Bringing the Organization to Life with Gamification and Persuasive Technology

Join us for a webinar, FREE to IABC members, on 6 December 2016 at 11 a.m. PDT / 2 p.m. EDT.

The nature of work, business, and the human condition is changing, as game-driven experiences turn boring tasks into addictive experiences. Forbes says that just as nearly every brand and marketer now employs social media, so too will they use Gamification to playfully induce behavior. The systemic cultural embrace of gaming serves as a touchstone into understanding human motivation, impacting Organizational Communications, Social Change, Brand Relationships, and Talent Development.

The session showcases how game-driven technology is making a difference in enhancing brand voice and improving performance, with examples from top companies:

For Business Process: We will look at how immersive avatar-based environments develop critical thinking and judgment to improve communication and performance in sales, leadership, negotiation, crisis response and diversity.

To Predict Behavior: New game platforms use Machine Learning and Big Data assessment to provide visibility into exact areas of behavior and attitude to help organizations accelerate initiatives like transformation, optimization, and margin improvement.

Presenter: Jim Wexler

Jim Wexler uses persuasive technology to deepen engagement, predict talent, change behavior and improve performance. President of Experiences Unlimited, a New York-based leader in the area of game-based learning and games that predict talent, he is an original pioneer of games for business. He created first-ever game-based campaigns for General Mills, Coca-Cola, and Taco Bell, and brought the concept of game-based recruiting and learning simulations to Deloitte, MetLife, Goldman Sachs, and Johnson & Johnson.

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