Happy New Year! We trust this newsletter finds you well on your way to implementing your resolutions for a healthy and happy 2012.
We continue to welcome your feedback. Maybe one of your resolutions is to become a published author. If you have an article for Leadership Chronicles, submit it to this link for consideration.
We hope you enjoy this edition and if you missed one of our past issues, please follow this link to take a look at previous Leadership Chronicles.
All the best,
Randy Sabourin & Cam Anderson
| Business Gamification for Results|
by Cameron O. Anderson and Randy Sabourin
Managers understand and appreciate the hard work and long hours their employees put in. Often they will thank staff by setting aside a day of play for activities ranging from golf tournaments to laser tag. But why do we continue to separate play from work? Are they mutually exclusive or can we find a way to connect the two and make play an integral part of the workday?
"The opposite of play is not work, it is depression." Brian Sutton-Smith
Employee engagement is a sign of a healthy and growing company. When employees clearly see how and why their work matters, they contribute to the overall goals of the company. But often employees come to work and simply function, dreading the next work day knowing they are coming back to do the very same thing again. According to studies on workplace engagement 84% of managers don't know how to accurately measure their team members, only 7% of employees fully understand their company's missions and what is expected of them to achieve these goals and 90% of Gen Y-ers say they desire co-workers who make work more fun (socialcast.com).
Read the rest of the article...
|NeuroLeadership Institute - Toronto Local Interest Group|
On Thursday January 19, Kent Rawlings will present the topic "The Neuroscience of Decision Making."
Kent plans to lead a discussion on how decision-making styles and goal setting is impacted by brain science.
The next meeting is Thursday January 19th at 5:30pm in the Public Mobile Main Boardroom at 1920 Yonge Street, Suite 400.
To join please go to LinkedIn Group and RSVP.
Gamification of a Conference - Case Study
The following is a case study of how pervasive gaming is used to improve employee engagement. It describes the challenges and strategies used to assist the client with both knowledge retention and team building.
To assist a corporate events team succeed in having their Sales Conference participants learn the content presented as well as have fun. A global sales team of 250 people from a high tech company came together for a 2.5-day sales conference in The Muskokas, Canada. In past conferences participants were presented with numerous seminar tracks related to their position, geography and client base. The focus of the seminars was product features, functions, applications, and marketing programs. Feedback left organizers unhappy with the amount of learning during the conference. Participants also complained about the jammed packed schedule without much time for fun or socializing. Conference budgets had been cut over the last several years.