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Jonathan Peters, PhD - WHY We Play

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Manage episode 185663588 series 1535149
Content provided by Monica Cornetti. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Monica Cornetti or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

People don't fit nicely into categories, and we're in the people business. So, what if we looked at things differently?

Once we know why people do things, we can anticipate what they enjoy doing and what they consider fun.

Once we know that, we can add game elements, mechanics, and dynamics that they'll actually enjoy, that will cause them to want to play.

Today’s episode is Part 1 of an outtake from a recent webinar that Sententia hosted with Jonathan Peters, PhD entitled Why We Play.

You’ll hear Jonathan explain the 16 WHYS that we use at Sententia. For many people, the 16 WHYS feels, looks, sounds like something they’ve gone through before. But it’s actually quite different.

Jonathan tells us why it’s different, and also introduces you to the 14 WHYS that relate directly to gamification and how and what each of us defines as FUN. After all, wouldn’t it be better if people wanted to engage in your programs rather than being prodded and pushed?

If you’d like a copy of the whitepaper that Jonathan references in the program, simply email me guru@sententiagames.com and ask for The 16 Whys Whitepaper.

Today, enjoy Part 1 of this program, we’ll bring you Part 2 next week. I look forward to your comments and questions.

About Jonathan Peters, PhD:

Jonathan Peters, Ph.D. Is an international speaker and writer. He has spoken before audiences from Melbourne, Australia to Augusta, Maine. His specialty is marketing and customer experience, helping audiences identify what motivates their customers and learn how to speak toward those motivators.

Jonathan has authored four books, including Cavemen Can’t Market, the first in the Caveman Trilogy. He has also ghostwritten 31 non-fiction books. Jonathan is the Chief Motivation Officer at Sententia and is also an adjunct professor at the University of Nevada, Las Vegas where he instructs senior-level business majors. Connect with Jonathan on Twitter @jpetersphd and at www.jonathanpetersphd.com.

Libsyn

About Your Host: A gamification speaker and designer, Monica Cornetti is rated as the #1 Gamification Guru in the world by UK-based Leaderboarded. She is the Founder and CEO of the Sententia Gamification Consortium, hosts a weekly Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification techniques that can be used within the framework of corporate talent development. Connect with Monica Twitter @monicacornetti. Website: www.monicacornetti.com and www.sententiagames.com

  continue reading

121 episodes

Artwork
iconShare
 
Manage episode 185663588 series 1535149
Content provided by Monica Cornetti. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Monica Cornetti or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

People don't fit nicely into categories, and we're in the people business. So, what if we looked at things differently?

Once we know why people do things, we can anticipate what they enjoy doing and what they consider fun.

Once we know that, we can add game elements, mechanics, and dynamics that they'll actually enjoy, that will cause them to want to play.

Today’s episode is Part 1 of an outtake from a recent webinar that Sententia hosted with Jonathan Peters, PhD entitled Why We Play.

You’ll hear Jonathan explain the 16 WHYS that we use at Sententia. For many people, the 16 WHYS feels, looks, sounds like something they’ve gone through before. But it’s actually quite different.

Jonathan tells us why it’s different, and also introduces you to the 14 WHYS that relate directly to gamification and how and what each of us defines as FUN. After all, wouldn’t it be better if people wanted to engage in your programs rather than being prodded and pushed?

If you’d like a copy of the whitepaper that Jonathan references in the program, simply email me guru@sententiagames.com and ask for The 16 Whys Whitepaper.

Today, enjoy Part 1 of this program, we’ll bring you Part 2 next week. I look forward to your comments and questions.

About Jonathan Peters, PhD:

Jonathan Peters, Ph.D. Is an international speaker and writer. He has spoken before audiences from Melbourne, Australia to Augusta, Maine. His specialty is marketing and customer experience, helping audiences identify what motivates their customers and learn how to speak toward those motivators.

Jonathan has authored four books, including Cavemen Can’t Market, the first in the Caveman Trilogy. He has also ghostwritten 31 non-fiction books. Jonathan is the Chief Motivation Officer at Sententia and is also an adjunct professor at the University of Nevada, Las Vegas where he instructs senior-level business majors. Connect with Jonathan on Twitter @jpetersphd and at www.jonathanpetersphd.com.

Libsyn

About Your Host: A gamification speaker and designer, Monica Cornetti is rated as the #1 Gamification Guru in the world by UK-based Leaderboarded. She is the Founder and CEO of the Sententia Gamification Consortium, hosts a weekly Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification techniques that can be used within the framework of corporate talent development. Connect with Monica Twitter @monicacornetti. Website: www.monicacornetti.com and www.sententiagames.com

  continue reading

121 episodes

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