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	<title>2020 Workplace &#187; Gamification</title>
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	<link>http://2020workplace.com/blog</link>
	<description>innovations to attract, develop, and keep talent</description>
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		<title>How Do We Live Our Lives Online?</title>
		<link>http://2020workplace.com/blog/?p=805</link>
		<comments>http://2020workplace.com/blog/?p=805#comments</comments>
		<pubDate>Tue, 05 Jun 2012 18:42:58 +0000</pubDate>
		<dc:creator>Jeanne Meister</dc:creator>
				<category><![CDATA[2020 Workplace Book]]></category>
		<category><![CDATA[Boomers]]></category>
		<category><![CDATA[Gamification]]></category>
		<category><![CDATA[Gen X]]></category>
		<category><![CDATA[m-learning]]></category>
		<category><![CDATA[Millennials]]></category>
		<category><![CDATA[Mobile Learning]]></category>
		<category><![CDATA[Social Learning]]></category>
		<category><![CDATA[Social Learning Boot Camp]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[networking sites]]></category>
		<category><![CDATA[Online Population]]></category>
		<category><![CDATA[Online shopping]]></category>
		<category><![CDATA[social networking]]></category>

		<guid isPermaLink="false">http://2020workplace.com/blog/?p=805</guid>
		<description><![CDATA[Think of a typical hour of your time. How do you spend this? The infographic below, entitled &#8220;How Do We Spend Our Live Online,&#8221; was created with data from comScore,...]]></description>
				<content:encoded><![CDATA[<p><strong>Think of a typical hour of your time. How do you spend this?</strong></p>
<p>The infographic below, entitled <em>&#8220;How Do We Spend Our Live Online,</em>&#8221; was created with data from <a href="http://www.comscore.com/">comScore</a>, <a href="http://pewinternet.org/">Pew Internet</a>, <a href="http://thedigitalife.com/">The Digital Life</a> and <a href="http://www.nielsen.com/us/en.html">Nielsen</a>.  Some interesting top line data points include:</p>
<p><strong>We spend a typical hour in the following way</strong>:</p>
<ul>
<li>22% on social networking sites</li>
<li>21% on searching for information</li>
<li>20% on reading content</li>
<li>19% on emails</li>
<li>13% on multi media sites</li>
<li>5% on online shopping</li>
</ul>
<p>Social networking activities win a clear lion’s share of people’s attention, with this set of data suggesting that <a href="http://www.facebook.com/">Facebook</a> captures an average of more than 465 minutes of people’s time each month.</p>
<p><strong>Highest growing trends of online usage: </strong></p>
<ul>
<li>27% Location based services</li>
<li>27% Time shift TV</li>
<li>19% Internet Banking</li>
</ul>
<p><strong>Least growing trends of online usage include:</strong></p>
<ul>
<li>12% User created videos</li>
<li>12% Live internet videos</li>
<li>12% Professionally created videos</li>
</ul>
<p><strong>So here are three of my surprises after viewing the Infographic: </strong></p>
<ul>
<li>With growth of internal social networks in companies, more employees will be encouraged and see value in creating user-generated videos. Is this really on the downward shift?</li>
<li><a href="http://www.forrester.com/home">Forrester</a> predicts the social enterprise software industry will become a $6.4 billion market by 2016. What happens to email? How long will it be taking up almost 20% of our typical hour during the day? Will this go down to 5% and how fast? If you listen to what companies like <a href="http://www.jivesoftware.com/">Jive</a>, <a href="http://www.moxieinteractive.com/">Moxie</a> say, the death of email is right around the corner.</li>
<li>The Global online population is exploding with 30% of world’s population. If Chinese users spend five hours a week shopping online, what does this mean for emerging markets in Africa, Vietnam and Indonesia, will they follow suit?</li>
</ul>
<p><strong>Here is the How We Spend Our Time Online Infographic. </strong><br />
Share your surprises with me here on the blog.</p>
<p><a href="http://2020workplace.com/blog/wp-content/uploads/2012/06/online-time.gif"><img title="How We Spend Our Time Online Infographic" alt="" src="http://2020workplace.com/blog/wp-content/uploads/2012/06/online-time.gif" width="462" height="3346" /></a></p>
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		<title>Future Workplace to Offer Social Learning Boot Camp</title>
		<link>http://2020workplace.com/blog/?p=773</link>
		<comments>http://2020workplace.com/blog/?p=773#comments</comments>
		<pubDate>Fri, 02 Mar 2012 18:03:18 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[2020 Workplace Book]]></category>
		<category><![CDATA[Gamification]]></category>
		<category><![CDATA[Human Resources]]></category>
		<category><![CDATA[m-learning]]></category>
		<category><![CDATA[Millennials]]></category>
		<category><![CDATA[Mobile Learning]]></category>
		<category><![CDATA[Social Learning]]></category>
		<category><![CDATA[Social Learning Boot Camp]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[future workplace]]></category>

		<guid isPermaLink="false">http://2020workplace.com/blog/?p=773</guid>
		<description><![CDATA[Two-day workshop brings human resource leaders together to experience social learning NEW YORK&#8211;(BUSINESS WIRE) &#8212; Future Workplace will present its Social Learning Boot Camp, an exclusive, two-day event that provides...]]></description>
				<content:encoded><![CDATA[<p><em>Two-day workshop brings human resource leaders together to experience social learning</em></p>
<p><em></em>NEW YORK&#8211;(BUSINESS WIRE) &#8212; Future Workplace will present its Social Learning Boot Camp, an exclusive, two-day event that provides senior executives in corporate learning, human resources and talent management the tools to design and launch collaborative learning platforms. The boot camp is March 19 and 20, 2012, at the IESE Business School (165 West 57th Street) in New York City.</p>
<p>“Forward-looking organizations are adopting collaborative learning to improve employee productivity and the speed of innovation”“Forward-looking organizations are adopting collaborative learning to improve employee productivity and the speed of innovation,” said Jeanne Meister, Future Workplace partner and co-author of the best-selling book, <em>The 2020 Workplace: How Innovative Companies Attract, Develop, and Keep Tomorrow&#8217;s Employees Today</em> (HarperCollins, 2010). “This is our fourth Social Learning Boot Camp, which attracts chief learning and talent officers and their teams. As we head toward 2020, we will see more organizations using social media to attract, retain and develop their employees, as well as to collaborate with their customers and suppliers.”</p>
<p>Talent development and training is evolving from the classroom-based model to a more-collaborative one that leverages a range of social media tools. During the Social Learning Boot Camp, participants gain a deeper understanding of best practices, benefits and barriers in designing and implementing social learning in their organizations. Participants receive an iPad 2 and use this during the boot camp to experience the power of social learning, tweet insights and questions to #slbootcamp during presentations, as well as develop a business case for social learning in their organization.</p>
<p>The boot camp features the following sessions, among several others:</p>
<ul>
<li>Learn how Cerner Corporation created UCern, a collaborative platform to connect all members of the Cerner network (employees and customers) to better innovate and quickly adopt new ideas throughout the enterprise.</li>
<li>Examine how companies such as AT&amp;T, AXA Equitable, Marsh and Jarden Consumer Solutions are re-imagining corporate learning to be social, collaborative and peer driven.</li>
<li>Explore why corporate learning needs to adapt to the digital needs and expectations of Millennials (born between 1977 and 1997).</li>
</ul>
<p>Meister and the Future Workplace team will offer continual recaps and debriefs to help participants build a plan they can take away from the boot camp to implement in their own organizations.</p>
<p>Partner companies who are working with Future Workplace to produce the Social Learning Boot Camp include Jive, GP, Kaplan University, DeVry University’s Keller Center for Corporate Learning, Ashford University and Badgeville. In addition, IESE Business School will share original research on the use of iPads in executive education programs.</p>
<p>For more information about the boot camp and to view the full agenda, visit <a href="http://www.sociallearningbootcamp.com">www.sociallearningbootcamp.com</a>.</p>
<p><strong>About Future Workplace</strong><br />
Future Workplace is an executive-development company that works with human resources executives in Fortune 1,000 organizations to provide continuing education, peer networks and leadership development. Future Workplace runs the 2020 Workplace Network, an ecosystem of innovative chief learning officers, chief talent officers, and directors of global human resources who are rethinking, reinventing, and re-imagining the role of human resources, corporate learning and talent management to drive business results. For more about Future Workplace or the 2020 Workplace Network, visit www.futureworkplace.com.</p>
<p><strong>About IESE Business School</strong><br />
IESE is consistently ranked among the top business schools in the world by publications, such as The Economist and the Financial Times. In 2007, IESE became the first European business school to establish a permanent presence in the United States. Its state-of-the-art New York Center, located in Midtown Manhattan, offers diverse programs for executives. For more about IESE, visit <a href="http://iese.edu">iese.edu</a>.</p>
<p><strong>Contacts</strong><br />
Amy Briskin, 212-794-6644<br />
amy@futureworkplace.com<br />
<a href="http://www.sociallearningbootcamp.com">www.sociallearningbootcamp.com</a></p>
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		<item>
		<title>70% of Large Companies Will Gamify At Least One Business Process</title>
		<link>http://2020workplace.com/blog/?p=636</link>
		<comments>http://2020workplace.com/blog/?p=636#comments</comments>
		<pubDate>Tue, 11 Oct 2011 17:26:07 +0000</pubDate>
		<dc:creator>Jeanne Meister</dc:creator>
				<category><![CDATA[20 Predictions]]></category>
		<category><![CDATA[2020 Workplace Book]]></category>
		<category><![CDATA[Gamification]]></category>
		<category><![CDATA[Human Resources]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[2020 workplace]]></category>
		<category><![CDATA[gamification]]></category>

		<guid isPermaLink="false">http://2020workplace.com/blog/?p=636</guid>
		<description><![CDATA[Gamification is moving into the workplace and will soon be used by 70% o companies in Human Resources, Training &#038; Brainstorming new ideas ]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter" title="Gamification of Work" src="http://si.wsj.net/public/resources/images/MK-BP615_GAMIFY_G_20111009223238.jpg" alt="" width="553" height="369" /></p>
<p>Gamification, defined as the application of gaming concepts to non-game experiences in order to drive desired behavior from audiences, is rapidly becoming a feature of an increasing number of workplaces.</p>
<p>In fact, according to <a href="http://online.wsj.com/article/SB10001424052970204294504576615371783795248.html?mod=e2tw" target="_blank">new research</a> by Gartner, it seems gamification has seen much higher rates of corporate adoption than previously thought. Along with the statistic in the  title, <a href="http://www.m2research.com" target="_blank">M2 Research</a> has said that revenue from gamification software,  consulting and marketing will grow to $938 million  from $100 million by 2014.</p>
<p>It’s a big jump and the article goes into detail on how companies are  adopting game dynamics in their business, and to what ends. Real  results are being achieved. <a href="http://www.liveops.com" target="_blank">LiveOps</a> – which runs virtual call centers –  used gamification for their call center agents. Since that happened,  agents have reduced call times by 15%, and sales have increased by  8%-12%.</p>
<p>It&#8217;s important to remember who gamers are: 59% of social gamers are women and 23% are between ages of 45-65.  Is your company using gamification for training, HR processes and/or new  ideation? What  are some drivers to using gamification for your  company? Some I see are helping to build a sense of community among telework employees, and  adding an element of &#8220;fun,&#8221; which appeals to all of us.</p>
<p>For more, read the full Wall Street Journal article, available <a href="http://online.wsj.com/article/SB10001424052970204294504576615371783795248.html?mod=e2tw" target="_blank">here</a>, or join in to the discussion by posting your thoughts in the comments section below.</p>
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		<item>
		<title>10 Resources on Gaming and Learning</title>
		<link>http://2020workplace.com/blog/?p=511</link>
		<comments>http://2020workplace.com/blog/?p=511#comments</comments>
		<pubDate>Wed, 27 Jul 2011 14:50:17 +0000</pubDate>
		<dc:creator>Jeanne</dc:creator>
				<category><![CDATA[CLO]]></category>
		<category><![CDATA[CLO Innovation Network]]></category>
		<category><![CDATA[Gamification]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[corporate learning]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[social media]]></category>
		<category><![CDATA[Web 2.0]]></category>

		<guid isPermaLink="false">http://2020workplace.com/blog/?p=511</guid>
		<description><![CDATA[Today, members of the Future Workplace&#8217;s CLO Innovation Network will learn &#8220;Why Learning Should be More Like Gaming&#8221; in a webinar with Aaron Dignan, author of The Game Frame: Using...]]></description>
				<content:encoded><![CDATA[<p><a href="http://2020workplace.com/blog/wp-content/uploads/2011/07/game_frame_cover.jpg"></a><a href="http://2020workplace.com/blog/wp-content/uploads/2011/07/game_frame_cover.jpg"></a><a href="http://2020workplace.com/blog/wp-content/uploads/2011/07/game_frame_cover.jpg"><img class="alignright size-medium wp-image-513" title="Game Frame by Aaron Dignan" src="http://2020workplace.com/blog/wp-content/uploads/2011/07/game_frame_cover-194x300.jpg" alt="" width="194" height="300" /></a>Today, members of the Future Workplace&#8217;s <a href="http://futureworkplace.com/clo-network/">CLO Innovation Network</a> will learn &#8220;Why Learning Should be More Like Gaming&#8221; in a webinar with Aaron Dignan, author of <em>The Game Frame: Using Games as a Strategy for Success</em>. He will share why learning should look more like gaming and why work should look more like play &#8212; plus, how organizations can adopt a &#8220;game frame&#8221; to the way they do learning. Aaron is the founding partner of the digital strategy firm Undercurrent. Find more at <a href="http://www.gameframers.com">http://www.gameframers.com</a>, on Twitter @aarondignan, and in a <a href="http://www.blogtalkradio.com/creativityinplay/2011/05/24/aaron-dignan-on-why-the-future-of-work-is-play"><em>Creativity in Play</em> interview with Aaron</a> on &#8220;Why the Future of Work is Play.&#8221;</p>
<p><strong>Here are 10 resources about gaming and learning:</strong></p>
<ol>
<li><a href="http://www.gameframers.com/">Aaron Dignan – Game Frame</a></li>
<li><a href="http://www.cse.ucla.edu/products/reports/R798.pdf">Improving the Way We Design Games for Learning by Examining How Popular Video Games Teach </a>– July 2011</li>
<li><a href="http://www.trainingmag.com/article/new-day-corporate-learning">A New Day for Corporate Learning</a> – By A. J. Ripin – <em>Training</em> Magazine</li>
<li><a href="http://news.marriott.com/2011/06/my-marriott-hotel-opens-its-doors-on-facebook.html">My Marriott Hotel Opens its Doors on Facebook: Marriott Uses Social Media Gaming to Help Attract Tens of Thousands of Employees</a></li>
<li><a href="http://blogs.hbr.org/cs/2011/05/if_all_of_work_were_gamified.html?utm_source=twitterfeed&amp;utm_medium=twitter">If All of Work Were Gamified</a> – By Saul Kaplan – <em>Harvard Business Review </em>Blog</li>
<li><a href="http://www.onthemedia.org/2011/may/06/the-gamification-of-jihad/">The Gamification of Jihad</a> – WNYC&#8217;s On the Media</li>
<li><a href="http://www.gamesforchange.org/learn/good-video-games-and-good-learning/">Good Video Games and Good Learning</a> – By James Paul Gee<br />
16 learning principles that good games, across a board spectrum of genres, incorporate</li>
<li><a href="http://gamification.org/wiki/Encyclopedia">Gamification Wiki</a></li>
<li><a href="http://g4li.org/">Games for Learning Institute</a> – New York University // <a href="http://www.gamesforchange.org/">Games for Change</a></li>
<li><a href="http://www.digra.org/dl">DiGRA: The Digital Games Research Association</a></li>
</ol>
<p>What resources on gaming and learning in organizations do YOU recommend?</p>
<ol></ol>
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