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Engaging Audiences with Gamification.

7/22/2019

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Sue Wigston, Eagles Flight
Sue Wigston, Chief Operating Officer of Eagle's Flight


Today on the podcast Sue will introduce us to the application of game playing to encourage engagement with the content of your presentation or training program.  We’re talking about gamification and it’s going to be a game-changer in your event planning practice. Sue has been an organizational development expert for numerous Fortune 500 companies and she is the COO of Eagle's Flight, a company that can help you turn your event into an experiential learning environment. 

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Guest: Sue Wigston, Eagle's Flight
Host: Glen Sanders, Fresh Air Flicks

Links:

Website: https://www.eaglesflight.com/corporate-events/programs
Facebook: www.facebook.com/EaglesFlightTraining/
Twitter: twitter.com/eagles__flight
LinkedIn: www.linkedin.com/company/44225/admin/
Instagram: www.instagram.com/eaglesflightevents/?hl=en

Show Notes: 

  • Gamification involves competition and recognition that brings together the information or the principles of the content of your event to life.

  • Game design stars with principles and what you want to achieve.

  • Through the gamification, you can create a safe opportunity to fail and to learn from your own decisions so that you can make different decisions back in the workplace

  • Gamification can be used for day-long training experiences.

  • Are you trying to fill a day that is engaging? Are you trying to reinforce a specific message? What is it that you are trying to do? Gamification can be used either in a condensed period of time or built around an entire day.

  • If communication is only one way, you're making an assumption that the people that are listening are listening and that they hear you and interpret your words and they understand.
     
  • There's a lot of different things that you can use as a single presenter that just add a different element that doesn't make it a one-way presentation. It makes it a conversation.

  • One of the critical success factors you're looking for when you're planning an event is; Are people engaged? Are they going to say ‘That was a great use of my time’?
  
  • When people are more engaged they're much more loyal to their organization. People typically remember five to ten percent of what a speaker says. So if you do a presentation and you realize they're only going to walk away with ten percent, Gamification takes things beyond remembering and creates understanding.
 
  • One of the biggest reasons why it fails is that gamification is put in as another thing versus added as the thing that is ultimately going to tie your entire conference or event together.
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