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Best Leaderboard In Gamification? @Scoopit MyCommunity

Best Leaderboard In Gamification?  @Scoopit MyCommunity | Contests and Games Revolution | Scoop.it

Problem With Leaderboards SOLVED
Yesterday in one of the best #gamification posts I've read by @gamificationco they pointed out the problem with leaderboard is done WRONG they kill incentive.

I know all about having incentive killed. Scoop.it started with a single leaderboard. Each day I would STRUGGLE to get 10 or 20 views as the pro curators at the top of the stack like Robin Good or Anna-Cristina Pratas racked up hundreds in the same time. OUCH.

One-Day Scoop.it flipped a switch and their leaderboard changed. Instead of seeing the top of the stack and feeling the opposite of incentive. Their new board floated my account in the middle of curators in the same horse race I was in.

Like many people I'm one of those horses that runs faster to catch horses with a lead. The key is making daily progress. I worked on "Winning The Day" or achieving the most views of any curator I could see.

Winning the day taught me what worked, provided a sense of accomplishment and helped me learn in a sequence that wasn't overwhelming. Reminds me of riding a bicycle across America.

In the summer of 2010 I rode a bicycle across America. If I thought of riding 3,300 miles in rain, heat and pain never would have left home. When I broke the BIG mission into smaller 50 and 60 mile rides over 60 days the same goal FELT achievable.

Remember to FLOAT your leaderboard the way Scoop. It’s brilliant creators learned to do and you will keep engagement HIGH and help your players achieve the most important goal for any game designer - to keep playing. The ultimate goal of any GREAT game is...more game pay :).

 

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The Business of Gamification | Infographic via Visual.ly

The Business of Gamification | Infographic via Visual.ly | Contests and Games Revolution | Scoop.it

Gamification has quickly become a super trend in marketing, customer retention and employee engagement. Check out this new infographic: The Business of Gamification.

Marty Note
Not sure why this is an infographic, but information is helpful and well presented. Gamification WORKS online. Don't be turned off by the famous Forrester report saying 80% of all gamification will fail. Duh, 80% of anything online fails. Gamification connects visitors to your content or THEIR content on YOUR website (even better). Gamification rocks online marketing.  

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Carlos Bisbal's curator insight, February 6, 2014 9:43 AM

Martin W. Smith dice que la Gamificación se ha convertido rápidamente en un super tendencia de marketing, la retención de clientes y el engagement. 

 

Pin de la infografía:

http://www.pinterest.com/pin/338121884495850190/

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GSN Games Hiring Thanks To Hit Online Games

GSN Games Hiring Thanks To Hit Online Games | Contests and Games Revolution | Scoop.it
GSN Games, the Waltham, Mass.-based game development arm of the Game Show Networ...
Martin (Marty) Smith's insight:

Why every game company isn't exploding right now is a mystery to me. 

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Open Source Rules: Gaijin Games Allows Customers To Riff Videos For Money

Open Source Rules: Gaijin Games Allows Customers To Riff Videos For Money | Contests and Games Revolution | Scoop.it

ATTENTION YOUTUBERS: We grant you full permission to post videos of our games, and to monetize said ...

Marty Note
Loved this note from Gijin Games granting permission to its users to riff videos on YouTube and make money from them. The world is moving open source and every product is a series of services waiting to happen.

By granting users the right to do what they were doing anyway Gaijin looks like a hero and they can mine the videos created by their users to learn how to tune their game. Brilliant example of being open to the new age instead of clinging to old memes like copyright and intellectual property.

More on GPlus
https://plus.google.com/102639884404823294558/posts/Fk3HNP68oG8

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Cloud Gaming Benefits, Games as a Service (GaaS) & Future of...Everything | via @CloudTweaks

Cloud Gaming Benefits, Games as a Service (GaaS) & Future of...Everything | via @CloudTweaks | Contests and Games Revolution | Scoop.it
Cloud gaming is gaining considerable momentum for a number of reasons and is positioning itself as the future of how games will be played
Martin (Marty) Smith's insight:

GaaS despite its funny initials could provide a peek into the future of....well everything. We've already seen a MONSTER TREND toward appification (smaller code updated more frequently) and along comes "cloud gaming".

Benefits of "cloud gaming" include:

* More room on your hard drive (some games can take 14 gigs).
* Games are saved in the cloud so hard drive crash = no worries.

* Better Game Play (thanks to way memory is handled).
* More efficiency will change game development (eventually).

Love this paragraph despite only partially understanding it:

"With recent breakthroughs in hybrid streaming, such as what CiiNOW has done by streaming video and graphics primitives at the same time, it’s much easier to send complex information to mobile devices, tablets and computers at lower bandwidth. Some games are provided through file streaming, a method in which a small percentage of the game is initially installed on a graphics-capable device to allow immediate play.

During play, the remainder of the game continues to download. For movie, TV or less graphic intensive games, video streaming- or video on demand- eliminates the necessity of a game console. Although game consoles or PCs will probably continue to be prevalent, cloud gaming will likely continue to gain popularity as a way to experience new games without having to buy entire game systems."

What I can understand from those points is something we found with CureCancerStarter.org. Use of cloud services allows for "larger" pages to load faster. The impact on web and game design of building in cloud benefits is hard to over estimate.

 

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Why Your Gamification Efforts Are Failing | Gigya's Blog

Why Your Gamification Efforts Are Failing | Gigya's Blog | Contests and Games Revolution | Scoop.it
As effective as gamification is for driving conversions, it can be difficult and tricky to formulate a gamification strategy optimized for your business's specific goals. Thus, we've outlined a few universal tips for implementing an ...

Via Jody_COC
Martin (Marty) Smith's insight:

Gamificaiton is an effective strategy, but getting it right is challening too. Don't be put off by that Gartner report saying 80% of gamificaiton will fail by 2015. 80% of everything fails, but do read this post to figure out how to gamify right or fix a stalled effort. 

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Five Foundational Design Pillars Of Game Development (and Internet marketing)

Five Foundational Design Pillars Of Game Development (and Internet marketing) | Contests and Games Revolution | Scoop.it

Love this post and the 5 pillars have much to teach ecommerce and B2B Internet marketers:

1) Everything is story
First up, we want the player to constantly feel as if they are inside a flowing narrative. It is so common that a game is distinctly split into story and puzzle/action moments. We want to blur the boundaries here and make it impossible to distinguish between the two. Whatever the player does it should feel as if it is part of the story. We do not want to have sections that simply feel like blockers to the next narrative moment. From start to finish the player should be drenched in a living, breathing world of storytelling.

2) Take the world seriously
This leads us to the next point: that every detail in an environment is connected to the story somehow. Nothing should be written off as simply a requirement for gameplay or exposition. For instance, if you find an audio log you will be able to learn more about the story by pondering its placement alone. There should be no need to "double-think"; the game's world should be possible to evaluate on its own terms.


3) The player is in charge
When you invest this much in a setting, it's important to make sure that players feel connected to it. In order to this we need to put a bigger responsibility on the player. An environment quickly loses its sense of realism if it is extremely streamlined and does not allow you to make choices. The player must be the one that drives the narrative forward.


4) Trust the player
This brings us to the next point: that we trust players to act according to the story. We do not force players to notice events by use of cutscenes and similar, but assume they will properly explore the environment and act in a rational fashion. We simply set up situations and then let the player have full control over their actions.


5) Thematics emerge through play
Now for our last foundational design rule: that the game's thematics will emerge through play. SOMA is meant to explore deep subjects such as consciousness and the nature of existence. We could have done this with cutscenes and long conversations, but we chose not to. We want players to become immersed in these thematics, and the discussions to emerge from within themselves.

WOW, if I could get an ecommerce or content marketing website to live by those rules it would never have to worry about more converting traffic. Too good!


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Why Badges Matter - Librarian Creates Site for Teachers to Earn Digital Badges

Why Badges Matter - Librarian Creates Site for Teachers to Earn Digital Badges | Contests and Games Revolution | Scoop.it
Even teachers need a little acknowledgment for learning new skills, according to library media specialist Laura Fleming.
Martin (Marty) Smith's insight:

Chaos Means Brands Matter, Brands Mean Badges Matter
As chaos, or the perception of chaos, increases we pattern seeking humans look for signposts, maps and ways out of the forest. Many say they despise social media badging with a, "Badges, we don't need no stinking badges," attitude.

Badges are meaningful icons, icons with a story of legitimacy behind them. Badges are earned, competed for and so cherished. This post shares how Librarian created badges to help define digital expertise among teachers.

When you learn something new you've worked hard. Everyone knows we are in the "constant learning" world. Luckily it is easier to learn new skills, but it can be hard to identify those new skills on your LinkedIn profile.

Badges like the ones Librarian created are great examples of how to create meaningful icons that help define personal branding and makes a conversation about who knows what easier and more universal.

So who needs some "stinking badges"? Chances are you do :). M

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Gamification: 6 Cool Strategies To Get Your Customers "In The Game" [3 from @ScentTrail)

Gamification: 6 Cool Strategies To Get Your Customers "In The Game" [3 from @ScentTrail) | Contests and Games Revolution | Scoop.it

Marty Note
Great post about how to increase involvement in your games with 3 simple ideas:


* Storytelling. 
* Growth Hacking.

* The Lonely Dancer Effect. 

Great section on Growth Hacking. I would add a 3 more ideas:

* Sticky Mnemonic. 
* Thermometers. 
* Leaderboards & Competition.

 

Sticky Mnemonics
Marketers are TEACHERS. We form information in understandable ways and we "Teach The Teachers" since our biggest goal these social media days is winning hearts and minds and creating a growing tribe of brand advocates.  

One of the most helpful tools to recruit and scale a new idea is the "sticky mnemonic". RobinHood.org are masters of the "sticky mnemonic". "Fight poverty like a New Yorker", is a great example of an analogy that creates deep meaning and so is sticky and easy to transfer. 

When the Heath brothers put a piece of simulated duct tape on their book Made To Stick they were using a "sticky mnemonic" to help sell books. No matter what you do, sell, or preach having a sticky mnemonic helps. 

Thermometers
Scaling happens faster when visitors can SEE it. Ever notice how there is a regularly updated big red thermometer outside the Red Cross or United Way that shows their GOAL and PROGRESS. 

Charities know progress creates momentum when SHARED. Create a simple widget that shows progress. NEVER start with zero, but don't be afraid to share a thermometer with low numbers. Each stage of your counter's life has value for different kinds of supporters. 

Some "early adopter" supporters want to be in early so seeing a thermometer with low numbers is thrilling to them. Other supporters and community members will only want to join when it feels safe to do so. Seeing the thermometer hit its middle areas where acceptance is secure and general will motivate this “middle” group. 

Finally the laggards will join when there is an apparent cost to not joining, so seeing the thermometer nearing its goal laggards will get on board so they can say they did (and some will claim early adopter status lol). 

Leaderboards & Competition
Scoop.it's My Community board is brilliant gamification. When I look at "My Community" I see a chart of my views compared to Scoopiteers immediately above and below me. There are Scoopers who are WAY above me and they started by showing the very top. 

Problem is Robin Good's million views just makes my 110,000 views look hopelessly behind. Robin's success SHOULDN'T mean anything to mine, but human psychology doesn't work that way. We seen Robin's success and COMPARE. 

If that comparison feels like the TOP is out of reach we stop playing the game. The only way to keep game play consistent is to build rewards in all along the journey NO MATTER WHERE a new player is in that journey. 

Scoop.it's decision to revise the chart showing curators in the same "views" segment but hiding the top was a GENIUS move. Not only did they keep hope alive, but also their My Community chart has other valuable uses such as seeing who is trending and knowing if my content is slow or everyone is having a slow day. Brilliant gamification from a flexible leaderboard.  

 

 

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PLAY to Learn: 100 Great Gamification Sites

PLAY to Learn: 100 Great Gamification Sites | Contests and Games Revolution | Scoop.it

The incorporation of gamification to create a game-layer on top of existing educational systems is revolutionary, and many educators, students, and entrepreneurs are taking notice.

Martin (Marty) Smith's insight:

Cool and wish I had the time to look at all 100. 

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Valeria&Giorgia's curator insight, March 10, 2014 10:11 AM

La gamification è una pratica che si sta diffondendo molto. A questo scopo nascono centinaia di siti che trattano l'argomento, tra cui teacherswithapps.com, blog di servizi per insegnanti che raccoglie articoli e una serie di app scaricabili che rispondono a diverse esigenze. L'articolo propone dei siti per i docenti che vogliono cominciare a sfruttare il gaming.

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Designing For Gamification

Within this presentation I analyze how the process of Design Thinking might be a good fit for applying gamification on products or services.

Via Fred Zimny, massimo facchinetti
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Photo contest: My Favorite Picture of You - Advocate Media

Photo contest: My Favorite Picture of You - Advocate Media | Contests and Games Revolution | Scoop.it
Advocate Media
Photo contest: My Favorite Picture of You
Advocate Media
Advocate editors want your favorite photo of your spouse, significant other and/or one true love. Not in a creepy way.
Martin (Marty) Smith's insight:

Cool idea. M

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Come The Revolution Elephants Beat Hippos: Dreamforce to Feature Over 15 Gamification Sessions

Come The Revolution Elephants Beat Hippos: Dreamforce to Feature Over 15 Gamification Sessions | Contests and Games Revolution | Scoop.it
/PRNewswire/ -- Gamification is set to be a hot topic at Dreamforce 2013, Salesforce's annual conference for business leaders across sales, customer success, marketing, and services.
Martin (Marty) Smith's insight:

Wish I could afford to attend Dreamforce.

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Gamification Mythbusters: 3 Myths Calmly & Well Explained via @gamificationco

Gamification Mythbusters: 3 Myths Calmly & Well Explained via @gamificationco | Contests and Games Revolution | Scoop.it
There's a lot of misinformation on how gamification is supposed to work and I'm going to dispel some of those ideas.
Martin (Marty) Smith's insight:

This is the best article I’ve read about why the Gartner all gamification will fail post is stupid AND gamification is harder than you realize.

 

The post takes 3 myths and patiently and completely explains the TRUTH of gamification - that is highly effective but neither easy or plug and play.


Myth 1:

Points, badges and leaderboards encourage competition and enhance performance

Marty - I agree. Leaderboards managed badly become disincentives. This is why Scoop. Its "horse race leaderboard" called MyCommunity is so brilliant as it only shows the horses running immediately behind and in front of me.


Myth 2:

Gamification is simple – assign points and badges, and you are done!


Marty - If you think about what we are doing you know "simple" doesn't apply. We are applying game theory to web marketing. Simple? Not at all, but what Internet marketing ever starts as "simple"? None that I've ever come across.


Myth 3:

Gamification increases participation and productivity of employees in boring, mechanical tasks


"Boring mechanical tasks are boring. Visiting a website is rarely either boring or mechanical, so I don't see this issue as important as it is for those attempting to adopt gamification for HR and other team building applications.

 

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Mikko Hakala's curator insight, February 6, 2014 4:40 AM

From conclusion: "Gamification holds tremendous promise .... but an over-simplified engagement strategy focusing only on points, badges and leaderboards, can do tremendous harm to the organization."

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12 Facebook Contest Ideas [Infographic + 5 From ScentTrail Ideas]

12 Facebook Contest Ideas [Infographic + 5 From ScentTrail Ideas] | Contests and Games Revolution | Scoop.it
12 Ideas for Facebook Contests (12 Ideas for Facebook Contests http://t.co/R4nUAcDBNR)
Martin (Marty) Smith's insight:

Had higher hopes for this infographic. Granted focusing on KNOWN holidays is always smart retailing, but wanted cool ideas such as:

* Facebook Friends Contests - Can you get your Facebook friends to do some good? 
* Facebook LIVE - Stream content live to Facebook and hold a contest to see who does this best / has most interesting stream. 
* Facebook Picture Contest - adaptable to any business vertical and idea since Facebook is about pictures primarily. 
* Facebook Question Contest - every business can use this one too. 
* Best Parents / Grandparents / Kids on Facebook contest - not sure what the judging criteria would be here but love the social media generation. 

Make sure rewards are more SOCIAL than material and read Pink's book Drive for why. No matter what be sure to pull links back to owned properties or you just make FB richer and they don't need your money (you do :). 

 

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Video Gaming Becoming A Spectator Sport - CBS

Video Gaming Becoming A Spectator Sport - CBS | Contests and Games Revolution | Scoop.it
Video Gaming Becoming A Spectator Sport
CBS Local
MIAMI (CBSMiami) – Video games have become more popular than ever but now people have turned to watching others play for entertainment.
Martin (Marty) Smith's insight:

The nice thing about having a strong tribe of content consumers and creators is new revenue options fall from the trees. Video gaming becoming a spectator sport isn't a surprise. 

Why not? With social media watching can be as engaging as playing. Once again video game creators can teach Internet marketing about how to create and monetize content.  

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Renzogracie academy's curator insight, February 13, 2014 5:35 AM

Enjoy personalized fighting programs such as Muay Thai, MMA, and Jiu Jitsu,Judo, Wresteling classes that no other training facility offers in Brooklyn,New York. http://renzogracieacademy.com/about-us-2/

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What is Gamification?

This presentation highlights areas of gamification and looks at some examples from professional organizations and the accounting field.

Via PuertoTICs, luigi vico
Martin (Marty) Smith's insight:

This deck loses something in translation. Sure it was more dynamic when presented (and am going to look for notes). I wanted to Scoop.it to rant about Gartner. 

Gartner is playing both sides of the #gamification trend. They promote it on the one hand saying everyone is doing it and then tear it down with their famous 80% will fail study. 

Newsflash Gartner 80% of all Internet marketing fails. How do I know this? 7 Years as a Director of Ecommerce taught me the immutable truth of Pareto's distribution otherwise known as the 80/20 rule. 

On any website 20% of anything will control 80% of anything (sales, clicks, shares, whatever). Congratulations Gartner your study discovered the 80/20 rule and then presented it as if was news (hey whatever it takes I guess). 

Don't be fooled by idiots, Internet marketing is a gamification engine. Even if you use very LOW LEVEL gamification such as a simple loyalty program or a contest or a game (with a leaderboard) you know games work online and don't let anyone tell you different.  

 

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Valeria&Giorgia's curator insight, March 10, 2014 10:12 AM

Ma cos'è la gamification? Lo spiega tramite una serie di slide Karl Kapp, insegnante, scrittore ed esperto della convergenza dell'insegnamento, della tecnologia e delle operazioni di business, professore di "Instructional technology" e "Instructional Game Design" all'università di Bloomsburg. Ha scritto "The Gamification of learning and Instruction".

Lionel Reichardt / le Pharmageek's curator insight, March 16, 2014 6:36 AM

Pharmageek partenaire de Interaction Healthcare à l'occasion de la conférence :

"Du serious game au Google glass, comment la simulation numérique peut changer la pratique du médecin et la vie du patient ?"

qui aura lieu

le 3 avril prochain à PARIS


INSCRIVEZ VOUS

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CINEFAMILY'S MOST OUTRAGEOUS VIDEO GAMES (trailer video )

Vimeo is the home for high-quality videos and the people who love them.
Martin (Marty) Smith's insight:

Strange and then stranger and don't watch with your ten year old looking on :). M

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Social Gamers Profile Infographic

Social Gamers Profile Infographic | Contests and Games Revolution | Scoop.it

We know that gamification and games have some common elements. That does not mean that the profiles of the participants in the process of successful (RT @veryhisocial: What is The Profile of Social Gamers?

Marty Note
Great infographic showing the rich diversity of the "social gamer" space.

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John van den Brink's comment, December 17, 2013 12:46 PM
Great infographic Martin!
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9 Mobile Game Companies Generated $100M+ In Sales In 2013

9 Mobile Game Companies Generated $100M+ In Sales In 2013 | Contests and Games Revolution | Scoop.it

Guess the mobile gaming model is beyond "proof". Question is how can others cash in too?

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Lori Wilk's curator insight, December 14, 2013 8:03 AM

Cashing in on mobile gaming is no game,it's big business. #mobile#gaming

Suggested by Sarvesh Chandra
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Top 10 Augmented Reality Games for Android / iOS platforms

Top 10 Augmented Reality Games for Android / iOS platforms | Contests and Games Revolution | Scoop.it
Top 10 Augmented reality games includes racing augmented cars, fighting enemies, trailing for treasure, placing virtual play and more, all in augmentation.
Martin (Marty) Smith's insight:

Augment my reality please!

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Gamify Your Commute With This Super Mario

Gamify Your Commute With This Super Mario | Contests and Games Revolution | Scoop.it
Check out this amazing looking Subway map, combining 16bit art, Retro gaming, and Public Transport nerdiness into one glorious hole... Gamify Your Commute With This Super Mario-Themed Subway Map ...


Link to Wired article: http://www.wired.com/gadgetlab/2013/12/videogame-themed-city-maps/

Martin (Marty) Smith's insight:

Cool idea.

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Gamification Myths, Legends and Examples

Gamification Myths, Legends and Examples | Contests and Games Revolution | Scoop.it
I was recently asked whether gamification could be of use to a company. My short answer was "yes, if done right".
Martin (Marty) Smith's insight:

This post is a tad confusing. Is opening stances is "gamification is being driven by novelty and hype". I agree and disagree with that statement. Yes there is hype, but gamification, the application of game theory to business, is far from new. 

Airlines have been using games for years games called "frequent flyer miles".  When I was growing up moms collected books and books of S&H Greenstamps. The lotto is a game, so examples of successful game theory used by business abound. 

The idea we can create something called "enterprise gamification" for Fortune 1000 companies is somewhat new and it can be full of "hype". The web is the source of that hype. 

Any gamification system needs agreed upon rules; a "game ground" and clear stimulus matched to ever increasingly motivated response. The web makes creation of a game ground easy, players abound and so creation of games and the use of game theory are easier to apply. 

I call BS on the famous 80% will fail Gartner projection too. Or, more accurately, call "so what". I was an Internet marketer and when we started doing anything new at least 80% failed miserably. The web is a self-healing system, so today's failure is tomorrow's winner. 

Great examples in this post after you read down past the confusing intro. Worth a scan for those examples.  

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Games Workshop's Facebook Relaunch Is Bang On - Econsultancy

Games Workshop's Facebook Relaunch Is Bang On - Econsultancy | Contests and Games Revolution | Scoop.it
Reinventing yourself on Facebook? Games Workshop gets it bang on
Econsultancy (blog)
Sometimes getting something very publicly (and very badly wrong) can turn out to be a blessing in disguise.
Martin (Marty) Smith's insight:

Grat post about a little engine that could on Facebook, how to relaunch your social presence and why giving up is not an option. 

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Gamification Comes To Sales With New PowerStandings Tool

Gamification Comes To Sales With New PowerStandings Tool | Contests and Games Revolution | Scoop.it
InsideSales.com Releases PowerStandings(TM) Gamification Tool for Increased ...
Martin (Marty) Smith's insight:

Gamify To Make More Sales
I started in sales with P&G and M&M/Mars and PowerStandings seems to understand sales people's unique psyche - WINNING. Give salespeople numbers, and almost any kind of numbers will do as long as there is some challenge, and they will beat them, trash talk their fellow competitors and "get 'er done".

Cool new #gamification tool. Marty

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