies limited by shares, the liability of members is limited to the amount unpaid on their shares. For companies limited by guarantee, members' liability is limited to the amount they undertake to contribute if the company is wound up.
https://seribangash.com/promotors-is-person-conceived-formation-company/
Capital Clause: This clause specifies the authorized capital of the company, i.e., the maximum amount of share capital the company is authorized to issue. It also mentions the division of this capital into shares and their respective nominal value.
Association Clause: It simply states that the subscribers wish to form a company and agree to become members of it, in accordance with the terms of the MOA.
Importance of Memorandum of Association:
Legal Requirement: The MOA is a legal requirement for the formation of a company. It must be filed with the Registrar of Companies during the incorporation process.
Constitutional Document: It serves as the company's constitutional document, defining its scope, powers, and limitations.
Protection of Members: It protects the interests of the company's members by clearly defining the objectives and limiting their liability.
External Communication: It provides clarity to external parties, such as investors, creditors, and regulatory authorities, regarding the company's objectives and powers.
https://seribangash.com/difference-public-and-private-company-law/
Binding Authority: The company and its members are bound by the provisions of the MOA. Any action taken beyond its scope may be considered ultra vires (beyond the powers) of the company and therefore void.
Amendment of MOA:
While the MOA lays down the company's fundamental principles, it is not entirely immutable. It can be amended, but only under specific circumstances and in compliance with legal procedures. Amendments typically require shareholder
Implicitly or explicitly all competing businesses employ a strategy to select a mix
of marketing resources. Formulating such competitive strategies fundamentally
involves recognizing relationships between elements of the marketing mix (e.g.,
price and product quality), as well as assessing competitive and market conditions
(i.e., industry structure in the language of economics).
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."
Personal Brand Statement:
As an Army veteran dedicated to lifelong learning, I bring a disciplined, strategic mindset to my pursuits. I am constantly expanding my knowledge to innovate and lead effectively. My journey is driven by a commitment to excellence, and to make a meaningful impact in the world.
Attending a job Interview for B1 and B2 Englsih learnersErika906060
It is a sample of an interview for a business english class for pre-intermediate and intermediate english students with emphasis on the speking ability.
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3. LEVEL 1: Introduction
Definition
“ mechanics that make
The integration of the
games fun and absorbing into non-game
platforms and experiences in order to improve
engagement and participation
~ The Authors
”
6. LEVEL 2: Enjoyment
Consumption diary
Ave. happiness (out of 10)
8.0
3.5
UK USA
(non-gamified) (gamified)
Source: Lumi Mobile
7. LEVEL 2: Enjoyment
Online surveys
Enjoyment
+26%
Interactive elements
Interesting
e.g.
Drag-and-drop brand selection +27%
Rotating attribute lists
Easier to answer
+13%
Source: InTouch
8. “
LEVEL 2: Enjoyment
Spill-over effects Really liked the chat, where
people discussed the show
“ Noticed more details in the
show than normally
”
“ It was like being a part of
a community
”
“ Fun to be a part of this new
kind of test
”
“ Found it funny to rate the TV-
show and see the results
”
”
Source: TNS
Image: http://www.joyandfood.com/wp-content/uploads/2012/05/Beer-beer.jpg
11. LEVEL 3: Completion Rates
Consumption diary
Completion rate
UK (non-gamified) USA (gamified)
30%
99%
Completed Completed
Source: Lumi Mobile
12. LEVEL 3: Completion Rates
Re-wording
“ How would you describe
yourself? “
In exactly seven words, how
would your friends describe
” you?
”
82% 98%
Source: Puleston & Sleep, 2011
16. LEVEL 4: Return Rates
Coming back for more
Returning & asking for
more questions and to
continue chatting
Source: TNS
17. LEVEL 4: Return Rates
Conjoint analysis
Stage 1 100%
Regular 50% Stage 2 90%
Stage 3 87%
““I loved it, the whole thing was fun to do
(though my diet was nearly ruined as it
made me hungry!). It was challenging at
times but really made me think and that is
never a bad thing. Thank you!” Source: Puleston & Sleep, 2011
Image: http://www.fanpop.com/spots/pizza/images/30424281/title/pizza-photo
19. Framing as a challenge Framing for creativity
“ “ Imagine you are on
death row…
We challenge you…
” ”
Ads recalled X3
LEVEL 5: Response Lengths
Re-wording questions Source: Puleston & Sleep, 2011
20. Responded faster
Results comparable
Reduced data variation
when respondents could
see next attribute
LEVEL 5: Response Lengths
Reduced time Source: InTouch
22. LEVEL 6: Nature of Responses
Quality of responses
“
Imagine you are on
death row…
”
“Scallops with black pudding and
Qualitative cream, rib eye steak with chips and a dolce
latte cream sauce, stinking bishop (cheese)
difference with 1960 port (year of my birth). Wine
would have to be Chateau Lafite 1st Cru
Pauillac 2000. I would skip pudding [of]
course, I would not want indigestion!”
Data Open-endeds,
processing text analysis
23. LEVEL 6: Nature of Responses
Quality of responses
“
Imagine that you are
a DJ creating a
playlist. Which artists
would you include?
”
½ neutral
½ uncertain
Source: Puleston & Sleep, 2011
Image: http://thediggersunion.com/wp-content/uploads/2011/09/Turntable.jpg
24. LEVEL 6: Nature of Responses
Quality of responses
An independent group of
respondents consistently rated
the ideas generated by the
gamified group as better
25. Level 6: Nature of Responses
Consistency between
approaches
15% deviation in the
nature of responses
between ‘yes’ and ‘no’
questions
26. Level 6: Nature of Responses
Consistency between
“ Can you guess…?
approaches
”
+10 seconds Which one is
deliberation time best?
Implicit vs.
rational?
30. FINAL BOSS BATTLE:
Is it a fad?
“
“In some ways it is a fad - adding points
and badges in tacky ways, looking at
‘gamification’ as an easy way to make boring
things seem interesting - that is a fad.
“
“In three years, we will talk about what is at the
core of it - design for motivation - not about
the one strategy to get there: getting inspiration
from games.”
However, the idea of designing business processes
”
~ Sebastian Deterding, researcher
so that those who engage in them find them more
intrinsically rewarding - that is a long
term trend”.
~ Jesse Schell , CEO Schell Games
”
31. FINAL BOSS BATTLE:
Gamification can benefit our industry…
“ “ A double shift in focus and framing:
(1) from usability(reducing friction) to motivation (increasing drive),
(2) from extrinsic motivation (incentives) to intrinsic motivation
(competence, autonomy, relatedness needs).
At best, it is a set of lenses and design patterns to improve intrinsic motivation.”
~ Sebastian Deterding , researcher
”
Lumi Mobile created two versions of a consumption diary, a gamified version in the USA with bright colours, progress bars and varied reminder times based on respondent activities and a UK version using traditional consumption diary techniques (Findlay & Alberts, 2011). Respondents were asked to rate their average happiness with the approach on a scale of 1 to 10. UK respondents (non-gamified version) gave the research experience an average rating of 3.5 out of 10, while gamified USA respondents rated it 8.0 out of 10 – a massive difference in enjoyment between the two approaches.
As a more subtle example, InTouch routinely asks respondents to rate the various surveys that they create. InTouch has found that by simply making traditional surveys more visual through the use of interactive mechanisms such as drag-and-drop brand selection and animations between attribute statements (without introducing any fundamental changes to the wording of the actual question), they are able to improve respondent satisfaction. Presenting respondents with an animated, rotating list of attributes rather than with a single attribute per screen, for example, improved respondents’ enjoyment of the survey by 26%. In addition, they rated the survey as 27% more interesting and 13% easier to answer.
Dramatically improved engagement levels can result in unintended spill-over effects. In the case of a TNS Nielsen study for the Eurovision Song Contest, conducted in partnership with Lumi Mobile, respondents were tasked with “playing” along with the show on their mobile phones. As the show progressed, respondents were asked questions such as what they thought about the presenters’ outfits, who they thought would win, etc. According to Bo Nielsen of TNS (Findlay & Alberts, 2011), some respondents were so engaged in the experience that they turned the research into a drinking game.
This is not to say that all gamified approaches improve respondent enjoyment across the board. Puleston and Sleep (2011) detail a study where the survey was created to look and behave like a version of the classic arcade game, Space Invaders, with respondents shooting the multiple choice option they most agree with. They found that some respondents thought that the experience was “slightly facile”. This points to the fine line that researchers walk when incorporating explicit game elements into a survey.
GMI Interactive reworded a question from, “How would you describe yourself” to a more game-like, “In exactly seven words how would your friends describe you?” (Puleston & Sleep, 2011). Doing so improved response rates from 82% to 98%.
GMI Interactive reworded a question from, “How would you describe yourself” to a more game-like, “In exactly seven words how would your friends describe you?” (Puleston & Sleep, 2011). Doing so improved response rates from 82% to 98%.
Downes-Le Guin, et al (2011) created four versions of a survey, each with increasing levels of game elements (starting with a standard text survey, and then adding two layers of increasing graphical elements and finally ending off with a total redesign of the survey as a role-playing game in which respondents advance by completing questions). They found that simply adding increasing levels of graphical content improved completion rates. However, turning the entire survey into a role-playing game actually saw an increase in drop-out rates. They posited that this happened for a few reasons: increased load times for the survey, increased software incompatibilities with the new survey and increased complexity which saw respondents lose interest. Downes-Le Guin, et al’s findings again point to the fine line that researchers need to walk between creating compelling and off-putting surveys. In addition, their findings point to the value of piloting studies that include new elements and the need for tracking statistics relating to respondents’ survey behaviour in order to evaluate these new elements.
GMI Interactive (Puleston & Sleep, 2011) re-imagined a conjoint analysis for a pizza brand as a game where respondents designed their own combinations of pizza toppings. They found that 90% returned to the second stage survey and 87% completed all three survey stages, as opposed to only 50% in their regular survey. In addition, respondents had very positive things to say about the experience, including statements such as:“I loved it, the whole thing was fun to do (though my diet was nearly ruined as it made me hungry!). It was challenging at times but really made me think and that is never a bad thing. Thank you!”
GMI Interactive (Puleston & Sleep, 2011) found that prefixing a question with the phrase “we challenge you” increased the number of ads recalled three-fold. Similarly, challenging respondents to complete a question within a two minute time resulted in ten times as much feedback. They also found that framing a question in a way that forces respondents to be creative in their answers can improve the quality and length of responses. For example, by asking respondents to imagine that they are on death row and what their last meal would be rather than simply asking them what their favourite meal was increased the responses from a few words (e.g. “steak and chips”) to several paragraphs, quadrupling the word count with more focused answers.
InTouch have found that by presenting respondents with question mechanics that are intuitive to answer (such as a rotating list of questions), they were able to reduce the amount of time that respondents took to answer. However, this can be a double-edged sword as they also found that in some circumstances, respondents answered the questions faster but there was also less variation between responses. Specifically, they found that people answered the questions faster when presented with a rotating list of attributes rather than a single attribute per page. The results were comparable in terms of the nature and variation in responses between a single attribute per page and the rotating list when respondents were only able to see one attribute at a time. However, when the rotating list indicated to respondents what the next attribute would be before it was presented to them; they found that the variation in the data was actually reduced. This points to the importance of clearly thinking through and testing the mechanics one employs to ensure that their primary focus is to aid of the question at hand.
Returning to the death row example, the nature of a response can differ qualitatively depending on how the question is framed. For example, asking respondents what their favourite meal is and presenting them with a list of predefined responses differs substantially from asking them to imagine themselves on death row, which can result in answers such as: “Scallops with black pudding and cream, rib eye steak with chips and a dolce latte cream sauce, stinking bishop (cheese) with 1960 port (year of my birth). Wine would have to be Chateau Lafite 1st Cru Pauillac 2000. I would skip pudding [of] course, I would not want indigestion!” With a substantial difference in the length and quality of the response also come considerations around how one processes the response on the backend. Deciding to present respondents with an open-ended response option as in the death row example has implications for data processing. A predefined list of responses is generally easier to deal with than an open-ended response, which requires more time and resources to process (although advances in text analytics continue to make these differences smaller).
Puleston & Sleep (2011) offer up another example of how the nature of responses might differ based on the way in which the question is framed and/or presented to the respondent. They turned a simple question about music artists which was originally worded along the lines of “How much do you like each artist?” into a type of “quest” for the respondent to complete by tasking them with “Imagine that you are a DJ creating a playlist. Which artists would you include?”. Doing so halved the incidence of neutral or uncertain answers, creating more insightful and varied responses.
Puleston & Sleep (2011) offer up another example of how the nature of responses might differ based on the way in which the question is framed and/or presented to the respondent. They turned a simple question about music artists which was originally worded along the lines of “How much do you like each artist?” into a type of “quest” for the respondent to complete by tasking them with “Imagine that you are a DJ creating a playlist. Which artists would you include?”. Doing so halved the incidence of neutral or uncertain answers, creating more insightful and varied responses.
Again, it is very important to pilot studies and to carefully consider their design up front. For example, in GMI Interactive’s multiple choice Space Invaders game (see Figure 2) where respondents shot their preferred answer, the responses were consistent with traditional survey versions. However, another game had respondents skiing down a hill with limited time to pass through gates labelled with their preferred responses. The ski mechanic required timing and skill and it resulted in a 15% deviation in the nature of responses between ‘yes’ and ‘no’ questions from the traditionally measured approach, implying that there is some limit to the degree to which it is possible to turn something into a real game without changing the nature of responses (Puleston & Sleep, 2011).
As already mentioned, while some scenarios result in differences in response, it is worth asking which responses are more valid since respondents are almost always more engaged and enjoy answering the gamified versions more. Puleston & Sleep (2011) found that prefacing questions with “Can you guess…?” increased respondents’ deliberation time from ten seconds to as much as two minutes. Indeed, consideration times seem to increase when it comes to games. This seems to imply that such questions tap into more considered insights through deeper deliberation while at the same time reducing implicit responses in favour of explicit ones. This effect can be seen in either a positive or negative light, depending on the nature of the responses required and so should be carefully considered up front (for example, sometimes an implicit, gut response might be more accurate than a carefully considered one).