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?
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.
Gamification for BPA Seminar Slides - Pete Jenkins 10th November 2017Pete Baikins
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.
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.
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.
Gamification for BPA Seminar Slides - Pete Jenkins 10th November 2017Pete Baikins
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.
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.
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 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
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?
Can a gamified CRM really be fun to use?Pete Baikins
From Pete's talk at the Gamification World Congress in Barcelona, November 2015. A description of the game mechanics in use and the statistics from over two years of various companies using those game mechanics.
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?
British Council SIEM presentation December 2015Pete Baikins
Subtle engagement and outright fun: using gamification to improve the effectiveness of your international marketing
In this session Pete Jenkins will help you discover what gamification is and how it can be used to positively influence students’ and parents’ decision making processes. We will examine how game mechanics are already being used to engage customers and how you can apply them to broaden the reach of your marketing, engage with the best students, and help students feel part of your institution, course or location. We’ll also examine how games and fun work for different cultures and demographics, and what common motivators there are cross-culturally. Lastly, we will explore how game techniques can be used to motivate your own staff and encourage better decision making and sales. Join us at the start of your conference journey for an inspiring vision of the gamified future of international educational marketing.
Gamification presentation for slidesharePete Baikins
This session was an interactive look at what Gamification is, what the building blocks are to implementing a Gamified process for an organisation or a cause and an in depth look at some case studies of Gamification already in use today. We also played some games, indeed the whole session was run as a competitive game, and work-shopped up some ways to implement Gamification in the participants' own businesses.
Slides from Pete Jenkins talk on Small Gamification at Gamification World Congress, October 2016 in Madrid.
I don’t want to see anyone disappointed by gamification. In fact, I want everyone to benefit from it in some way!
One affordable approach is to take advantage of already gamified tools. The other approach is to think small gamification and build on your small gamified successes. What I mean is to apply gamification design to any small issue or process and still have a big impact in a small area.
I want to ask you to send us any examples of small gamification, #smallgamification on Twitter and we will try to publish them all on our website as a source of affordable gamification inspiration for you all.
Ready4Tomorrow - A gamified 5G learning ProjectAlex Chalkias
Ready4Tomorrow is a gamified project that intends to make TC Athens Nokia engineers 5G literate. R4T incorporates gamification methods in order to engage participants to take as many 5G training items as possible.
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome.
Gamification invites people to participate and engage by integrating game mechanics and game dynamics into such things as a website, online community, marketing campaign, and as demonstrated in this book – even a traditional training and development program.
By adding game mechanics to training, Gamification not only increases interest, it makes training FUN!
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Monica Cornetti
Ranked as #1 Gamification Guru
Founder and CEO - Sententia Gamification Consortium
www.SententiaGames.com
www.monicacornetti.com
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 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
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?
Can a gamified CRM really be fun to use?Pete Baikins
From Pete's talk at the Gamification World Congress in Barcelona, November 2015. A description of the game mechanics in use and the statistics from over two years of various companies using those game mechanics.
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?
British Council SIEM presentation December 2015Pete Baikins
Subtle engagement and outright fun: using gamification to improve the effectiveness of your international marketing
In this session Pete Jenkins will help you discover what gamification is and how it can be used to positively influence students’ and parents’ decision making processes. We will examine how game mechanics are already being used to engage customers and how you can apply them to broaden the reach of your marketing, engage with the best students, and help students feel part of your institution, course or location. We’ll also examine how games and fun work for different cultures and demographics, and what common motivators there are cross-culturally. Lastly, we will explore how game techniques can be used to motivate your own staff and encourage better decision making and sales. Join us at the start of your conference journey for an inspiring vision of the gamified future of international educational marketing.
Gamification presentation for slidesharePete Baikins
This session was an interactive look at what Gamification is, what the building blocks are to implementing a Gamified process for an organisation or a cause and an in depth look at some case studies of Gamification already in use today. We also played some games, indeed the whole session was run as a competitive game, and work-shopped up some ways to implement Gamification in the participants' own businesses.
Slides from Pete Jenkins talk on Small Gamification at Gamification World Congress, October 2016 in Madrid.
I don’t want to see anyone disappointed by gamification. In fact, I want everyone to benefit from it in some way!
One affordable approach is to take advantage of already gamified tools. The other approach is to think small gamification and build on your small gamified successes. What I mean is to apply gamification design to any small issue or process and still have a big impact in a small area.
I want to ask you to send us any examples of small gamification, #smallgamification on Twitter and we will try to publish them all on our website as a source of affordable gamification inspiration for you all.
Ready4Tomorrow - A gamified 5G learning ProjectAlex Chalkias
Ready4Tomorrow is a gamified project that intends to make TC Athens Nokia engineers 5G literate. R4T incorporates gamification methods in order to engage participants to take as many 5G training items as possible.
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome.
Gamification invites people to participate and engage by integrating game mechanics and game dynamics into such things as a website, online community, marketing campaign, and as demonstrated in this book – even a traditional training and development program.
By adding game mechanics to training, Gamification not only increases interest, it makes training FUN!
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Monica Cornetti
Ranked as #1 Gamification Guru
Founder and CEO - Sententia Gamification Consortium
www.SententiaGames.com
www.monicacornetti.com
Sententia LV1 Gamification Apprentice CertificationMonica Cornetti
Virtual program begins September 1, 2016.
In this 6-hour certification program you will use an L&D case study as you overlay the 5-step Game the System™ model for gamification learning design, gather data, and participate in problem-solving and assessment exercises.
http://go.sententiagames.com/level-1-certification
Sententia Gamification
www.SententiaGames.com
Game Thinking - Free Chapter from Even Ninja Monkeys Like to PlayAndrzej Marczewski
A chapter all about Game Thinking and how gamification fits into the overall scheme of all things games.
Get the full book on Amazon! http://www.gamified.uk/even-ninja-monkeys-like-to-play/
A selection of gamification frameworks that I have created and use. It includes the GAME design framework, RAMP motivation framework, EEEE User Journey framework and my gamification User Types Hexad
This is the full downloadable "Marczewski" or Gamified UK method workshop. It is the same workshop I delivered at gamification world congress 2014. It has now been changed for a new version, but this should still provide some interesting opportunities in gamification workshops you may wish to run.
http://gamified.uk
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+
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.
Game monetization and promotion in Asia (with focus on Indonesia, Japan, Sout...GameCamp
What you should know once you want to monetize and promote your game in Asian countries (especially in: Indonesia, Japan, South Korea, Taiwan, Malaysia, Vietnam, Singapore and Philippines). How to create content and creatives? Usage of video and video creatives.
The benefits of operating a free-to-play "game-as-a-service" are well known: elastic pricing, a direct relationship with your players, longer lifespan, and an opportunity to fine-tune after launch. But to fully realize these benefits, you need to plan your live operations strategy as carefully as you plan your game. This talk will show how you can build an effective LiveOps strategy using PlayFab.
Case Study on promoting a Game Art and Design course (Biswadeep Ghosh Hazra) ...Biswadeep Ghosh Hazra
The case study entailed promoting a Game Art and Design course at École Intuit Lab. I focussed on certain key areas like-
1) Industry Overview
2) Cohort Analysis
3) Segmentation
4) Marketing and Branding
Using Audience Measurement Data to Acquire, Retain and Maximize Revenues | Al...Jessica Tams
Delivered at Casual Connect USA 2016. The most challenging aspect of mobile game marketing is discoverability and awareness. The mobile games market is the most fragmented of all industries. This session will give attendees a deeper understanding of successful audience acquisition strategies, trends and the demographics of the core mobile gamer.
Agile Metrics: Make Better Decisions with DataTechWell
Some consider measurement in agile development destructive—or at the very least useless. Larry Maccherone disagrees and offers insight into how you can use metrics in an agile environment to make life better. How do you know when you are ready to introduce metrics into the environment? What are the sources for these metrics? What tools and techniques are necessary to make decisions probabilistically? What are the mindset shifts necessary for metrics to help you making better decisions? How do teams and organizations avoid the anti-patterns that so often derail a metrics program? Larry answers these questions and shows how to create a culture where measurement is an insight amplification and feedback mechanism—not a club to beat people up; where your teams seek out—rather than dread—the use of quantitative insight; and where metrics bring stakeholders and teams closer together—not drive them apart. Leave with the vision and understanding necessary to implement your own metrics regimen and make better decisions with data.
Gamification: Engaging and Motivating Your UsersVorkspace
Checkout Igniters Meetup at: http://www.meetup.com/Igniter/
Subscribe at: http://ignitersv.com
Gamification – the use of game-like elements in non-game contexts – goes beyond traditional user experience design. Instead of aiming to make the job at hand easy and simple, gamification looks at what interests and motivates the player. Asking whether its fun and motivating for the player creates a gameful experience where players are more engaged and happier. This benefits the players, the company and the customers. In this talk we will learn through many examples of how gamification can be applied for your applications and websites.
About the Speaker:
Mario Herger is CEO, founder and partner of Enterprise Gamification Consultancy LLC, a strategic consulting group focused on gamification, innovation, social business, and intrapreneurship in the enterprise. In the past Mario worked as Senior Innovation Strategist at SAP Labs in Palo Alto, California and was the Global Head of the Gamification Initiative at SAP for 15 years. In 2013 he co-founded and lead the Innovation Center Europe Silicon Valley that connects European startups and companies with the Silicon Valley.
Mario regularly speaks at conferences on gamification and innovation and conduct workshops.
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.
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.
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
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
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.
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.
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.
Discover the innovative and creative projects that highlight my journey throu...dylandmeas
Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
Premium MEAN Stack Development Solutions for Modern BusinessesSynapseIndia
Stay ahead of the curve with our premium MEAN Stack Development Solutions. Our expert developers utilize MongoDB, Express.js, AngularJS, and Node.js to create modern and responsive web applications. Trust us for cutting-edge solutions that drive your business growth and success.
Know more: https://www.synapseindia.com/technology/mean-stack-development-company.html
Putting the SPARK into Virtual Training.pptxCynthia Clay
This 60-minute webinar, sponsored by Adobe, was delivered for the Training Mag Network. It explored the five elements of SPARK: Storytelling, Purpose, Action, Relationships, and Kudos. Knowing how to tell a well-structured story is key to building long-term memory. Stating a clear purpose that doesn't take away from the discovery learning process is critical. Ensuring that people move from theory to practical application is imperative. Creating strong social learning is the key to commitment and engagement. Validating and affirming participants' comments is the way to create a positive learning environment.
At Techbox Square, in Singapore, we're not just creative web designers and developers, we're the driving force behind your brand identity. Contact us today.
[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
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!
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.
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.
The world of search engine optimization (SEO) is buzzing with discussions after Google confirmed that around 2,500 leaked internal documents related to its Search feature are indeed authentic. The revelation has sparked significant concerns within the SEO community. The leaked documents were initially reported by SEO experts Rand Fishkin and Mike King, igniting widespread analysis and discourse. For More Info:- https://news.arihantwebtech.com/search-disrupted-googles-leaked-documents-rock-the-seo-world/
VAT Registration Outlined In UAE: Benefits and Requirementsuae taxgpt
Vat Registration is a legal obligation for businesses meeting the threshold requirement, helping companies avoid fines and ramifications. Contact now!
https://viralsocialtrends.com/vat-registration-outlined-in-uae/
Cracking the Workplace Discipline Code Main.pptxWorkforce Group
Cultivating and maintaining discipline within teams is a critical differentiator for successful organisations.
Forward-thinking leaders and business managers understand the impact that discipline has on organisational success. A disciplined workforce operates with clarity, focus, and a shared understanding of expectations, ultimately driving better results, optimising productivity, and facilitating seamless collaboration.
Although discipline is not a one-size-fits-all approach, it can help create a work environment that encourages personal growth and accountability rather than solely relying on punitive measures.
In this deck, you will learn the significance of workplace discipline for organisational success. You’ll also learn
• Four (4) workplace discipline methods you should consider
• The best and most practical approach to implementing workplace discipline.
• Three (3) key tips to maintain a disciplined workplace.
5. • 3.12 million drivers through the
radar zones
• 40 per cent of speeding drivers
slowed to below the speed limit
• Speeding vehicles passing the
signs have reduced their speed
by an average of 9.6km/h
• average reduction in speed for all
vehicles passing the speed
warning signs has been 5.4km/h
• Budget AUS$854,000 for 26
signs
Brisbane City Council – Emotive Feedback
6. Activision Blizzard’s players racked up how many
hours of play time in 3rd Quarter 2016?
A. 100 million
B. 1 billion
C. 10 billion
15. 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
16. Male 58%
Male 6-10 7%
Male 11-14 6%
Male 15-24 16%
Male 25-34 9%
Male 35-44 10%
Male 45-64 9%
Female 42%
Female 6-10 7%
Female 11-14 6%
Female 15-24 8%
Female 25-34 7%
Female 35-44 5%
Female 45-64 9%
% Gamers playing on any format/device in UK
Source GameTrack (ISFE/IpsosConnect),Quarter 3 2016.
29. Gamification Strategy
Deliberately take aspects of games and use them as
lenses to identify gaps in people processes and
explore new strategies for engagement
Play with others and share your thinking. Ideas will
evolve faster and teams will adopt and take
ownership of shared new strategies.
Notice, value and reward game thinking in others.
Game players are already found throughout our
businesses. Use their creative and strategic thinking
and embed games into the culture.
34. Thank you for playing.
Today we’ve looked at:
• Neuroscience & psychology
• Game components
• Game player demographics
• Player types
• Strategies for engaging through
gamification
So, any questions?
pete.jenkins@gamificationplus.uk
http://gamificationplus.uk
@gamifiplus @petejenkins