Gamification for Profits and Performance

Creating positive behaviour change in your employees and your customers

Book us for an in-house gamification workshop relevant to all roles within business from HR, L&D to marketing and sales.

This workshop will include:

- The theory behind gamification
- How gamification can be used for business
- Gamification brainstorming

The course will teach key theories behind effective gamification, then give hands on experience using tools for practically implementing creative and innovative gamification.

TESTIMONIALS

A fun, insightful, and engaging course with a highly inspirational trainer” - Programme Manager, American Express

A very patient trainer who provided extremely useful concepts and tools.” - First Vice President, United Overseas Bank (UOB)

Great session, thought-provoking, educational and fun! Def will use in marketing offerings!” - Director, Excell Design & Marketing

Lots of learning and the way it is used and the kinds of techniques being used, great workshop.” - Senior Manager, Bank of Baroda

COURSE OUTLINE

  • The theory behind gamification
    Gamification is about understanding why certain game mechanics are so engaging and fun and how to choose which game techniques we should be using in any given situation.
  • What is gamification
  • Understanding the position of gamification on the spectrum of playful business tools
  • The neuroscience behind effective gamification: main neurotransmitters to focus on for motivation + interactive exercise to demonstrate effectiveness
  • Motivational psychology: Maslow’s Hierarchy of Needs, Self Determination Theory, Dan Pink, Marczewski’s Three Layers of Motivation and Flow

  • Analysing how gamification can be used for business
    Looking at examples of gamification used for behaviour change and understanding the game mechanics, aesthetics, emotions and dynamics being applied. Looking at these through the lens of the player journey:
  • Discovery – earning player attention
  • Onboarding – building comfort and trust
  • Scaffolding – designing activities to engage people
  • Mastery – rewarding, recognising and empowering star customers and employees

  • Gamification brainstorming
    To understand gamification we need to understand how to apply game mechanics, dynamics and aesthetics. Our gamification brainstorming exercise is designed to help you experience applied game design on a practical issue you’d like to gamify.
  • Rules: Obstacles we voluntarily abide by that define the game space.
  • Win States: The desired outcomes that make games fun and rewarding for people to play
  • Game Mechanics:  The game mechanics that we use in each game determine the way players feel and behave in the game. The same goes for Gamification.
  • Brainstorming:  It’s where you get a first feel of how engaging your idea is.

TRAINER:

Pete Jenkins is an international authority on gamification, a lifelong gamer, successful entrepreneur and a lecturer. As CEO of Gamification+ Ltd he mentors and trains companies world-wide on the use of gamification to solve business challenges.  Gamification+ won the Board of Trade Award from the UK's Department of International Trade in January 2019.

Pete is Chair of Gamification Europe, the annual conference for Gamification practitioners. The last conference was in December 2019 in Berlin. He also founded the Gamification Awards. The Gamification Awards are global awards for the gamification industry. The awards are judged by industry experts for their design, creativity and utility. The award goes to the companies and individuals who are excelling in their field.

Pete is Honorary Ambassador for GamFed (International Gamification Confederation), having previously been the Chair from 2014 to February 2019, whose aim is to spread best practices within and support the gamification industry.

Pete is in his 11th year as a Lecturer at the University of Brighton. He lectures on gamification and entrepreneurship at undergraduate and post-graduate levels. He also guest lectures on Gamification at King’s College London and at ESCP Europe.

Over the past 20 years Pete has built and sold two businesses. One was in security software and the more recent one was a telecoms and internet connectivity business. He is also an Ambassador for Brighton & Hove Chamber of Commerce and an Export Champion for the Department of International Trade.

PETE JENKINS

Watch the below video to hear Pete talk through the content of our 2 day workshop:

Terms & Conditions

1. Fees are inclusive of all program documents and refreshments during the workshop. The fees do not cover travel and accommodation costs. Full payment is required in advance of the workshop delivery. Admission to the workshop cannot be guaranteed if the payment has not been received by Gamification+ Ltd.

2. All intellectual property rights in all materials produced or distributed by Gamification+ Ltd in connection with this event is reserved and any unauthorised duplication, publication or distribution is prohibited.

3. Workshop content and the event venue can be subject to change without notice and does not impact the terms and conditions in 1. and 2. With your signature the delegate acknowledges that they have read and understood all terms of this contract including, without limitation, the provisions relating to cancellation and to payment terms.

Payment methods accepted:
* Electronic bank transfer
* Credit/debit card
* PayPal

Cancellation policy:
* If for any reason the attendee cannot make it to the workshop in which they have registered, the attendee can send a replacement.
* 100% refund will be given if cancellation is received at least 15 days prior to the event.
* 50% refund will be given if cancellation is received between 5 days and 15 days prior to the event.
* No refund will be given if cancellation is received less than 5 days prior to the event.

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