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12 gamification principles to increase sales productivity and engagement 96dpi

Jan 07, 2017

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Page 1: 12 gamification principles to increase sales productivity and engagement 96dpi
Page 2: 12 gamification principles to increase sales productivity and engagement 96dpi

Featuring Ken Krogue, Founder and President of InsideSales.com and

Chuck Coonradt, author of the bestselling book ‘The Game of Work’

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The Game of Work40 years of

Gamification

Chuck Coonradt

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– John Wooden –

Former UCLA Coach

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The appropriate amount and type of feedback can only be determined by the

Recipient, never the Giver

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•The feedback from the coach must be consistent with the feedback from the

system scoreboard•Reinforce desired behaviors•Big deal out of the good stuff

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•Maximize the number of Winners•Games inside the big game•Based on experience, product line•Recognize the most progress

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• Allow, But Don’t Force Competition•When I choose to compete, I am pumped and

engaged•When forced to compete, I disengage and seek

justification for not winning

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S M A R T goals are great

Attainable and Realistic most important

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• CELEBRATE

• CELEBRATE

• CELEBRATE

• The bigger the crowd the bigger the thrill

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Caveat:Consistency is the most important attribute in a

coach

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The way people feel about their coach dictates how they

feel about the company

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Why?

What?

How?

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To important people we insist on explaining why.

To unimportant people we simply tell how.

They can tell how we feel about them by the way we talk to them.

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People will pay for the privilege of working harder than they will

work when they are paid.

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When you focus on the science of sales, you achieve breakthrough performance

- Scott Santucci, Principal Analyst, Forrester

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“The use of game mechanics and experience design to digitally engage and motivate people

to achieve their goals”

-- Gartner, Inc., April 2014

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GK  Brand:  Photo  c redi t:  Arie lle  Bos sert

Why Gamify?

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58%of  Americans(182  Million   people)

30Avg.  age

Entertainment  Software  Association  2013

55%  Male 45%  Female

Under  18  (36%)18-­35  (32%)

36+  (32%)

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(Reality  is  Broken,  Jane  McGonigal)

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1972 2010’s

Competence Competence,  Autonomy,  &  Relatedness

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Engagement in Game Mechanics

Competence Autonomy Relatedness

Standings BarPointsAchievementsChallengesDashboardsLeaderboards

ThrowdownsProfileKPIsAvatars

LeaderboardsThowdownsPersonal ProfileNotificationsTeam Challenges

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Leading Indicators

47

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Effort & Results Visible

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Contest vs Promotions

Contest Promotion

Only  one  winner

Bigger  prizes

Compete  with  others

Anyone  can  win

Smaller  prize

Compete  with  self

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Pilot vs. Non-Pilot Teams• Dials up 88%• Talk time up 80%• Proposals up 86%• Closed accounts up 32%• Over 28 weeks, 150+ reps

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1. Clearly defined goals

2. Better scorekeeping

3. More frequent feedback

4. Personal Choice

5. Consistent Coaching

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1. Engagement2. Leading Indicators3. Leaderboards4. Contests vs

Promotions5. New Experiences6. Ask Them7. Long term vs short

term

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forbes.com/sites/kenkroguekenkrogue.comlinkedin.com/in/kenkrogue@[email protected]

Q&A

www.gameofwork.comhttps://www.linkedin.com/pub/

chuck-­coonradt/5/4b5/11aEmail  

Address