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 http://www.enterprise-gamification.com/index.php?option=com_content&view=article&id=41&Itemid=26&lang=en http://www.enterprise-gamification.com/index.php?option=com_content&view=article&id=41&Itemid=26&lang=en http://www.trainingindustry.com

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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