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Leif Sørensen CEO / Relation Technologies Contact:
Email: [email protected]
Tel: +45 2879 4777
dk.linkedin.com/in/leifsorensen
Get my Twitter/ RT_Latest_News
Need the Scientific World No Cash cow Gamification
Complexity reduction Wish
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
Agenda
The Market Relation
Technologies
The marketing innovation
schism
The future
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
Approach
PHYSiCAL THEORiCAL ViRTUAL TO GO
DESiGN
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
10 – 20 – 70
Approach Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
Relation Technologies develop and deliver state of the art Gamification and learning
technologies
Approach Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
Business Model and Strategy
Concept & Service
Relation Technologies End user
Training
Executive level
Employee
Design & Architecture
Consultancy / Partner
Internal Consultant / Partner
Approach Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
Approach Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
Used by: Vestas, Grundfos, Aller Media,
Carlsberg, Hapag-Lloyd, and …..
Partner: Implement, Deloitte, Mannaz,
Henley, ISB, Kinetcc, Team Licia, CBS,
Propellor
Approach Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
Approach Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
Approach
Approach
DES
iGN
1. Case Perspective
2. Theory Perspective
Graphic Design Distribution Design
3. Game Engine Technology
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
Streams
PC workstation/ class room, at work
Mobile/ “In between accessiblity”
Physical material / Classroom
To Go / webinars, pods, videos, championships
Approach Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
Approach Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The Market
Information billede
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The Market Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The Market Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
Potential Partner 148 148
XXXX 77% 114 114
Remarks 1
started supper 201x 2
XXXXX 3
4
5
Above 75%
Knowles off the market 4 5
use to work on the market 4 3
network in top 100 business 3 2
network in executive consultants firms 3 2
network in the executive level 3 4
access to network 5 5
already success in the top 100 firms geographically 2 2
working with other products alike 2 5
success with personal test toll or alike 2 1
understanding complex sales/ products 3 3
use to work with S.D logic 2 1
know about sim 4 5
use to work on academy programs 4 2
have there own products align with RT 2 5
43 43
105% 45 45
Can paid the entrance fee 3 1
Running positive for some years 3 2
working firm + 5 employee 2 1
Can open the market and run for at least 1 year with no sale 4 3
Have experience with finials and realistic views on the market potential 4 2
Understand our business model 5 4
Credit-Worthiness 4 2
will become 25% of the partners economy (consultants delivery) 3 5
Power to be the creditor towards clients 3 2
31 31
71% 22 22
Have opened up other products on the market 3 2
Have access to local consultants network 4 2
will make a marketing plan and know the value of such 3 1
will allocate sales power to the project (dedicated) 4 2
experience with sales to top 100 2 2
experience with sales to other consultants firms 2 2
have a established network to top 100 4 2
participation on relevant exhibition 3 1
Familiar with market feedback to provider (us) 3 1
Internal marketing power and experience for making local material, Homepage , Folder 2 1
30 30
53% 16 16
Languages skills to translate and make local sales material 2 1
more than one Mann band 4 1
Familiar with export / Import 3 1
support from top management team 5 5
Geographic coverage country 2 1
Knowles in the organisation for the project 4 4
20 20
65% 13 13
After sales service experience 2 2
It skills for first degree service 4 2
pre sales skills 5 4
S.D. Logic awareness I pre sales 3 1
access to authorization process location 5 4office for clients meeting 5 5
24 24
75% 18 18
Service
Financials
General settings
score
Bad
Below average
Average
Above average
good
Ok
Text Weighting Estimate Total
Organisation
Sales and Marketing
The Market Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The Market
Intro to thoughts and ideas
Looking at the market
Concepts and possibilities
Clients at your market
Service
1 week 2 to 4 weeks 2 weeks and then an on-going dialog
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The Market
Process development
Meeting and closing deal
Authorization process
Meeting end user
Process
Development
Meeting and closing deal
After sales and service
First contact
Meeting
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The Market
3.
Process development
4.
Meeting and closing deal
5.
After service
Value added service
1.
First contact
2.
Meeting
The sales circle “End client”
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
Business on serious games!
• Market analyses
• Segmenting clients in Consultants, companies, university
1
• Contact one field minimum 10 contact
• Looking for ways
• deciding on next field
2 • Contact direct mail all companies
• Follow up on contact
• New contact
3
• Follow up
• Direct contact
• Keep up for 8 weeks more.
4
The Market Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The Market Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The Market Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The marketing innovation schism
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The marketing innovation schism
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The marketing innovation schism
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The marketing innovation schism
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The marketing innovation schism
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The marketing innovation schism
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The marketing innovation schism
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The marketing innovation schism
The marketing innovation schism
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The marketing innovation schism
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
What is new to the client!
The marketing innovation schism
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
The marketing innovation schism
2010 No game 2011 Simulation 2012 Simulation 2013 Gamification or?
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
Innovation Dilemma
The marketing innovation schism
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
4 Challenges by Henriksen, T. D.
The marketing innovation schism
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
DIDACTICAL DESIGN: WHAT IS THE GAME GOING TO
DELIVER?
• Create reflection? • Gather knowledge? • Boost collaboration? • Support storytelling? Etc.
IMPLEMENTATION DESIGN: WHERE IS THE GAME GOING TO
WORK?
• Technological platform? • Facilitation needs? • Classroom, Shop floor, Mobile? • Roll-out, Time line, Modules?
MECHANICAL DESIGN: HOW IS THE GAME GOING TO
WORK?
• Is it a competition? • Is it physical, visual, virtual? • What does the game feed back? • What are criteria for mastery?
BUSINESS DESIGN: WHO SUPPORTS WHAT?
• Handling and materials? • Administration and service? • Update and development? • Measurement and effect?
The marketing innovation schism
DES
iGN
1. Case Perspective
2. Theory Perspective
Graphic Design Distribution Design
3. Game Engine Technology
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
Wise decisions….
The marketing innovation schism
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
Part of something bigger…
The future Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
Complexity Reduction
The future Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
One more time
Complexity Reduction
The future Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
Complexity Reduction
The future Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
WISH
The future Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
WISH
The future
Need the Scientific World No Cash cow Gamification
Complexity reduction Wish
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
RELATION TECHNOLOGIES
ACADEMY PROGRAM
WORKSHOP PROGRAM
CONSULTATION PROGRAM
ORGANIZATIONAL DEVELOPMENT PROGRAM
CERTIFICATION PROGRAM
E-LEARNING PROGRAM
SAFE SPACE PROGRAM
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
EMBRACING CHANGE
ACADEMY PROGRAM
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
PERSONAL CHANGE: MINDFULLNESS AND MEDITATION
MAIN TRACK
GETTING PEOPLE ON
BOARD
ADRESSING RESISTANCE
LEADING CHANGE
SYSTEMATIC CHANGE
DAY 2 DAY 1 DAY 3 DAY 4
OFF TRACK
FOCUS & APPROACH
ORGANISATIONAL UNDERSTANDING OF CHANGE AND
STRATEGY
WORKING WITH THE PROCESS OF
CHANGE
CASE-WORK SIMULATION
PERSONAL ADAPTATION
SPOTTING AND WORKING WITH
RATIONAL, EMOTIONAL AND
PERSONAL RESISTANCE
THEORY
GROUP WORK TRAINING PERSONAL
REFLECTION
WORKING WITH LEADERSHIP STYLE AND PERSONAL
IMPACT
SIMULATION PERSONAL
PROFILE FEEDBACK
WORKING WITH OWN CHANGE
PROJECTS, APPLYING
METHODOLOGIES
CASE-WORK COACHING
ON-LINE PREPA-RATION
PLANNING MIND-SETTER
LIVE
ACADEMY PROGRAM
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
CHANGE IN A BOX
WORKSHOP PROGRAM
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
WORKSHOP PROGRAM
PLANNING MIND-SETTER
LIVE
HOUR 1
HOUR 2
HOUR 3
INTRODUC-TION TO
RESISTANCE
INTRODUC-TION TO CYCLE
OF CHANGE
ANALYSIS COACHING
BOARD AND COMPARISON
COM-MON LAN-
GUAGE
STEP 2 STEP 1 STEP 3 FOCUS
SIMULATION PHASE 1
DEBRIEFING
INTRODUC-TION TO
SIMULATOR
SIMULATION PHASE 2
DEBRIEFING
UNDER-STAND-
ING PRO-CESS
PERSPECTIVES TO STRATEGY, PROJECT, ETC.
TRANSFER OF LEARNING TO
OWN CONTEXT
CONCLUSION AND COMMIT-
MENT
COM-MON
PICTURE
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
CHANGE 911
CONSULTANCY PROGRAM
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
CONSULTANCY PROGRAM
DAY 1 RESISTANCE +
OUR RESISTANCE
CYCLE OF CHANGE +
OUR CHANGE
SIMULATION + OUR
SITUATION
EVALUATING CHANGE +
OUR LEARNING
STEP 2 STEP 1 STEP 3
PLANNING MIND-SETTER
LIVE
STEP 4
DAY 2
ANALYZING CHANGE +
OUR STAKE-HOLDERS
8 STEPS + OUR STEPS
COMMUNI-CATING
CHANGE + OUR CULTURE
SYSTEMATIC CHANGE + OUR PLAN
FOCUS RELATIONS PROCESS COMPLEXITY LEADERSHIP
FOCUS PROJECT RATIONALITY RELATIONS PROCESS
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
CHANGING TRACKS
ORGANIZATIONAL DEVELOPMENT PROGRAM
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
ORGANIZATIONAL DEVELOPMENT PROGRAM
CHANGE LEADER - COACHING PROCESS
TRAC-KING
MIND-SETTER
LIVE
’DRIVING TEAM’ DESIGN
PROCESS CULTURE PROCESS
LEADERSHIP TRAINING
TEAM TRAINING
DESIGN: AMBITION/ VISION
ROADMAPPER
STRATEGY PROCESS
TEAM-PROCESS
LEADERSHIP MODEL
6STYLES
MINDSETTER TAILORED CHANGE
CASE
CULTURE ANALYSIS
CULTURE INTERVENTIONS
MINDSETTER
EMPLOYEE ED.
COMMUNICATION AMBITION/ VISION
ROADMAPPER
STRATEGY BREAKDOWN
LEADERSHIP MODEL
6STYLES
MINDSETTER
ROADMAPPER STRATEGY
BREAKDOWN
TEAM-ZONES
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
PLUG AND CHANGE
E-LEARNING PROGRAM
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
E-LEARNING PROGRAM
READING AND INTRO-DUCTION
REFLECTIVE EXERCISE: MY RESPONSE TO RESISTANCE
SIMULATION A: CHANGE
COMMUNI-CATION
SIMULATION B: GETTING
PEOPLE ON BOARD
ON-/OFF-LINE DOCUMENTATION
REFLECTIVE EXERCISE: MY
CHANGE APPROACH
SIMULATION C: ANCHORING OF
THE CHANGE
REFLECTIVE EXERCISE: MY
CHANGE APPROACH
PERSONAL PROFILE:
MY RESPONSES TO CHANGE
REFLECTIVE EXERCISE: MY RESISTANCE
REPORTING AND DEVELOP-
MENT
E-MAIL COACHING ACCESS
STEP 1 STEP 2 STEP 3 STEP 4 STEP 5
STEP 8 STEP 9 STEP 10 STEP 6 STEP 7
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
SAFE SPACE
SAFE SPACE PROGRAM
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business
SAFE SPACE PROGRAM
INTRODUCTION CYCLE OF
CHANGE AND REACTION
LEVELS
INTRODUKTION TO CASE
LOG ON TO COMPUTER
GROUP DECISION PROCESS
SAFE SPACE PROCESS
PLENARY DEBRIEFING
GROUP DECISION PROCESS
SAFE SPACE PROCESS
PLENARY DEBRIEFING
45 MINUTES
45 MINUTES
45 MINUTES
Isaga 2013 Keynote by Leif Sørensen CEO Gamification and business