Training Industry Magazine - Spring 2014 - (Page 9)
Do YO U
FEE L
LUC KY?
My favorite board game as a child was
Monopoly. My family and friends spent
many a summer day on our porch playing
it. It taught me great lessons about strategy,
risk taking, allocating resources, timing and
what it took to win. I loved how the dice
played a "luck" factor in the game. A roll
of the dice could land you in many places,
with an opportunity to buy the property or
having to pay someone else rent.
Luck appears at the crossroads of
preparation and opportunity. As training
professionals, we are reaching that
sweet spot. Our industry has evolved its
gamification and social learning capabilities
considerably within the last five years. In
2012, the estimated market spending on
gamification was $242 million. Based on
my experience and after reading this issue
of Training Industry Magazine, I think our
industry will be well-prepared, and the
opportunities to increase performance and
create business impact are abundant.
the average age of many organizations
and needs to be considered when
thinking about how to engage and ensure
employees are productive.
Many leaders in organizations have negative
perceptions around gamification and social
learning. When they hear the words "game"
or "social" they assume these are playful
activities with limited business value. This is
clearly not the case and it is our job to help
shatter these stereotypes.
Therefore, we are lucky.
It is estimated that the total size of the
gamification industry will be $2.8 billion by
2016, and technology research company
Gartner estimates that more than 50 percent
of organizations that manage innovation
processes will "gamify" them in the next
three years. Training organizations that
disregard these projections or, are too late
to the game (pun intended), could suffer
the fate of recent organizations that failed
to innovate and adapt to the changing
world. They can learn from the likes of
Deloitte, whose gamified training programs
took 50 percent less time to complete and
kept more students involved than ever
before. Or, from businesses such as Spotify
and Living Social, which replaced annual
reviews with a mobile, gamified solution
and more than 90 percent of employees
participated voluntarily.
Being prepared and seizing opportunities
involves understanding the current market
and thinking about what the future holds.
Did you know that the average age of
gamers is 37 years old? This is close to
It's important to understand that the
rapid growth in this industry is business
driven. Corporate Executive Board research
shows that executives, managers and HR
leaders believe they will require around
LUCK APPEARS AT
THE CROSSROADS OF
PREPARATION AND
OPPORTUNITY.
T R A I N I N G I N DUSTR Y MA GAZ INE - SPRING20 1 4 I WWW.TRAINI NGINDU S T RY . C OM/ MAGAZ I NE
- JOSH UA CRAV E R
GUEST EDITOR
20 percent higher levels of performance in
order to meet their business goals. This is
also during a time where most companies
anticipate revenue growth, while operating
costs must remain flat. Now, juxtapose this
with the fact that gamers have collectively
spent 5.93 million years playing the online
role playing game, World of Warcraft.
Thus, organizations must look for ways to
generate higher levels of engagement and
performance in employees via the learning
ecosystem consisting of the systems, tools
and training offered.
Just like in Monopoly, we have to be
competitive and relevant to win. That's
possible when we evolve the way we
enable employees to learn, connect and
perform to meet business goals. This
means leveraging gamification and social
learning opportunities. The lucky ones will
not be those who ask if they should use
gamification and social learning to enhance
employee performance. They are rather the
ones who ask how.
THIS ISSUE'S GUEST EDITOR
Joshua Craver is vice president of
talent management at Western Union.
Previous to this role, he lived and
worked in India, Mexico and Argentina
for a total of six years in various HR
leadership roles. Joshua also worked at
the strategy consulting firm Booz Allen
Hamilton. Email Joshua.
9
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Table of Contents for the Digital Edition of Training Industry Magazine - Spring 2014
From Where I Sit
Table of Contents
Contents
Guest Editor: Do You Feel Lucky?
Network Performance: The Power of Social Learning and Behavior
Meaningful Work: Not Just for Millennials
Four Levels of Engagement
What L&D Professionals Need to Know about Gamification
Enhancing Learning with Social Media
Gamification in Sales Training: Seven Critical Considerations Before the Games Begin
Let the Disruption Begin: Social Media and the Great Expansion of Enterprise Learning
Learning Made Fun: Gadgets, Games and a Safe Place to Explore
How Silicon Valley Inspired an Era of Social Learning
How Games Drive Learning
Roll the Dice: Learning with Board Games
Casebook: BAE Systems: Speeding the Business of Learning through Collaboration and Knowledge Management
Salespeople, Coaching and Gamification
Three Ways to Make Learning More Engaging
Stop Creating Dysfunctional Relationships with Employees
What's Online
Company News
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