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Welcome to the webinar! 
Using Gamification to Drive Sales Team Performance 
o Please ensure your computer speakers are on and turned up. 
o Today’s session will be recorded and you will get a copy. 
o We will start at 2PM ET – that’s when you can expect to hear audio. 
o Enjoy the session!
Using Gamification to Drive Sales Team Performance
Some Housekeeping Details 
The event is being 
recorded 
Use the Q&A 
window 
The Polling function 
Follow the conversation on Twitter: #GamifiedLearning
The Focus of Today 
Karl Kapp 
AUTHOR & PROFESSOR OF 
INSTRUCTIONAL TECHNOLOGY 
BLOOMSBURG UNIVERSITY 
o What is gamification? 
o Gamification & sales professionals 
o Reaching busy sales people 
o Case Study: gamification of sales 
training 
o Q&A
Introducing Karl Kapp
What is Gamification?
Poll Question #1 
Where are you currently at with gamification? 
A. Just doing some research. 
B. Trying some things, but haven’t found the sweet spot. 
C. Heavily entrenched, trying to gamify as much as we can. 
D. What on earth is gamification?
Gamification 
Game-based 
Learning 
Simulation 
Learning 
What is this “game stuff”? 
The use of gaming 
elements integrated into 
a training program 
aligned with corporate 
goals to promote change 
in behavior. 
The use of a game to 
teach knowledge, skills & 
abilities to learners using 
a self-contained space. 
A realistic, controlled-risk 
environment where 
learners can practice 
specific behaviors & 
experience impacts of 
their decisions.
Gamification is using game-based 
mechanics, 
aesthetics and game 
thinking to engage people, 
motivate action, promote 
learning and solve problems.
Gamifica'on 
is 
to 
Learning 
as 
a 
Piece 
is 
to 
a 
Puzzle
Gamification uses 
elements of the 
game, but is not the 
game in-and-of 
itself.
Facts about Game Play 
10,000 
Hours of game 
play 
87% 
of 8-17 year olds 
play video games 
13 Hours 
of console games a 
week 
30-38 
Average game 
player in the US
Females & Gamification 
43% 
of all gamers 
Play console games 
5 Hours 
per week 
26% 
of them are over 18 
63% 
of all PC gamers 
Women 
over 
40 
fastest 
growing 
gamer 
popula1on.
Game elements appeal to all ages & people.
Game elements appeal to all ages & people. 
39% 
of 
all 
gamers 
are 
over 
50.
Poll Question #2 
What type of sales are you doing right now? 
A. Pharmaceutical 
B. Technology 
C. Retail 
D. Finance/Insurance 
E. Manufacturing 
F. Education 
G. Other
Why Gamification for Sales Professionals
Gamification has long been used in the sales role i.e. contests, 
SPIFFs and leaderboards.
Sales Rep Personality Traits: Competitive, Inquisitive, 
Achievement Oriented & Social
• Tight correlation between knowledge and the ability to meet quota 
• Need to know more than ever before, however less time.
Reaching Busy Sales Professionals
1. Small, Quick Messages 
– Distributed Practice 
2. Repetition & Reinforcement 
– Retrieval Practice 
3. Engaging & Meaningful 
– Why would they do it? 
4. Competitive Experience 
– Mastery of Content 
– Achievement & Success 
Reaching Busy Sales Reps
• Information overload, allow 
learner to access information 
and handle that information in 
less than 5 minutes a day 
1. Small, Quick Messages
1. Information Overload 
The average person 
checks their phone 150 
times a day that’s about 
9 times an hour. 
People send or receive 
an average of 41 text 
messages per day., 
Smartphones users spend over 
2.5 hours a day on their phones, 
with 32% of that time playing 
games.
2. Repetition & Reinforcement 
In a study using a 
randomized control group 
in a trial at ten sites in 
southeast India with over 
500 subjects. 
Working Indian men (aged 35—55 
years) with impaired glucose 
tolerance were randomly assigned to 
either a mobile phone messaging 
intervention or standard care.. 
Ramachandran, A. et. al. Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle 
modification in men in India: a prospective, parallel-group, randomised controlled trial The Lancet Diabetes & 
Endocrinology, Early Online Publication, 11 September 2013 doi:10.1016/S2213-8587(13)70067-6
2. Repetition & Reinforcement 
“Take stairs instead of 
elevator” 
“Don’t eat while watching TV” 
Ramachandran, A. et. al. Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle 
modification in men in India: a prospective, parallel-group, randomised controlled trial The Lancet Diabetes & 
Endocrinology, Early Online Publication, 11 September 2013 doi:10.1016/S2213-8587(13)70067-6
2. Repetition & Reinforcement 
Lowered risk of developing 
Type 2 diabetes by 36% 
Ramachandran, A. et. al. Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle 
modification in men in India: a prospective, parallel-group, randomised controlled trial The Lancet Diabetes & 
Endocrinology, Early Online Publication, 11 September 2013 doi:10.1016/S2213-8587(13)70067-6
3. Engaging & Meaningful 
Games make an emotional 
connection. 
• Storyline 
• Characters 
• Autonomy 
• Socialize 
• Mastery 
• Challenge 
• Novelty
4. Competitive Experience - 
Leaderboards 
Sales reps check their 
leaderboard more than any 
other job function. 
Both team and individual leaderboards are a popular game 
mechanic to motivate sales groups. 
55% 
Check daily 
36% 
Retail Associates 
24% 
Mftg/Distn 
46% 
Other Knowledge 
Workers 
vs. 
* Data based on over 250,000 learners
4. Competitive Experience – 
Report Card 
Sales reps care about how 
they’re doing. 
More than any other group, professional sales reps monitor their learning 
progress. 
38% 
Check their report card daily. 
* Data based on over 250,000 learners
4. Competitive Experience – Take 
Extra Training 
Professional sales reps 
take extra training more 
than any other group. 
21.5% 
Take extra training to 
improve their scores. 
Sales professionals choose to take extra non-mandatory training to improve 
their performance. 
* Data based on over 250,000 learners
Poll Question #3 
What are your current learning challenges? 
A. Balancing need to learn and need to sell 
B. Complex product knowledge required 
C. Highly dispersed workforce 
D. Lack of engagement 
E. All of the above 
F. Other
Case Study: Gamification of Sales Training
About Ethicon 
o Member of the Johnson and Johnson family of companies. 
o Global manufacturer of medical devices committed to advancing surgical 
care for patients for over 80 years. 
o Breadth of products used in most every procedure and by most every 
surgical specialty. 
o Highly trained and respected clinical sales force.
THE REALITY: The role of the healthcare 
sales rep has never been so challenging and 
it’s expected to continue to get more 
demanding. 
Healthcare 
Reform & ACA 
Increasing 
compliance 
demands 
Longer, more 
complex sales 
process 
Complex product 
knowledge
SUMMARY: Reps are so overwhelmed with 
the amount of knowledge required that it was 
impacting both confidence and performance.
o Traditional training methods were 
no longer enough: 
o Annual training meeting 
o 6-8 weeks away from home 
o One-size-fits-all 
o One-time secondary training 
o Not fun or engaging
o A new approach was needed to address these 4 challenges, along with 
the ability to manage: 
Constant 
Change 
Mobile 
Workforce 
Insert image 
Multi- 
Generations 
Insert image 
Competing 
Noise
Looking for a way to…. 
o Make learning fun and engaging 
o Keep knowledge, especially product knowledge 
top of mind with reps 
o Monitor knowledge gaps 
o Increase sales reps confidence 
o Adjust to strategic priorities – on the fly 
o Balance the need to learn with the need for 
customer time
ELEV TOR V Ethicon 
Informed Employees 
90% 
82% 
“We leverage Axonify to drive our company’s current strategy by keeping the sales force engaged with 
the most critical products on a daily basis.” 
John Knoble, Worldwide Director of Learning, Ethicon, a J&J Company 
Ethicon sales reps are 
more confident in their 
product knowledge and 
as a result sell more.. 
Impacted Sales 
>50% 
Increased Confidence & 
Product Knowledge 
Participation 
Voluntary Participation 
Prefer New Learning Method
& 
Get in touch with Karl 
www.Questions karlkapp.com | www.& lynda.Answers 
com/karlkapp 
Get the Gamification Workbook by Axonify 
www.axonify.com/gamification-workbook

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Using Gamification to Drive Sales Team Performance

  • 1. Welcome to the webinar! Using Gamification to Drive Sales Team Performance o Please ensure your computer speakers are on and turned up. o Today’s session will be recorded and you will get a copy. o We will start at 2PM ET – that’s when you can expect to hear audio. o Enjoy the session!
  • 2. Using Gamification to Drive Sales Team Performance
  • 3. Some Housekeeping Details The event is being recorded Use the Q&A window The Polling function Follow the conversation on Twitter: #GamifiedLearning
  • 4. The Focus of Today Karl Kapp AUTHOR & PROFESSOR OF INSTRUCTIONAL TECHNOLOGY BLOOMSBURG UNIVERSITY o What is gamification? o Gamification & sales professionals o Reaching busy sales people o Case Study: gamification of sales training o Q&A
  • 7. Poll Question #1 Where are you currently at with gamification? A. Just doing some research. B. Trying some things, but haven’t found the sweet spot. C. Heavily entrenched, trying to gamify as much as we can. D. What on earth is gamification?
  • 8. Gamification Game-based Learning Simulation Learning What is this “game stuff”? The use of gaming elements integrated into a training program aligned with corporate goals to promote change in behavior. The use of a game to teach knowledge, skills & abilities to learners using a self-contained space. A realistic, controlled-risk environment where learners can practice specific behaviors & experience impacts of their decisions.
  • 9. Gamification is using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning and solve problems.
  • 10. Gamifica'on is to Learning as a Piece is to a Puzzle
  • 11. Gamification uses elements of the game, but is not the game in-and-of itself.
  • 12. Facts about Game Play 10,000 Hours of game play 87% of 8-17 year olds play video games 13 Hours of console games a week 30-38 Average game player in the US
  • 13. Females & Gamification 43% of all gamers Play console games 5 Hours per week 26% of them are over 18 63% of all PC gamers Women over 40 fastest growing gamer popula1on.
  • 14. Game elements appeal to all ages & people.
  • 15. Game elements appeal to all ages & people. 39% of all gamers are over 50.
  • 16. Poll Question #2 What type of sales are you doing right now? A. Pharmaceutical B. Technology C. Retail D. Finance/Insurance E. Manufacturing F. Education G. Other
  • 17. Why Gamification for Sales Professionals
  • 18. Gamification has long been used in the sales role i.e. contests, SPIFFs and leaderboards.
  • 19. Sales Rep Personality Traits: Competitive, Inquisitive, Achievement Oriented & Social
  • 20. • Tight correlation between knowledge and the ability to meet quota • Need to know more than ever before, however less time.
  • 21. Reaching Busy Sales Professionals
  • 22. 1. Small, Quick Messages – Distributed Practice 2. Repetition & Reinforcement – Retrieval Practice 3. Engaging & Meaningful – Why would they do it? 4. Competitive Experience – Mastery of Content – Achievement & Success Reaching Busy Sales Reps
  • 23. • Information overload, allow learner to access information and handle that information in less than 5 minutes a day 1. Small, Quick Messages
  • 24. 1. Information Overload The average person checks their phone 150 times a day that’s about 9 times an hour. People send or receive an average of 41 text messages per day., Smartphones users spend over 2.5 hours a day on their phones, with 32% of that time playing games.
  • 25. 2. Repetition & Reinforcement In a study using a randomized control group in a trial at ten sites in southeast India with over 500 subjects. Working Indian men (aged 35—55 years) with impaired glucose tolerance were randomly assigned to either a mobile phone messaging intervention or standard care.. Ramachandran, A. et. al. Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modification in men in India: a prospective, parallel-group, randomised controlled trial The Lancet Diabetes & Endocrinology, Early Online Publication, 11 September 2013 doi:10.1016/S2213-8587(13)70067-6
  • 26. 2. Repetition & Reinforcement “Take stairs instead of elevator” “Don’t eat while watching TV” Ramachandran, A. et. al. Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modification in men in India: a prospective, parallel-group, randomised controlled trial The Lancet Diabetes & Endocrinology, Early Online Publication, 11 September 2013 doi:10.1016/S2213-8587(13)70067-6
  • 27. 2. Repetition & Reinforcement Lowered risk of developing Type 2 diabetes by 36% Ramachandran, A. et. al. Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modification in men in India: a prospective, parallel-group, randomised controlled trial The Lancet Diabetes & Endocrinology, Early Online Publication, 11 September 2013 doi:10.1016/S2213-8587(13)70067-6
  • 28. 3. Engaging & Meaningful Games make an emotional connection. • Storyline • Characters • Autonomy • Socialize • Mastery • Challenge • Novelty
  • 29. 4. Competitive Experience - Leaderboards Sales reps check their leaderboard more than any other job function. Both team and individual leaderboards are a popular game mechanic to motivate sales groups. 55% Check daily 36% Retail Associates 24% Mftg/Distn 46% Other Knowledge Workers vs. * Data based on over 250,000 learners
  • 30. 4. Competitive Experience – Report Card Sales reps care about how they’re doing. More than any other group, professional sales reps monitor their learning progress. 38% Check their report card daily. * Data based on over 250,000 learners
  • 31. 4. Competitive Experience – Take Extra Training Professional sales reps take extra training more than any other group. 21.5% Take extra training to improve their scores. Sales professionals choose to take extra non-mandatory training to improve their performance. * Data based on over 250,000 learners
  • 32. Poll Question #3 What are your current learning challenges? A. Balancing need to learn and need to sell B. Complex product knowledge required C. Highly dispersed workforce D. Lack of engagement E. All of the above F. Other
  • 33. Case Study: Gamification of Sales Training
  • 34. About Ethicon o Member of the Johnson and Johnson family of companies. o Global manufacturer of medical devices committed to advancing surgical care for patients for over 80 years. o Breadth of products used in most every procedure and by most every surgical specialty. o Highly trained and respected clinical sales force.
  • 35. THE REALITY: The role of the healthcare sales rep has never been so challenging and it’s expected to continue to get more demanding. Healthcare Reform & ACA Increasing compliance demands Longer, more complex sales process Complex product knowledge
  • 36. SUMMARY: Reps are so overwhelmed with the amount of knowledge required that it was impacting both confidence and performance.
  • 37. o Traditional training methods were no longer enough: o Annual training meeting o 6-8 weeks away from home o One-size-fits-all o One-time secondary training o Not fun or engaging
  • 38. o A new approach was needed to address these 4 challenges, along with the ability to manage: Constant Change Mobile Workforce Insert image Multi- Generations Insert image Competing Noise
  • 39. Looking for a way to…. o Make learning fun and engaging o Keep knowledge, especially product knowledge top of mind with reps o Monitor knowledge gaps o Increase sales reps confidence o Adjust to strategic priorities – on the fly o Balance the need to learn with the need for customer time
  • 40. ELEV TOR V Ethicon Informed Employees 90% 82% “We leverage Axonify to drive our company’s current strategy by keeping the sales force engaged with the most critical products on a daily basis.” John Knoble, Worldwide Director of Learning, Ethicon, a J&J Company Ethicon sales reps are more confident in their product knowledge and as a result sell more.. Impacted Sales >50% Increased Confidence & Product Knowledge Participation Voluntary Participation Prefer New Learning Method
  • 41. & Get in touch with Karl www.Questions karlkapp.com | www.& lynda.Answers com/karlkapp Get the Gamification Workbook by Axonify www.axonify.com/gamification-workbook