Podcasts about gamification nation

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Best podcasts about gamification nation

Latest podcast episodes about gamification nation

The Gamification Quest
Eps 202 The Gamification Quest Podcast with An Coppens

The Gamification Quest

Play Episode Listen Later Jul 13, 2024 30:55


Explore the world of gamification with An Coppens, CEO of Gamification Nation, in an interview conducted earlier this year as part of our annual GamiCon48V (the ONLY online conference for the gamification of adult learning). An shares decades of insights, offering advice to those just starting out in gamification and game-based learning. This glimpse into her expertise previews the high-caliber speakers slated for GamiConATX24.

The Social Media Takeaway - Louise McDonnell
Gamification for Customer Growth and Engagement

The Social Media Takeaway - Louise McDonnell

Play Episode Listen Later Apr 10, 2024 44:27 Transcription Available


Send us a Text Message.Discover the world of gamification in this episode of the Social Media Takeaway! We'll explore how playful elements are changing business strategies, boosting employee engagement, and enhancing marketing efforts. Gamification isn't just for games anymore; it's improving engagement, learning, and productivity across different industries.In this episode of the Social Media Takeaway, I had the pleasure of interviewing An Coppens, a gamification expert with over 20 years of experience in creating behavioral change through games and play. An shares her journey from aspiring game designer to founder of Gamification Nation and Playearance.com. She discusses the power of gamification in change management, inclusivity in game design, and the psychology behind gamification.  An Coppens also highlights the importance of understanding the player's psychology for successful gamification and shares insights into designing games that are appealing and inclusive for diverse audiences. If you're interested in utilising gamification to enhance customer engagement, check out Playerence to subscribe to annual or monthly subscription and use my code Louise20 for 20% off! More about An: WebsiteFacebookLinkedInTwitterIf you enjoyed this episode, be sure to subscribe to my podcast because more like this is on the way!If you'd like to book a call to see how I can support you head over to my website here. www.sellonsocialmedia.academy/helloAnd please connect on social media and let me know what you thought of this episode!LinkedInInstagramFacebookFacebook GroupCheck out my 2024 Social Media Content Planner & Guide on Amazon (Amazon UK) (Amazon USA)

Mad Money w/ Jim Cramer
On The Edge: Tax-Friendly Climates, Gamification Nation & Stimulus Side Effects

Mad Money w/ Jim Cramer

Play Episode Listen Later Mar 11, 2021 44:56


While Mad Money is away this week, listen to Scott Wapner as he challenges conventional wisdom on the newsiest questions of the day, brings on CNBC experts with unexpected answers and hosts fierce debates. The top takes today; Is Miami about to become Wall Street south? Has the U.S. become a gamification nation? O’Shares ETFs Kevin O’Leary joins ‘On the Edge’ to discuss whether there’s a mega-boom coming after the House vote today approving President Biden’s $1.9 trillion stimulus program. Plus, Nicole LaPorte, Senior Writer at Fast Company, discusses Whitney Wolfe Herd. Herd is the founder of Bumble and the youngest woman ever to take a company public.

Gamification Nation
Podcast 44: Is gaming bad for my child?

Gamification Nation

Play Episode Listen Later Nov 24, 2020 41:39


Welcome to today’s Question of Gamification, the podcast by An Coppens. And today we have a guest, Andy Robertson, who also goes by the Twitter handle @GeekDadGamer, and he’s a video game journalist and the author of the book Taming Gaming. I’m delighted to have... The post Podcast 44: Is gaming bad for my child? appeared first on Gamification Nation.

Fire in The Belly
E69: The Hidden Attributes of Gaming: Interview with An Coppens

Fire in The Belly

Play Episode Listen Later Aug 9, 2020 139:56


When people think of video games, they think about violence, competition, and even wasting time. But that shouldn’t be the case. Gaming has a lot of elements that can be used in business, HR, and even education. In this episode of the Fire In The Belly Podcast, Might Pete talks to An Coppens, the Chief Game Changer of Gamification Nation, about how she offers business solutions in the form of gamification design services. It’s easier to ‘level up’ when everyone in the team is aware and motivated to get the same missions accomplished within a reasonable timeframe. Also, we ensure healthy communication and engagement among them. Find out how when you listen in! KEY TAKEAWAYS An was always a diligent and versatile kid—doing every school requirement, acing most of the exams, and training as a student-athlete. Whatever mystery box is put in front of her, she studies, figures out, and masters whatever is inside it. She was always passionate and eager to finish when she starts something. For a long time, gaming has been frowned upon and avoided by people to consider as a career track. Even An’s parents questioned her decision. But An knew she got the talent and could contribute much in the industry, so she pushed for it no matter what. An also has experience in consultancy. This is where she saw a million possibilities of gaming. She advocates gaming as a tool to increase learner engagement. Games are how people will learn and communicate easier. Gamification (the application of gaming elements) can help to encourage engagement between the management, the team, and the customers. When there’s a good sense of teamwork, high performance is guaranteed. Besides, it also gets other people interested in the service you offer. BEST MOMENTS “I tend to get stuck on something and get immersed in it.” “If I can be a great player, then being a coach is another great thing to do.” “Sign off stress.” “Feedback is a strong motivator and creates a big impact (to the business).” “There’s money in games.” VALUABLE RESOURCES Read about Gamification Nation (https://www.gamificationnation.com/) Subscribe to Fire In The Belly Podcast on Apple Podcasts (https://podcasts.apple.com/us/podcast/fire-in-the-belly/id1499375061)! ABOUT THE GUEST An Coppens is the leading expert in gamification design for employee and learner engagement for over 15 years. She is also the Founder and chief game changer of Gamification Nation, an award-winning Speaker, L&D professional, and an author. Under her leadership, Gamification Nation Ltd has won the Outstanding Gamification Agency Award in 2017 at Gamification Europe and an Excellence in No-Tech Gamification design for a board game at Gamicon 2018. Visit An Coppens Official Website: https://www.ancoppens.com/ Connect to An Coppens in LinkedIn: https://uk.linkedin.com/in/ancoppens ABOUT THE HOST The ‘Mighty Pete Lonton’ from the ‘Mighty 247’ company is your main host of ‘Fire In The Belly’.  Pete is an Entrepreneur, Mentor, Coach, Property Investor, and father of 3 beautiful girls. Pete’s background is in Project Management and Property, but his true passion is the ‘Fire in The Belly’ project itself. His mission is to help others find their potential and become the mightiest version of themselves. Pete openly talks about losing both of his parents, suffering periods of depression, business downturn and burn-out, and ultimately his years spent not stoking ‘Fire In the Belly’. In 2017, at 37 years of age that changed, and he is now on a journey of learning, growing, accepting, and inspiring others. Pete can connect with people and intuitively asks questions to reveal a person’s passion and discover how to live their mightiest life. The true power of ‘Fire In The Belly’ is the Q&A’s - Questions and Actions! The ‘Fire In The Belly’ brand and the programme is rapidly expanding into podcasts, seminars, talks, business workshops, development course, and rapid results mentoring. CONTACT METHOD https://www.facebook.com/mightypetelonton/ https://uk.linkedin.com/in/mightypete https://www.facebook.com/groups/430218374211579/ Support the show: https://www.facebook.com/groups/430218374211579/ See omnystudio.com/listener for privacy information.

Gamification Nation
Podcast 43: How to compete in an unlevel playing field?

Gamification Nation

Play Episode Listen Later Jul 28, 2020 30:58


Welcome to a Question of Gamification, a podcast where gamification expert An Coppens answers your questions. Today’s question is How can we compete in an unlevel playing field? Today’s question was triggered based on a number of conversations, I was having online and offline with different... The post Podcast 43: How to compete in an unlevel playing field? appeared first on Gamification Nation.

The Smart Connector
Gaming For Entrepreneurial Impact And Change With An Coppens

The Smart Connector

Play Episode Listen Later Jul 9, 2020 36:59


Gamification Nation was created by An Coppens, an award-winning speaker, learning and development expert, business and executive coach and author, with over 15 years experience in creating behavior and organisational change through creative and innovative (tech) gaming solutions.  As a leading expert in gamification for employee engagement, An's company won the Outstanding Gamification Agency Award in 2017 at Gamification Europe and the Excellence in No-Tech Gamification Design in 2018 at GamiCon 18. In this interview with Jane, An discusses her work with global brands in media, leisure, health and finance markets, plus other business owners and managers in a range of different industries,  An was ranked in the top 100 Innovation and gamification experts in 2012 and since 2015 stayed in the top 10 of gamification gurus worldwide. In February 2016, she was given the HR visionary award at the WHRD congress in Mumbai and in 2018 she reached elite standard in the global e-learning community. She has been a speaker at many global conferences and was commissioned to write about “Gamification in business” for Bookboon.com and previously “How to attract IT talent” for Packt Publishing. (Entrepreneur Spotlight) ABOUT THE HOST: Jane Bayler is a serial entrepreneur, investor, speaker, event host and business scale up expert. She had a 20 year history in global media and advertising, before becoming a serial entrepreneur herself, with multiple businesses in real estate, marketing and education. Having grown and sold a £6M brand identity business to US communications group Interpublic, today she is most passionate about and committed to serving other entrepreneurs – helping them grow their businesses and achieve their best lives.  Enquire about working 1:1 with Jane, book a call here: https://bit.ly/2Z07DML Discover Jane's Ideal Client Success Accelerator Programme here: www.idealclientsuccess.com/masterclass

Gamification Nation
Podcast 42: What have the generations in work been doing in lockdown?

Gamification Nation

Play Episode Listen Later Jul 7, 2020 11:57


Welcome to a Question of Gamification! Today’s question is, “what have your people been doing in lockdown?” We will take a look at how much they’ve been spending their time on various tools and media, based on the global web index. We will look at... The post Podcast 42: What have the generations in work been doing in lockdown? appeared first on Gamification Nation.

Gamification Nation
Podcast 41: Are you all zoomed out?

Gamification Nation

Play Episode Listen Later Jun 30, 2020 16:56


Welcome to a Question of Gamification. I’m An Coppens the show host for the show and today’s question is one of mine. Are you all zoomed out? Yes. I mean the Zoom online meeting system or in fact, any online webinar, meeting or conferencing tool.... The post Podcast 41: Are you all zoomed out? appeared first on Gamification Nation.

Gamification Nation
Podcast 40: What does loyalty mean in times of crisis?

Gamification Nation

Play Episode Listen Later May 5, 2020 27:52


What does loyalty mean in times of crisis Welcome to a Question of Gamification. I am An Coppens, the show host for this show and the CEO and chief game changer at Gamification Nation. Today, I want to answer the question,  what does loyalty mean... The post Podcast 40: What does loyalty mean in times of crisis? appeared first on Gamification Nation.

Gamification Nation
Podcast 39: What are we doing for COVID-19?

Gamification Nation

Play Episode Listen Later Apr 24, 2020 9:04


Today I wanted to give you an update of what we are doing in light of all of the lockdowns internationally. As well as all of the loss of business or contraction of business worldwide.  Thanks to the same virus. I hope at the same... The post Podcast 39: What are we doing for COVID-19? appeared first on Gamification Nation.

covid-19 gamification nation
Gamification Nation
Podcast 38: What is a gamification strategy?

Gamification Nation

Play Episode Listen Later Mar 24, 2020 14:23


Welcome to this week’s question of gamification. My name is An Coppens. I’m the show host for this podcast and the CEO and founder of Gamification Nation. A question we get always or regularly asked, maybe not always, is what is a gamification strategy and... The post Podcast 38: What is a gamification strategy? appeared first on Gamification Nation.

Gamification Nation
Podcast 37: How we took a top grossing mobile game and are making it into a recruitment, onboarding and learning solution

Gamification Nation

Play Episode Listen Later Mar 17, 2020 18:52


Welcome to this week’s a question of Gamification. My name is An Coppens, I’m the show host and the CEO of Gamification Nation. This week we will follow on from our podcast from last week where we discussed how you could use Monopoly or a... The post Podcast 37: How we took a top grossing mobile game and are making it into a recruitment, onboarding and learning solution appeared first on Gamification Nation.

Gamification Nation
Podcast 36: How to use a game as inspiration for your serious game and gamification design

Gamification Nation

Play Episode Listen Later Mar 4, 2020 14:12


How games inspire us in gamification? We want to pick a game that you all know to illustrate how we work and how it inspires what we do. I often tell our game designers that you can make any game into something that we can... The post Podcast 36: How to use a game as inspiration for your serious game and gamification design appeared first on Gamification Nation.

Gamification Nation
Podcast 35: What makes a great learning game?

Gamification Nation

Play Episode Listen Later Feb 18, 2020 15:28


Welcome to this week’s, a question of gamification. This week, I’m talking about what makes a great learning game. My name is An Coppens. I’m the chief game changer at Gamification Nation, and also the show host for this show. Serious games must still be... The post Podcast 35: What makes a great learning game? appeared first on Gamification Nation.

game learning coppens gamification nation
Gamification Nation
Podcast 34: Is gamification different from game design for business?

Gamification Nation

Play Episode Listen Later Feb 11, 2020 9:25


Welcome to A Question of Gamification. My name is An Coppens. I’m the chief game changer at Gamification Nation, and the show host for this program. Today I’ll give you a health warning. It’s a bit of a ranty post or a ranty show, because... The post Podcast 34: Is gamification different from game design for business? appeared first on Gamification Nation.

Gamification Nation
Podcast 33: What are the gamification trends for 2020?

Gamification Nation

Play Episode Listen Later Jan 20, 2020 11:48


Welcome to a Question of Gamification. My name is An Coppens. I’m the Chief Gamechanger at Gamification Nation. And first of all we with our first episode of 2020, I would like to say Happy New Year to all of our listeners and followers. And... The post Podcast 33: What are the gamification trends for 2020? appeared first on Gamification Nation.

Gamification Nation
Podcast 32: How to keep your gamification or game design fresh for the long haul?

Gamification Nation

Play Episode Listen Later Dec 3, 2019 11:48


Welcome to a Question of Gamification. This is An Coppens. I’m your show host and also the CEO of Gamification Nation. This week’s question of the week is, “How can you keep your gamification design or your game design fresh? It’s a question we’ve had... The post Podcast 32: How to keep your gamification or game design fresh for the long haul? appeared first on Gamification Nation.

Gamification Nation
Podcast 31: How to have corporate learning teams provide you with input for gamification and game design?

Gamification Nation

Play Episode Listen Later Nov 26, 2019 10:14


Welcome to this week’s A Question of Gamification. Welcome to this show. My name is An Coppens. I’m the show host, and also the CEO of Gamification Nation, and I first of all have to apologise for my absence. We wanted to make this a... The post Podcast 31: How to have corporate learning teams provide you with input for gamification and game design? appeared first on Gamification Nation.

Gamification Nation
Podcast 29: What can gamification unlock in the workplace?

Gamification Nation

Play Episode Listen Later Oct 8, 2019 10:02


Welcome to this week's question of gamification. My name is An Coppens. I'm the chief game changer at Gamification Nation and also the show host for this show. This week's question is what are the Learning and Development opportunities that gamification can unlock in the workplace? A big question and it was one that I was asked by a journalist recently who was writing about gamification and other new technologies in the workplace and gamification is obviously considered as one of those So my answer was, first of all to say it's a big question. What are the opportunities? Well the opportunities are quite large. If you think about it most young people will have played games at some point. They may not all be lets say Esports Gamers or really into the big multiplayer online games, but most people have used regularly social media regular games like things you play on your mobile the casual variety and in the wider spectrum of games like multiplayer online games, role-playing games. I would even consider Sports board Games Etc as part of the larger gaming picture. So most young people know that and most young people have on their devices things that are gamified from the get-go. Then they end up in the workplace and they come across often very archaic looking systems or boring interfaces of the things that we use every day. I mean, you know, there's nothing wrong with your Word and Excel and Office products, absolutely, nothing wrong, very functional very, you know very much fit for purpose. So you wouldn't expect there to be game mechanics on top of it. But what gamification can unlock is productivity to use those tools, productivity to complete. So if we look out workplace productivity most managers would love to know how long are my people working on things? What does it take for them to complete an item Etc who's in trouble? Who needs my help? Who's actually doing very well and you know happy to keep plodding along without any hand-holding or anything else? So those kinds of things are really vital for a manager to know and vital for a person to understand. And often for the individual we don't get feedback on our productivity or performance until it's too late or the person either quits or you as a manager have to have a word with the fact that you know, it's not as good as you wanted it to be but if people knew as and when they went how things were progressing and what was good about it, you know, they would already be at a better starting point. So that's the first thing I would say. So what kind it unlock? More productivity, more feedback without having to be there in person. I only think there's still a place for the person face-to-face conversation too, I so wouldn't rule out one over the other but we work with a number of systems where you can have dashboards to see about your performance to look at completion to see how you're doing within the team, to get basically completion rewards, completion unlocking either rewards in the shape of little items or something that you can eventually trade in for real-world items. So whether that is a badge or real-world item, it's a reward for something you've done or simply a dashboard that gives you the impression. Okay. This is where I'm at. This is where I need to go. This is how we're doing. This is how my work is actually having an impact on the larger company because most of us, especially -- and I remember when I was in large organizations, would love to know how our work actually makes a difference to anyone because even the smallest item or smallest thing can have an impact but you don't always know. So knowing the bigger picture goals and how your personal goals play into that can be very interesting very rewarding and actually make people feel good about what they do. I truly believe in workplace productivity and gamification. I think that the two kind of work quite well together. I'm also a big fan of Health trackers and fitness trackers,

Gamification Nation
Podcast 28: How to design for people with varying abilities and disabilities?

Gamification Nation

Play Episode Listen Later Oct 1, 2019 18:05


Welcome to a question of gamification. My name is An Coppens. I'm the show host of this show and the chief game changer at Gamification Nation. Today we are bringing to you the question, how can I design for people with disabilities? And first thing I was going to say, this is part of the series of inclusion by design. So I promise to share my thoughts, my philosophy, but also the things we do to actively include people and watch out for people in our designs so that they are the most successful as possible. Oh, I also explained in one of the previous podcasts that I see all of the different leaders of inclusion that we should look at. So gender, age, culture and ability as a spectrum. So the spectrum of disabilities and abilities is vast and wide to some disabilities are visible, some disabilities are not, mental health is often considered, under disabilities and you can't see it. Colorblindness is, you know, can be very disabling. And again, it's not visible to us, but the person experiencing it experiences it a lot. Some chronic diseases cause pain. But may not make the person look different on the outside. So from a design perspective that brings with it a whole range of different challenges and, and different interesting points. The first point for people with varying level of abilities, and I'm calling people with abilities because even if you can't see, you can't touch, you have not all the limbs available to you or in use or in working order, you still have abilities. They may be limited, they may be the same. So a person in a wheelchair could just be as mentally able as the next person. We're just not physically able to do the sport. So, you know, you have to see it from a spectrum perspective. And I think even with the analogy with autism and is being quite relevant, which you know, the autistic girl Gretta Turnberg being in the news so much. I find it fascinating how many people are slating her for standing up for something she believes in. Whilst if this was a grown white man, would we have the same impact and the same, I suppose, nastiness towards him. And maybe, you know, this day and age you probably would judging by our current day politicians, but Hey, that's a completely different story and a completely different mindset of all I was wanted to, to bring without analogy is that autism has been recognized as a spectrum. So there's so many degrees and various variations of it manifesting. People have grades of being normally able to do everything and very different in the way that they do and process different things. So the first thing for inclusion for differences of abilities is accessibility and acceptance. Now, accessibility and acceptance. If you think about it, try navigating the world as a blind person. Try navigating the world as a person in a wheelchair to understand what I mean with that. I did an experiment at an event not too long ago where I used monopoly paper money. And asked, you know, can you pick that up with a hand? And of course that was not a problem for the person. Now pick it up with, you know, your hand in your sleeves so that your fingers have knots, the same touch. The person managed to do it but it required a different skills. And then I asked them to pick it up without hands and that then became a lot more challenging. Some people reach for their feet, some people took it with their teeth. So you know, it's, you know, it poses a whole different range of things. And the first thing we often see when we're designing systems for inclusion is that access is the first point. Even from a building perspective where most organizations fail is that person with the wheelchair or the person that is blind, the person with all sorts of physical ailments is just not able to make it through the door. So they fail at point of access. In video software that can be the same and abilities here could range from the physical variety to actually cognitively can they actually easily play and...

Gamification Nation
Podcast 27: Is gamification manipulation?

Gamification Nation

Play Episode Listen Later Sep 24, 2019 26:58


Welcome to this week's question of gamification. My name is An Coppens, I'm the show host and the CEO or chief game changer at Gamification Nation. And this week's question is an interesting one which was asked at a conference of people who make a simulations. Primarily question was is gamification just simply manipulation? And I didn't have a chance to answer the question there. And then so I also had it in my mind and sort of play with my mind what is manipulation really. So if we think about it, how and what do we consider manipulation? So I went on a bit of a fact finding mission to get the sorts of dictionary explanation of manipulation before sort of jumping in and giving my opinion on, you know, is gamification manipulation. Yes. No. Or, you know, is it as black and white as that and in the dictionary, when we look at manipulation, it says, "it's the skilful handling, controlling or using of something or someone, whether it's a sculpture you made in an art class or how you convince your friends to do your homework. Both are considered manipulation in the negative sense. It's also explained as exerting shrewd or devious influence, especially for one's own advantage. And so it sort of shows even in, I suppose just pure dictionary terms where you're trying to explain a concept. It's not that straightforward. It's not always negative. It's also not always positive because if we look at is from making a sculpture perspective, because money pinata, it comes from the Latin handful. It's, you know, it could be handling something and skilful handling can be positive. If it is, let's say a sculpture handling a piece of wood or a piece of clay or a piece of stone to sculpt a beautiful piece of art out of it. Yes, it's manipulating the brick to become something different and you wanted to be, and you know, for some people that's probably why did you waste a really good break or really good piece of wood. But for others it's, it's an amazing piece of art and I think it's not that far removed from, you know, when we actually give or exert influence over an individual or someone to do something. Manipulation can be, you know, something good and something bad. And I see it as, you know, a potential of having two faces, both positive and negative. And I actually see gamification in very much the same light. Any good tool used for bad reasons or bad purposes will have bad outcomes. And you know, that's the same with great technology to world over. Even games on simulations can be used to influence people to make decisions that really you want them to consider twice or maybe not make at all. So it's, it's not as clear as black and white. It's more of a gray scale. And then it's kind of how many shades of gray do you need to go to before? For you. It's a, it's a no, no. So if we look at gamification, so gamification in my view is a contains nudges. It contains game elements. It contains an element of understanding human behavior and what are we tending to do and tending not to do and how can we then come to an outcome that is best for the individual for whatever older purpose the gamification was designed for. So let's look at it from a coaching perspective and that smile original background. So I come I suppose to, to world of gamification through the lens of, Oh, a former coach, I was first a sports coach. I coached basketball for years and years and also played basketball for years and years. So for me, coaching always was about understanding where the individual is out with their skills level and then trying to, you know, nudge them forward into their next level of ability. I think back to the team, I coach two of the longest, which were in basketball and in Belgium we had the microbes, the microbes were the youngest possible kids that could take up basketball. You had to be five and a five years old on that category. I think around even all the way to nine if I'm not wrong, I'll be wrong on that.

Gamification Nation
Feminine Gamification Viewpoint: Interview with Margaret Burnett

Gamification Nation

Play Episode Listen Later Sep 12, 2019 37:04


Feminine gamification viewpoint: Interview with Margaret Burnett Podcast 8: Where to find inspiration for gamification? In a question of gamification this week we are honoured to have the company of Margaret Burnett distinguished professor in Computer Science at Oregon State University. She has carried out research in relation to gender inclusiveness in software use and developed a research methodology to test for potential stumbling blocks your users may face.   An Coppens: Hi, I'm An Coppens from Gamification Nation and I'm delighted today to have with me Margaret Burnett who is a Distinguished Professor of Computer Science at Oregon State University in the USA. Now, I'm so delighted to have her on board because her research focuses on end user programming, end user software engineering and gender issues in this type of context. Welcome to Gamification Nation today Margaret.   Margaret Burnett: Thank you, I'm delighted to be here.   An Coppens: Thank you. Now, I noticed you have Distinguished Professor as your title, how does that happen?   Margaret Burnett: Well, it's quite an honour and I just received it this last spring so I'm still just immensely delighted about the whole thing. The university passes this honour out to 2 professors per year so I got it this last spring. The criteria have to do with the quality and the reputation of your research and your teaching and mentoring and whether you've really made a difference in some way. I have some awards on some of those fronts and a long history I guess that … A really long history. Anyway, so I won.   An Coppens: Fantastic, it's a great honour to have you so shortly afterwards, we're not just talking to a professor but a distinguished professor. I love that and congratulations also.   Margaret Burnett: Thank you.   An Coppens: Now, the reason that I came across you and the research you have done is because as my listeners and readers know is we work a lot on the feminine view of gamification and I look for research that's been done in that field. When I came across GenderMag, I got really excited, I said, “I want to know what this is, how does this happen, how did this come about?” First of all, what is GenderMag?   Margaret Burnett: GenderMag is a method. It's a process for software developers or UX people or anybody really with some say into how software is turning out. Anyway, they can use this method to spot aspects of their software—the software itself—that might not be as gender inclusive as they liked. GenderMag stands for Gender Inclusiveness Magnifier, so that's what it's all about.   An Coppens: Fantastic. How did it come about initially, is there a background story to it?   Margaret Burnett: Yes, there is, there's quite a background story. It all started with my PhD student, Laura Beckwith who was seeking a PhD topic to work on in about 2002 or 2003. We came up together with the idea of possibly looking at how gender differences might come together with software itself. At that time, there was starting to be a fair amount of understanding in the academic community—not in industry yet—the academic community that there were gender differences that were starting to play out in the workforce and in higher education. But nobody had thought about software itself yet.   An Coppens: That's really amazing that it actually is recognized first in the university world and then further down the line becomes of interest. I think a lot of businesses and software developers still are only starting to recognize this field.   Margaret Burnett: That's right. Laura started reading from 5 different fields and in every case what she was trying to do is ask herself the question, “What does this tell me about software?” As you mentioned earlier, I do human aspects of software development, some of it end user programming and some of it professional programming but...

Gamification Nation
Podcast 25: What does inclusive by design really mean?

Gamification Nation

Play Episode Listen Later Sep 10, 2019 27:44


Welcome to a question of gamification. My name is An Coppens. I'm your show host and the chief game changer and CEO at Gamification Nation. And this is the second installment in our series inclusive by design. When it comes to inclusion, the big question is, how do I know I am being inclusive? How do I know I'm not excluding certain people by being inclusive to other people, et cetera. And you know, what is inclusion in the first place? And I guess it starts with diversity as a spectrum in my view. So the first thing to notice is, for me, inclusion is about culture, is about abilities, it's about gender, it's about age. It may be other choices that are more lifestyle related, but for most businesses, it comes to creating an environment where everybody has the opportunity to succeed, to their level of ability, their level of wish, desire. So I guess it's, in some sense, slightly philosophical in other ways. There's also very practical things to think about. But first of all, let's talk about four areas, of what I would see key, in workplace kind of workplace focus, diversity or work, workplace focused inclusion. And they are a culture, first of all. So culture can be the company culture, but it can also be the country culture. It can be the melting pot of nationalities, cultures that are working for you. And if you're a global organisation, it may be the interrelationship between all of those suppliers, providers, the head office, the local office. And if you are, let's say a national organisation, it can be head office and local office. It can be regional differences. And I think, you know, we all have some sort of culture that we reflect and you know, whether that's a good or a bad one that remains to be seen. But from an inclusion perspective, I would say look at it as a spectrum. Some of us have a global vision and want to make the world or workplace others have a very clear national vision. No, I'm only focused on, you know, this region. Therefore, the people that interact with my clients would need to either support this region as a near native or be a near native. So, you know, so those are the kinds of typical questions that you would ask there. And then a local business may mean you need local knowledge. I mean, just think about it. If we look at a, let's say you're a local taxi driver, you want them to know the local area to get you to your destination as fast as possible. Of course they can be using great apps, I give them the best routes, et cetera. But once the GPS doesn't work or it gets it wrong, you don't want them to be stuck and you know, clocking up a massive big bill. You also want to be able to communicate with them. So in a national context, you could have a scenario where people need to know and we know have been guilty of that in some countries. I visit and speak a lot in many areas. And, you know, at one point I was trying to go by train from one place to another and the person at the rail car desk said, no, you can't do that miss, because geographically that's not possible. And I sort of went, oh, oops, I didn't realize that which he grabbed the, the map where she said, oh here miss, there's a, here's the map of the rail network and you can check for yourself. And you know, I thought it was a very nice, respectful way of dealing with my lack of, uh, the national rail network knowledge. And that's okay. You know, I, I was definitely in the wrong place. And then if you have a global mindset, it might mean that you don't limit yourself to just national or local markets. It may mean that you have a staff that's also diverse and spread out all over the place. And that comes with its own, I suppose its own difficulties from time zones to language use to certain habits that are really acceptable in one culture, but maybe not so much in another. We've worked on a few projects around cultural acceptance and cultural inclusion, including a kind of a fun way of getting people,

Gamification Nation
Podcast 1: What is Gamification and Why Now?

Gamification Nation

Play Episode Listen Later Sep 3, 2019 11:30


Welcome to the first episode of the Gamification Nation podcast. It's an exciting new way for me to connect and share with you in audio format. We've been hard at work to get this launched and I'm thrilled that we are finally out with this first episode. In this episode, I share with you the most common question on what is gamification and why it's essential in this modern day. How you can use this to advance your business and more. So be sure to subscribe. You can subscribe to our podcast on iTunes Don't forget to subscribe! Please don't forget to leave us a review or comment here or even on iTunes and Stitcher. Your thoughts, questions, and feedback are always welcome.

stitcher gamification gamification nation
Gamification Nation
Podcast 23: How will VR/AR/MR work with gamification in HR and learning?

Gamification Nation

Play Episode Listen Later Aug 27, 2019 24:48


Welcome to this week's A Question of Gamification. My name is An Coppens. I'm the chief Gamechanger at Gamification Nation, and this week's question is a good one. How will VR, AR, MR, and what on earth is the difference between all those, and Gamification play nice? It's a question that comes up from time to time. Because in learning, and in HR, we find that a lot of people have no idea what all the buzz words and all of the... they have an idea, but maybe not a full understanding of what the buzz words stands for and how they can all work together or where they're all separate beasts that you should be treating differently. So, the purpose of today's podcast is to answer the questions of what are these different reality things? Does that combine well with Gamification? Does it not? Should you just do one and not engage with the other? Or, how do you best integrate it into your suite of learning related solutions for your workers, or HR related solutions for your workers? Or whichever way you see fit on using a mix of these things in the workplace. First things first, let's start with the terminology. VR, or virtual reality, is where you typically today need a headset like an oculus rift or a google cardboard or any variety of quality devices in between or above. Basically, what that allows you do to is to escape into a virtual world. Now, in a virtual world, or in virtual reality today, most of the time we need to exclude what is going on around us and we step completely into that virtual space. Which is a great tool for, for example, when you need to simulate environments that people might not be use to. For example, flight simulators are an experience that we could call virtual reality today. Although, we could argue that you could actually play all of it as a mixed reality play because if the person is sitting in the middle of it and touching real equipment but the visuals are displayed on a screen, you're combining virtual reality with reality and giving a lifelike experience even though it's not for real. Simulations, for years have been, in a space in my view, where you find virtual and reality kind of blending together and giving feedback to each other. Virtual reality was designed, originally, with the idea of games. A lot of games, like escape rooms, can be played in virtual reality, but some of the cool games today are completely virtual reality based. If you are not sure what to test or what to try out there's two I would recommend trying. First of all any roller coaster experience, if you're not too afraid of roller coasters that is. And the other one is the play saber where you basically do a massive drum kind of set up and you're trying to keep up with the beat in virtual reality, which is pretty awesome. Or an escape room, of course, where you're in a virtual reality playroom and you need to unlock clues in order to get out. Virtual reality is typically, still today, with headsets which blank out reality. Augmented reality, most of us will have at some point heard of Pokemon Go or at least... you know, maybe not played but at least heard of Pokemon Go the game. Which, basically, brought augmented reality into our everyday, mass presence as such. It's where you combine the camera use of your smart phone with, lets say, fictional characters like Pokemon. And you combine real life and whatever is on your screen together to take some funny pictures, to catch them where they are, where you could be. Further than that, augmented reality is developing and some of the really cool type of material that's coming out is where it is much more seamless so that you don't even need a smart phone anymore. Which you might have holographic screens popping up. You may have heard of HoloLens, where actual human beings are holograms and you can pop up wherever your hologram needs to be for that time. It's basically combining reality with some form of digital augmentation.

Gamification Nation
Podcast 22: What can we learn from our environment for gamification design?

Gamification Nation

Play Episode Listen Later Aug 13, 2019 23:45


Welcome to this week's Question of Gamification. My name is An Coppens. I am the Chief Game Changer at Gamification Nation, and this week's question of gamification is one I have. I suppose it's in light of all the global politics that are going on everywhere. It made me question, are we just all part of one large strategy game by a certain amount of players? Before I go into that, I want to draw analogies to strategy games, and what's happening around this, both in the world of politics and the world of business, because that's how, A, I see business but also, B, I think there's a lot we can learn from it. It also encourages you, and that's my hope that I can inspire you to think critically. Okay, if you were in charge of that game, how would you play it? What cards would you play, and what would winning mean? What's the win condition? Is there a win condition, or are we just heading for a zero sum game where there are no winners, only losers? I guess it's probably out of I would say frustration or desperation. I don't know. It's a blend maybe of the two. As you know, I'm a European working a business in the UK, and with Brexit looming we have a workforce that's all spread over the world. For me, being a global business was always the way I wanted to play the game. I never thought of my business as being just a British company. I actually always felt it was a company playing on a global scale, but now currently the strategy of the politicians is potentially pushing a major, I suppose, spanner in the works, let's just say. It's making me adjust my strategies in order to still continue to play the game I wanted to play. Then I also wonder if I'm only part of the larger playing field. I mean, we're a tiny company in comparison to some of the big names in industry, but in the end of the day we all have a role to play in the strategy game whether we're a low-end small business or a high-end major player like an Apple, an Amazon, an IBM, a Google, whatever. We all have a role to play, but also politicians have a role to play because their sense of government's lack of or insights and wrongdoings can have major impacts. I mean, trying to grow any business in war-based countries is no mean feat. Trying to do business when your company or country is at war with other countries is not so simple. Very realistically, I've had one client refused a platform I advised to use because of the company or the country they were from. They said, "Well we can't possibly, as a Muslim nation, do business with a company from that particular nation." It's real, and I would say an oversight by maybe or maybe not politicians in the UK is that EU companies will choose an EU company to do business with as opposed to a British company unless the British company is the cheapest one on the market and offering lower values, which if you think about, I suppose the EU as a governing body, it has a lot of good to offer. It offered the whole continent of Europe peace for nearly 50 years. It brought about lots of rules that are actually good for business, good for humans, and good for the planet. Do we like them all of the time? Of course not. That's the nature of rules. Just like in any game, we don't like having to stick to rules and having some ways they may impede us from doing how we wanted to do certain things. Yeah. I mean, in a strategy game you will always pivot and choose a different strategy based on the feedback you get from the market, the feedback you get from the game, the choices that are left to you. In the current political climate, I'm having to make choices, and the first choice I made was to wait and see. Now with an impending leaving the EU or Britain leaving the EU after all, unless a general election comes up, which is also still a possibility, it may mean having to set up the group entity, increasing the cost space by having to do double accounting and double offices and double everything. It's a realistic choice,

Gamification Nation
Podcast 20: Should gamification be part of a larger strategy?

Gamification Nation

Play Episode Listen Later Jul 30, 2019 12:18


Welcome to this week's Question of Gamification. I'm An Coppens, I'm your show host, and I'm also the CEO or Chief Game Changer at Gamification Nation. This week's question is asked to us from a variety of clients, and it typically goes something like this, is gamification or should gamification be part of a larger strategy? When we get asked that question, it's typically because people have heard that gamification is a thing. They like the concept, they like the fact that we can bring some of the game and play-like feeling into an organisation. But often it also means that they haven't thought through why they want to implement gamification in the first place. Start with why I would say or answer that question with, yes, gamification should always be part of a larger strategy. In fact, I would even say strategy comes first, as opposed to gamification comes first. Now, gamification can be the strategy. I mean, that's also possible. But in the end of the day, you need to have a reason why you are engaging in gamification, why you are even going there. You need to understand if it fits for your culture, if it fits for the type of problem you're trying to solve. Although I feel that gamification has a lot of power and a lot of benefits. It doesn't fix every single problem that you may encounter in an organisation. Sometimes it's simply a case of revising benefits, revising employee rules, or even very simple things as changing things around in an environment. It could be interpersonal related. The one thing you can't gamify is your boss, typically speaking. At best, you can gamify the process, but gamifying people is another story altogether, and gamification in the best form should always be voluntary. Make it voluntary If it's imposed, then as soon as that becomes known, it also causes a backlash of why people don't want to engage or they rebel against it, or they game the system, etc. When you're looking at gamification as a part of your employee facing strategy, I would definitely say it needs to be part of a well thought out strategy, whether that's employee engagement, whether that is a very specific onboarding call, an onboarding strategy, whether that is showcasing how your organisation is a leader in the field. There's a variety of reasons and a variety of things you may want to do as part of a strategy, and gamification could be one. What we see gamification do and where it plays in and ties into strategy, is that it enforces or reinforces the message of your strategy. Gamified on-boarding strategy example Let's give an example. Usually examples work better than me talking about the conceptual side of things. Imagine you have an organisation where people thrive when they're self-sufficient, when they're self searching for answers. Now, when people join the organisation, they didn't always know that. Gamification was introduced to help them through and teach them from day one, "Actually, in this organisation, it's up to you to make your career what you want it to be." What did the organisation do? Actually, they looked at staff turnover and they saw the ones that thrived were the ones that had adopted and became self-sufficient. The ones that left, and left quite miserable in some way, felt that they were left to their own devices and didn't know what to do. They were never taught that, actually, self-management and self-sufficiency is the way to success. That was the strategic input then, that basically made the company decide, "Okay, we want to apply a gamification strategy to solve this." Now, they did test out other strategies as well. What they came up with was, from day one, and I think it even started before, the person joined the company, they were sent access to an app. In the app you received instructions, a little bit like a treasure hunt: "On day one, please find X place in X building, and meet person Y." When they met person Y, person Y scanned their app,

Gamification Nation
Podcast 18: What makes gamification fail?

Gamification Nation

Play Episode Listen Later Jun 25, 2019 18:23


Welcome to this week's question of gamification. My name is An Coppens. I'm the show host of the Question of Gamification podcast and the CEO and founder of Gamification Nation or aka chief game changer. Today's question of gamification is: what makes gamification fail? Now, first thing, one of my mentors told me at one stage when I was saying, Oh, I don't want to talk about failure, I think failure is bad. And I do, I do have some hang ups talking about failure. I think they're private things I do in private. I don't necessarily want the world to know, he said, "Yeah, but failure is, your first attempt in learning" (First Attempt In Learning =FAIL) If we look at failure as finding ways of how something doesn't work. Then we are also accepting that, we are learning. We are not perfect as we come out, day one, which is also a good starting point, because most of us had to learn the hard way on how to do something right and how things have gone wrong. The podcast this week, therefore, focuses on what makes gamification fail. Unrealistic objectives First thing, I would say is having unrealistic objectives. We sometimes get asked really unrealistic objectives. We want to have a hundred per cent increase in engagement. Oh, good. Well, and dandy, but what's your starting point? Do you know what that is? In most cases, companies don't know the answer to that either. So how can you then know that you are looking for a 100% increase in engagement if you don't even have a baseline? So be real, get real and start with finding out what your baseline is before you start asking and setting really crazy objectives. I'm all for stretch goals. I'm all for being ambitious. But I also want to say that in most cases, gamification has had a positive impact. It's not a regular occurrence that it results in 90, 100 or 200% increase in something. I find those numbers a statistically challenging to accept. If something achieves a 200% improvement then what on earth were you doing before? Or did you exist before? There is a bit of an element of cynicism in that comment for me. Irrelevant to the end-user What else makes gamification fail? Well, if it's not relevant to the end user. Now, that means that you need to get to know your end user. A lot of the time, people who start in gamification, (and we have that sometimes) we are attracted by shiny objects, we could have this and we could have that. And all of a sudden, you end up with a wishlist of ideas. Definitely, in the early days of our gamification company, we would have been guilty of maybe adding more than we needed. Adding way too many mechanics that made it too complex. And in some of our designs, that still happens and then we take them to user testing. And we find out that they're not responding quite as enthusiastic as we had hoped, or as we did, and that happens. Knowing that you are probably going to get excited, you are probably going to add in more than you needed to add in. That is something to be mindful of. And that is something that is also the main reason why you need to have user research and user testing as part of your process. Because that will tell you for real, if you are hitting the mark or not in terms of your designs. So I would say make it relevant. Understand your user. One shortcut to avoid some of these things, is to actually get to know your user better from day one. We're currently working on a project where we are not even sure that gamification is the right answer. Because the first survey that came back from the large user base is telling us that really, they are not interested in game mechanics, they're really not even remotely interested in gaming. They actually want the companies to stick with what it's great at. So we are questioning whether we should even add gamification at all. In our user research step two where we do more qualitative research, we're going to explore these questions a bit deeper. That means having a workshop,

Gamification Nation
Podcast 17: What’s hot in learning?

Gamification Nation

Play Episode Listen Later Jun 11, 2019 22:59


Welcome to a question of gamification a podcast where gamification expert and competence answers your questions. Welcome to a Question of Gamification. My name is An Coppens. I'm the show host for this show and also the CEO and founder of Gamification Nation. Today's question of gamification is, what is hot in learning? And I guess we should also cover what is 'not' as a sort of balanced approach to answering questions. My interest in learning A lot of our work in gamification covers learning because my background has been in learning and development, instructional design, training. I've been an in house trainer and in house, L&D manager. I've also been an external provider and external trainer, a workshop host and instructional designer, both inside and outside of companies. So it shouldn't come as any surprise that I keep up to date with what's happening and that a lot of my connections are also in this space. It's also where we started Gamification Nation was with ultimately learning related gamification projects. It's also why I have a learning gamification framework, and a book coming out in the space of learning gamification, based on the practical experiences, I've faced implementing gamification for learning in organizations large and small. Chatbots So back to the question of the week, what is hot in learning? Well, one of the hottest topics is chatbots. We see tutor bots or learner bots popping up a lot more. And some of the large consultancy companies have successfully implemented chatbots that basically find the relevant information for you, based on the questions you asked a bot. Some are machine learning based bots, which will search for information and learn to present the good material, others are just simple bots with connections to the whole database of learning material that a company may have. Chatbots function very much like your search feature in some sense. They basically act as the Finder of all of these great materials that people may be looking for. Sometimes, these are only set to work on an internal platform, other times, they can also search online like YouTube, TedX, you name it, any learning related resources that they can get their hands on. So that's one thing. So that's definitely hot. I don't see it changing anytime soon. To make the most out of a chatbot, however, it does need to be relevant and come up with relevant information for your users. If it still doesn't answer the question the user is trying to answer, it will just be annoying. It may serve as a database or a bank of questions of what people are asking or looking for. That's one thing. But if it still doesn't answer those questions, it will soon be seen as another useless tool that L&D has pushed on us and nobody is using. If however, you are a company with a large learning database and you have the trouble of many questions relating to 'where can I find this' or 'I need a course on X and I can't find that', that's when a chatbot can be really helpful. Currently, in most organisations, chatbots are in written chat format, so they won't be accessible through voice on most occasions. But for the future, that is where we are headed, where we ask our Alexa or Siri to find those things. And the voice-enabled bot then goes off and looks wherever we wanted it to look. So the tech is there. how good the tech is, is a bit debatable, depending on the company, depending on how you program that to work, it will have more or less good functionality. What I would recommend if you are embarking on a chatbot project is to make sure that it also has a little bit of adaptivity and machine learning attached so that it can find the best and better recommendations for your users. If you can include user recognition in it, and you can link it to an adaptive platform, you're on a winner. And that brings me nicely to the next what's hot in learning. Adaptive and personalised tech Well, adaptive technology,

Gamification Nation
Podcast 16: Can gamification lead to game addiction?

Gamification Nation

Play Episode Listen Later May 30, 2019 10:35


Welcome to this week's episode of A Question of Gamification. And this week's episode is all about game addiction. In fact, I had a question this week, can gamification lead to game addiction? My name is An Coppens. I am the show host for The Question on Gamification, and also the chief Game Changer at Gamification Nation. Now, I often receive the question, what about my kids, they are always playing Fortnite or they are always playing X-Game. At the time of Pokemon Go, it was Pokemon Go. Today its Fortnite, tomorrow, it may be a new game. And the thing is, game trends will come and go. The one measurable that you always need to look out for is do your kids do anything else but play video games or computer games or tablet games? If they do, then you're probably fine. Can gamification lead to addiction? I guess it could. So the honest answer is that anything where we're rewarding people and making them feel good, which is releasing positive chemical reactions in both the body and the brain can have the impact of achieving addiction. So I suppose the grassroots ingredients are there. Now, when we look at gamification, most of the time, we're speaking about business applications or applications that are not focused purely on entertainment, namely work, fitness, health. Now, I know people who are totally into using their Fitbit, and they would often come out with saying, "Oh, I'm addicted to my Fitbit" and "Oh, I'm addicted to my health statistics, etc." But not to such an extreme that nothing else matters. And this is where I would draw the line. The place when something becomes an addiction is when the person has to achieve beyond all else beyond all other reason. The fact that the World Health Organization has recently approved game addiction as a real ailment or real addiction is sort of to make the point that anything in too many doses or too much will be detrimental to someone's health, be detrimental to someone's well being, both mentally and physically. And those risks exist. The risk with gamification is that, yes, you may do something for a certain time, for longer,  more often, you may be more committed. But so far, I have yet to come across a situation where gamification has become an addiction. Gaming can be an addiction if nothing else exists beyond the game. That means no more social life, no more friends, no more work. In fact, the game always comes first. That's when it gets to that point where you have to win, and would even go as far as potentially ringing the support line of your favourite game, to say, Hey, I'm about to do serious damage, if I don't get a life, or I don't get my points back, etc. That's when we're really talking about a serious situation. In those cases, it's important to work with the individual to make them aware that something is wrong and to also seek professional help to help them through this. This is not something you should tackle on your own or the individual on their own. Like anything, most of us do things for the greater good for and we design for gamification and for games, we want people to become better. We wanted to have every great and positive intention. We also still want people to have a life outside of what we build. So we don't want them to play all of the time. We don't want them to be stuck in a game. And I think if your children go through phases where one game is so all-consuming and all-absorbing if they're still playing with friends, if they're still enjoying, play sports if they're still inviting friends over to come and play the same game, it's okay. Now if we look at the benefits of gaming, and that is something I often get asked about by parents is like my kids are always playing, and they're always looking into this, I want to limit their time. Think about it this way. For a lot of introverted kids, gaming is a way of releasing creativity. In some cases, some of the kids manage teams, manage guilds, run missions,

Gamification Nation
Podcast 15: Reality in Gamification Project

Gamification Nation

Play Episode Listen Later May 21, 2019 14:47


Welcome to A Question of Gamification, a podcast where gamification expert An Coppens answers your questions. Welcome to a question of gamification. My name is An Coppens. I'm the show host and chief Game Changer at Gamification Nation. And this week's question is a build on last week's question of what are the processes that we use? What are the deliverables that we have? And this week is what is the reality of a gamification project? Because last week, we went through the five steps in our process phases: business specifics, user research, gamification design, development and support. And this week, I want to delve deeper into what is the reality like in a gamification project. We just finished a major project which took us nine months to get to where we are today.  I'd love to say it was a smooth and easy process and everything worked according to plan. But hey, that's not reality! In fact, we had from day one, a delay of a number of months, thanks to lengthy terms and contract negotiations and setup negotiations. That's something which in a lot of cases, and a lot of projects is forgotten about. Procurement typically has a say about everything. Commercial terms, we may have a say about too. In gamification and game design, what we aim to do and how we work is that we aim to retain the IP which is what makes it a win/win for everyone. That way we're not limited because of one game design that we used for one client, which would tie us down to never ever be able to use that again. It would be crazy for us to sign away. Let's say the intellectual property for a crossword or an unlocking of content game mechanic, and then to never be able to use that again with future clients. When we are looking at game design and intellectual property, obviously, anything like branding, graphics narrative that we take from the client or that the client already has, even content that the client already has,  that is retained by the client. We just put that into different shapes and formats. Always expect to have negotiations in terms. That is one thing. The reality of a project may mean that you spend a lot longer in the procurement and negotiation of the terms phase. Originally, we had nine months, and then that got shorted down to five months thanks to the lengthy procurement process. That meant some of our design processes had to really work concurrently and in very rapid succession. I remember doing the business scoping phase in two weeks, at the same time, we launched the user research phase, which had already been started, but because nothing had been signed off, we didn't have access to the client's people. So yeah, there is a lot of factors in there. Did it compromise the level and depth of research? Absolutely. And, you know, that's the reality. You know, I'd love to say for every project, we do user research with 10% of the target audience, or idealistically, that's fantastic. In reality, we may only get a fraction of that because of time, because of the budget, because of the due date. I come from the broadcast sector and in the broadcast sector, you often have a go-live date where the promotion has already started for a program or a movie or a production to go-live on a certain date, even a channel at times. Everything else has to backwards fit into the timeline. Sometimes that's not too dissimilar to a lot of our game design processes and project. Often the client has a very definite time. I recall one of the board games we designed, there was a definite conference date. So we had to work backwards from there and say, okay, which printer can still deliver in what time frame? How far can we push the deadline before it has to go to print? And how quick can we work then to make sure that we deliver, so it's fine. And it's a great achievement when we do deliver in those very sharp deadline situations, but sustainably over the long run, we can't do that for every single project.

Gamification Nation
Podcast 13: How does a gamification project compare to a big name game?

Gamification Nation

Play Episode Listen Later May 10, 2019 11:40


Welcome to a Question of Gamification. My name is An Coppens. I'm the show host, and also the chief Game Changer at Gamification Nation. And today's question is: how does a gamification or serious game project stand up in cost, benefits and impact in comparison to a big name game like a World of Warcraft, FIFA,`Grand Theft Auto, Fortnite, you name it, any popular game that people are playing these days? The first answer to this question is that it is a question of budget and resources. Typically, the bigger name games have more budget available than most corporates are willing to pay us for a gamified process or gamification or a serious game, which is the first given. Most budgets in the corporate sector are relatively limited. And the second part is the resources available. So in gamification studios, the majority of us work in quite a lean production team, and we adopt quite a lean methodology to get to the end results. In the larger studios like Blizzard and EA who produced some of the fantastic games that we all love and would love to aspire to create someday. They work with bigger teams. They have many more stages of inputs. We, for example, have a game designer, a graphic designer and a developer at the core of what we do.  We don't necessarily have a story writer, a narrative writer, a level designer, several versions of graphical asset designers, several developers and in-house access to a wider skill set. So whilst it is something we'd love to aspire to, realistically, the budgets that we are given to work with don't allow us to get us there. Does that mean that the benefits of what we create are compromised? Well, actually, not always.  First of all the bigger studios are creating for fun and for lasting engagement and to commercially making the most out of any given game that they dream up and create. Whereas for us, the measures of success are different. Yes, it should be fun to engage in, if it is a serious game. In gamification, the purpose is always the business objective first. The benefits of a serious game and gamification is typically whether it has hit the objective that it was designed for. And the first objective is usually not, it has to be super fun. In most cases, well, it has to attract people to join the organisation if it's for recruitment, it has to improve sales numbers if its sales related, it has to improve skills if it's training related. So that's the first thing, so the objective is different. It should still in terms of fun aspects, and levels of wanting to play again be engaging enough. But some games, you will not replay over and over in a gamified setting. For example, if you're dealing with a game for recruitment, then obviously this is not going to be repeated over and over again by the same person. The intention would be there that the person may play it for a number of times, over a short space of time, even a week, or to gain access to the highest level so that they gained interview or they gain the skills that they need to prove to deliver. In some sense, the purpose is different. So the reusability for any one player is limited. Can it be reused for many more players? Yes, of course. That's a given. The other thing, if, for example, and I'm thinking about recruitment games that are built for competency testing, for example, once you have the result, would you go back again, it's different, it's a different kind of game than a game of Fortnite, a game of FIFA or where you have levels and other types of things that you may want to create. They actually are so much harder, there's much more to earn for so many more levels, so many more interactions and the multiplayer experience. For us, it's back to that question: does this make sense for the purpose that we're building? For some learning related experience it may make sense. And that's where simulators for quite some time have played a big part in training and for pilots,

Gamification Nation
Podcast 12: How to get started with gamification?

Gamification Nation

Play Episode Listen Later Apr 30, 2019 16:19


Welcome to a Question of Gamification a podcast where gamification expert An Coppens answers your questions. Hi, and welcome to this week's a Question of Gamification. This is An Coppens your show host, and also the chief Game Changer at Gamification Nation. This week's question is, how can you get started with gamification? Now, for me, that's a double question in one. For some people that means how can I get started for building a career in gamification? And on the other side is how can I get started and put gamification into practice for my organisation? So those are very frequently asked questions we come across. So to tackle the first one, how can we get started in a career in gamification? Well, the first thing I would say is to look to become an intern. Ask organisations like my own, and see if you can, first of all, translate an existing regular game into something that can be used for businesses. That's typically how I asked interns to apply for positions within Gamification Nation. The other thing to do is to start reading up and start following the main people that have shaped the nature and landscape of gamification. More and more degrees and master's programs offer and include an element of gamification. So if you are studying game design, that is for sure, fantastic grounding, and look for those organizations or those Institute's and universities that offer gamification as modules, as part of masters, or degree programs. I know in the UK, there's a number of universities, like for example, Coventry University has some elements of gamification and game design as part of Surrey University, Birmingham, there's a number of them. So do your research and find out from those of us working in the industry, how did they get to where they are now? So to share my career track into gamification, so first of all, I always wanted to be a game designer. So as a kid, I was really obsessed with puzzles and crosswords and was making games from when I was the age of seven or eight years old. And so if you have that passion, then you probably have a good inclination that it might be something you want to do. Then look for a career in game design. My parents told me at the time, and this is many, many moons ago, that game design was not for girls and there was no career initially, you know, you better get a real job. So I guess I took a normal degree. I studied international marketing and I also added a degree or an MBA in change management to it. And then only in the last 15 years did I add a diploma in game design, and I studied everybody that was a somebody in the early 2000s, 2010's. So, at that time, Gabe Zicherman was a key speaker, and I think a lot of his work in terms of books ond courses. He had a number of courses on Udemy, were excellent, and I would still recommend that you visit them. The other person I studied and read most of the works from was Mario Herger. And he had a course called Enterprise Gamification on Udemy. So another one that I pretty much absorbed. And then Yukai Chou, who I mentioned in last week's question of the week, who I did always level one, two, and three, Octalysis framework certifications with and then I read extensively all the books of the likes of Andrzej Marczewski research that came out and at the time, the biggest research was coming out of Canada and the `work from Lennart Nacke and Gustavo Tondello. I quite like and I still follow both guys. I've had the pleasure of meeting everyone at the stage of the various organizations and often spoken on the same stages, the Coursera course by Kevin Werbach. I mentioned that last week. Also useful materials. In terms of the learning space, a number of people to mention are Karl Kapp and he has courses on LinkedIn. And he also has a number of books on gamification and on Game Design and simulations. I highly recommend his field book in gamification is probably the best and most grounding book for anyone in the learning space.

Instructional Designers In Offices Drinking Coffee
The Realities of Virtual Reality in Your L&D Strategy: With Special Guest Marco Faccini

Instructional Designers In Offices Drinking Coffee

Play Episode Listen Later Oct 10, 2018 32:29


Instructional Designers In Offices Drinking Coffee This audio cast was recorded candid and live, we apologize for technical difficulties with sound. This week we bring on another special guest from Gamification Nation, Marco Faccini to talk about VR. Currently used as one of the most modern forms of gamification and game-based learning (and just flat out gaming) in the world; virtual reality is so much more than just a shiny toy! Marco joins the IDIODC guys to showcase VR's pros on business impact to training and learning. Looking to learn a little more about VR before the live cast? Check out this website and blog post by Marco! http://www.aquinasvr.com/ http://www.aquinasvr.com/insights/the-instructional-experience-designer/ From starting out as an e-learning professional back in 2001, Marco is passionate about making a difference in Learning & Development and Education. Marco works as Gamification Nations Non-Executive Director and CEO at SilkRoad Edtech/ Marco works with many modern, new and innovative technologies bringing a 'blended' proposition. Currently 'immersed' in the 3D, Virtual Reality, Video Based learning and collaborative learning arenas helping to educate workplace professionals and bring solutions to life. Working with Corporate companies, SME's, Apprenticeship training providers and educational faculties to utilize these newer technologies and add real value to the business and their people. Become virtual friends with Marco and the IDIODC gang (and remember you can always stay in the loop with the #IDIODC hashtag)! Marco: https://twitter.com/marcoable?lang=en Brent: https://twitter.com/bschlenker Chris: https://twitter.com/Chris_V_W Brent Schlenker is dominKnow's Community Manager. Chris Van Wingerden is dominKnow's Sr. VP Learning Solutions. Want to join us live? Follow us on Crowdcast: https://www.crowdcast.io/dominknow Interested in learning more about dominKnow? Sign up for our next live platform demo to learn why we do powerful eLearning-authoring best. (And get a free 14-day trial after you watch the demo!) https://www.dominknow.com/demonstration.html

Instructional Designers In Offices Drinking Coffee
Gamification and a Better Learner Experience: With Special Guest An Coppens

Instructional Designers In Offices Drinking Coffee

Play Episode Listen Later Oct 3, 2018 39:55


Instructional Designers In Offices Drinking Coffee While the many in the L&D industry know, it's important to use engaging forms of learning tools past the basics to maintain learner retention and performance improvement. Expand your organizations learning ecosystem with gamification! Welcome to an introduction to the basics of gamification and how you can easily use it to add more value in your learning solutions. In this episode of IDIODC, Brent and Chris bring on special guest and master of all things gamification An Coppens to discuss how gamification can be used to improve learning! An Coppens is the Chief Game Changer at Gamification Nation Ltd, which offers gamification design solutions and an online gamification academy. The company is based in London and serving clients worldwide from well-known brands to smaller product focused SME’s. Our solutions are designed to encourage winning behaviours and improve business results in the areas of sales, marketing, HR, learning and productivity. In February 2018 An was shortlisted at number 21 in the top 100 movers and shakers of the elearning industry, rolling into elite level, a jump of 32 place from gold standard to elite since 2017. In November 2017, Gamification Nation was awarded the “Outstanding Gamification Agency Award” through recognition from peers in the industry. In February 2018 An was shortlisted at number 21 in the top 100 movers and shakers of the elearning industry, rolling into elite level, a jump of 32 place from gold standard to elite since 2017. In February 2016, An was recognized at the World HRD congress in Mumbai as a HR tech visionary. In October 2017 one of our client projects was shortlisted in the top 10 educational games awards of TIGA. Projects she has worked on included reviewing onboarding of sales staff and their recognition, assisting managers with getting ready for new hires, website gamification, gamification of an in-house learning curriculum, membership site gamification, etc. Increasing engagement is always our key focus. Clients include Adidas, Chubb, Chubb, Thomson Reuters, Qinetiq, RB, Cenlive, Millicom, YouEQ, Nightingales, EIT digital, EIT Climat-KIC, Active Management, 5app, etc… An is also an award winning business coach, speaker, learning & development professional and author. She is a prolific blogger on gamification through www.gamificationnation.com and tweets under her Twitter alter ego @GamificationNat. Her 3rd book called “Gamification in business” is available for download here https://bookboon.com/en/gamification-in-business-ebook. Her 4th book “Tapping into crowd” – competitive advantage from the inside out” launched in February 2017 is available from Amazon and the publisher Pencraft Publishing. Her 5th book is currently being edited for a June 2018 release. In her career An has worked in learning and development and change management roles for Modern Times Group, Xigma Management Consultants, Philips Electronics and Arthur Andersen Business Consulting. She was a guest expert on the TV show “How long will you live” for RTE in Ireland. For 10 years An ran a successful business coaching practice in Cork, Ireland with B/Right Business Coaching. She holds a BA (Hon) in International Marketing and languages from Dublin City University and an MBA from the Open University Business School in the UK. She holds a gamification master qualification from the Engagement Alliance and has completed a number of online gamification courses. Become virtual friends with the IDIODC gang and remember you can always stay in the loop with the #IDIODC hashtag: Brent: https://twitter.com/bschlenker Chris: https://twitter.com/Chris_V_W Brent Schlenker is dominKnow's Community Manager. Chris Van Wingerden is dominKnow's Sr. VP Learning Solutions. Want to join us live? Follow us on Crowdcast: https://www.crowdcast.io/dominknow Interested in learning more about dominKnow? Sign up for our next live platform demo to learn why we do powerful eLearning-authoring best. (And get a free 14-day trial after you watch the demo!) https://www.dominknow.com/demonstration.html

The Gamification Quest
Gamification World Congress - Gurus Panel Part 2

The Gamification Quest

Play Episode Listen Later Nov 28, 2015 22:08


This episode of is brought to you from the fourth annual Gamification World Congress held in Barcelona (Spain) on the 11th of November this year (2015). The Gamification World Congress had a number of practical workshops led by globally renowned experts where attendees could learn about and implement the latest methodologies and tools to find game-based solutions for the business world. The panel discussion was led by my colleague Jan Bidner and the panel includes An Coppens Chief Gamechanger at Gamification Nation, Peyman Vahedi, principal of a secondary Upper school in Kramfors, and myself. In Part 2 our topics include: Cheating - is it cheating or creative thinking and innovation? Gamification in education - what is the proper place for gamification in education and what tools should be used? Gamification as an industry title - is there a better name that describes accurately what it is that we are working (playing) to achieve.  Links to panel participants websites: An Coppens : http://ancoppens.com/ Peyman Vahedi : https://www.laragenomspel.se/ Jan Bidner: http://www.sogetipodcast.se/gamification/    About Your Host: Monica Cornetti Founder and CEO, Sententia www.SententiaGames.com www.monicacornetti.comA gamification speaker and designer, Monica Cornetti is rated as a #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You, writes The Gamification Report blog, and hosts the weekly Gamification Talk Radio program.  

The Gamification Quest
Gamification World Congress - Gamification Gurus Panel Part 1

The Gamification Quest

Play Episode Listen Later Nov 21, 2015 31:45


Reflections from Gamification World Conference 2015 This episode of is brought to you from the fourth annual Gamification World Congress held in Barcelona (Spain) on the 11th of November this year (2015). The panel discussion was led by my colleague Jan Bidner and the panel includes An Coppens Chief Gamechanger at Gamification Nation, Peyman Vahedi, principal of a secondary Upper school in Kramfors, and myself about our impressions from the conference. The Gamification World Congress had a number of practical workshops led by globally renowned experts where attendees could learn about and implement the latest methodologies and tools to find game-based solutions for the business world. Links to panel participants websites: An Coppens : http://ancoppens.com/ Peyman Vahedi : https://www.laragenomspel.se/ Jan Bidner: http://www.sogetipodcast.se/gamification/    About Your Host: Monica Cornetti Founder and CEO, Sententia www.SententiaGames.com www.monicacornetti.com A gamification speaker and designer, Monica Cornetti is rated as a #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You, writes The Gamification Report blog, and hosts the weekly Gamification Talk Radio program.