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	<title>Game Changer | Employee Gamification | Internal Enterprise Gamification | hosted by Jesse Lahey, Aspendale Communications</title>
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	<description>Game Changer is a show on using gamification to engage employees. Join us as industry experts discuss one of the hottest trends in business today: using fun and game-thinking as a strategy to better engage employees in their work and in areas such as health and wellness, recruiting, and more. This is a special podcast series by the producers of the top-rated podcast the Engaging Leader.&#13;
&#13;
Game Changer is the show for CEOs, HR Executives, and other business leaders to learn about internal gamification. Over the course of this series, you’ll hear examples and pitfalls, discover how to assess when it’s an appropriate strategy, and learn to evaluate enterprise gamification partners and game ideas.</description>
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	<itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords><itunes:summary>Welcome to Game Changer, a show on using gamification to engage employees. Join us as industry experts discuss one of the hottest trends in business today: using fun and game-thinking as a strategy to better engage employees in their work and in areas such as health and wellness, recruiting, and more. This is a special podcast series by the producers of the top-rated podcast, Engaging Leader. &#13;
&#13;
Game Changer is the show for CEOs, HR Executives, and other business leaders to learn about internal gamification. Over the course of this series, you'll hear examples and pitfalls, discover how to assess when it's an appropriate strategy, and learn to evaluate gamification partners and game ideas.</itunes:summary><itunes:subtitle>Gamification to Engage Employees</itunes:subtitle><itunes:category text="Business"/><itunes:category text="Business"><itunes:category text="Management &amp; Marketing"/></itunes:category><itunes:category text="Games &amp; Hobbies"><itunes:category text="Video Games"/></itunes:category><itunes:owner><itunes:email>jesse@engagingleader.com</itunes:email><itunes:name>Engaging Leader</itunes:name></itunes:owner><item>
		<title>GC35: Enhancing Millennial Performance at Work | with Aaren Terrett</title>
		<link>https://engagingleader.com/gc35-enhancing-millennial-performance-at-work-with-aaren-terrett/</link>
					<comments>https://engagingleader.com/gc35-enhancing-millennial-performance-at-work-with-aaren-terrett/#respond</comments>
		
		
		<pubDate>Mon, 09 May 2016 15:00:20 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<category><![CDATA[Generational]]></category>
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					<description><![CDATA[
	<div>
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	</div>
	We are in the early years of a fundamental demographic shift. The Millennial generation — which is even larger than the massive Baby Boom generation — now makes up a third of the workforce. As younger millennials continue to graduate from college, their powerful mix of values, communication style, and work perspective is driving a [&#8230;]]]></description>
		
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				<itunes:author>Jesse Lahey</itunes:author>
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	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>We are in the early years of a fundamental demographic shift. The Millennial generation — which is even larger than the massive Baby Boom generation — now makes up a third of the workforce. As younger millennials continue to graduate from college, their powerful mix of values, communication style, and work perspective is driving a [&amp;#8230;]</itunes:subtitle><itunes:summary>We are in the early years of a fundamental demographic shift. The Millennial generation — which is even larger than the massive Baby Boom generation — now makes up a third of the workforce. As younger millennials continue to graduate from college, their powerful mix of values, communication style, and work perspective is driving a [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC34: 8 Gamification Resources for Talent Acquisition</title>
		<link>https://engagingleader.com/gc34-8-gamification-resources-for-talent-acquisition/</link>
					<comments>https://engagingleader.com/gc34-8-gamification-resources-for-talent-acquisition/#respond</comments>
		
		
		<pubDate>Tue, 23 Feb 2016 14:35:54 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=6080</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc34-8-gamification-resources-for-talent-acquisition/"><img title="Job Performance Review" src="https://engagingleader.com/wp-content/uploads/2016/01/GC34-200x133.jpg" alt="GC34: 8 Gamification Resources for Talent Acquisition" width="200" height="133" /></a>
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	For several years, recruiting has been one of the business processes that has best leveraged the potential of gamification. According to a recent article in HR Magazine, gamification can be an effective strategy for talent acquisition because of the power to: Trigger interest in job openings, Enable (and reward) current employees to easily share job [&#8230;]]]></description>
		
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				<itunes:author>Jesse Lahey</itunes:author>
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	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>For several years, recruiting has been one of the business processes that has best leveraged the potential of gamification. According to a recent article in HR Magazine, gamification can be an effective strategy for talent acquisition because of the power to: Trigger interest in job openings, Enable (and reward) current employees to easily share job [&amp;#8230;]</itunes:subtitle><itunes:summary>For several years, recruiting has been one of the business processes that has best leveraged the potential of gamification. According to a recent article in HR Magazine, gamification can be an effective strategy for talent acquisition because of the power to: Trigger interest in job openings, Enable (and reward) current employees to easily share job [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC33: Playing a Better Game of Business | with Simcha Gluck of FreshBiz</title>
		<link>https://engagingleader.com/gc33-playing-a-better-game-of-business-with-simcha-gluck-of-freshbiz/</link>
					<comments>https://engagingleader.com/gc33-playing-a-better-game-of-business-with-simcha-gluck-of-freshbiz/#respond</comments>
		
		
		<pubDate>Tue, 26 Jan 2016 14:01:31 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=6024</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc33-playing-a-better-game-of-business-with-simcha-gluck-of-freshbiz/"><img title="FreshBizz Game" src="https://engagingleader.com/wp-content/uploads/2016/01/FreshBizz-Game-200x68.png" alt="GC33: Playing a Better Game of Business | with Simcha Gluck of FreshBiz" width="200" height="68" /></a>
	</div>
	Gamification concepts continue to be integrated as part of normal business practices; sometimes it’s as subtle as taking inspiration from certain game elements when tweaking a business process, and at the other end of the spectrum, sometimes it’s literally creating a game for people to play. For one growing company, they not only have created [&#8230;]]]></description>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>32:45</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Gamification concepts continue to be integrated as part of normal business practices; sometimes it’s as subtle as taking inspiration from certain game elements when tweaking a business process, and at the other end of the spectrum, sometimes it’s literally creating a game for people to play. For one growing company, they not only have created [&amp;#8230;]</itunes:subtitle><itunes:summary>Gamification concepts continue to be integrated as part of normal business practices; sometimes it’s as subtle as taking inspiration from certain game elements when tweaking a business process, and at the other end of the spectrum, sometimes it’s literally creating a game for people to play. For one growing company, they not only have created [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC32: Engaging Employees as Brand Ambassadors | with Ivan Tsarynny of PostBeyond</title>
		<link>https://engagingleader.com/gc32-engaging-employees-as-brand-ambassadors-podcast/</link>
					<comments>https://engagingleader.com/gc32-engaging-employees-as-brand-ambassadors-podcast/#respond</comments>
		
		
		<pubDate>Tue, 22 Sep 2015 14:00:12 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=5637</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc32-engaging-employees-as-brand-ambassadors-podcast/"><img title="postbeyond-devices" src="https://engagingleader.com/wp-content/uploads/2015/09/postbeyond-devices-200x103.png" alt="GC32: Engaging Employees as Brand Ambassadors | with Ivan Tsarynny of PostBeyond" width="200" height="103" /></a>
	</div>
	Social media has a powerful effect on company sales and recruiting efforts. But just having a corporate communications person post things on Facebook, LinkedIn, and Twitter doesn’t actually bring results. On social media, people pay attention to people, not to companies. Employees and partners collectively have an audience 10x larger than the company itself. ~ [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>33:35</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Social media has a powerful effect on company sales and recruiting efforts. But just having a corporate communications person post things on Facebook, LinkedIn, and Twitter doesn’t actually bring results. On social media, people pay attention to people, not to companies. Employees and partners collectively have an audience 10x larger than the company itself. ~ [&amp;#8230;]</itunes:subtitle><itunes:summary>Social media has a powerful effect on company sales and recruiting efforts. But just having a corporate communications person post things on Facebook, LinkedIn, and Twitter doesn’t actually bring results. On social media, people pay attention to people, not to companies. Employees and partners collectively have an audience 10x larger than the company itself. ~ [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC31: Gamified Goal Setting in the Enterprise: Helping People Win at Work | with Kris Duggan of BetterWorks</title>
		<link>https://engagingleader.com/gc31-gamified-goal-setting-in-the-enterprise-helping-people-win-at-work-podcast/</link>
					<comments>https://engagingleader.com/gc31-gamified-goal-setting-in-the-enterprise-helping-people-win-at-work-podcast/#respond</comments>
		
		
		<pubDate>Tue, 25 Aug 2015 14:00:49 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=5511</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc31-gamified-goal-setting-in-the-enterprise-helping-people-win-at-work-podcast/"><img title="BetterWorks" src="https://engagingleader.com/wp-content/uploads/2015/08/BetterWorks-200x200.png" alt="GC31: Gamified Goal Setting in the Enterprise: Helping People Win at Work | with Kris Duggan of BetterWorks" width="200" height="200" /></a>
	</div>
	Focusing on goals establishes a business culture of innovation and collaboration because you are measuring ongoing operations, not a single point in time. For organizations to drive better performance, goal setting should be done frequently, and should focus on just a few high-quality, high-impact goals. BetterWorks is an enterprise goals platform designed to enable all [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
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		<itunes:duration>26:09</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Focusing on goals establishes a business culture of innovation and collaboration because you are measuring ongoing operations, not a single point in time. For organizations to drive better performance, goal setting should be done frequently, and should focus on just a few high-quality, high-impact goals. BetterWorks is an enterprise goals platform designed to enable all [&amp;#8230;]</itunes:subtitle><itunes:summary>Focusing on goals establishes a business culture of innovation and collaboration because you are measuring ongoing operations, not a single point in time. For organizations to drive better performance, goal setting should be done frequently, and should focus on just a few high-quality, high-impact goals. BetterWorks is an enterprise goals platform designed to enable all [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC30: The Game of Benefits | with Dr. Ann Clark and Erin Krehbiel of ACI/MacroLife</title>
		<link>https://engagingleader.com/gc30-the-game-of-benefits-podcast/</link>
					<comments>https://engagingleader.com/gc30-the-game-of-benefits-podcast/#respond</comments>
		
		
		<pubDate>Thu, 07 May 2015 14:00:11 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=5086</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc30-the-game-of-benefits-podcast/"><img title="M-Life-2" src="https://engagingleader.com/wp-content/uploads/2015/05/M-Life-2-1-200x89.jpg" alt="GC30: The Game of Benefits | with Dr. Ann Clark and Erin Krehbiel of ACI/MacroLife" width="200" height="89" /></a>
	</div>
	Gamification and mobile technology can both make it easier for employees to use their benefits, and provide the motivation to make it what they want to do. In past episodes of Game Changer, we’ve looked at some gamified applications related to certain health benefits – such as episode 3 with UnitedHealth, episode 7 with Movable, [&#8230;]]]></description>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>34:33</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Gamification and mobile technology can both make it easier for employees to use their benefits, and provide the motivation to make it what they want to do. In past episodes of Game Changer, we’ve looked at some gamified applications related to certain health benefits – such as episode 3 with UnitedHealth, episode 7 with Movable, [&amp;#8230;]</itunes:subtitle><itunes:summary>Gamification and mobile technology can both make it easier for employees to use their benefits, and provide the motivation to make it what they want to do. In past episodes of Game Changer, we’ve looked at some gamified applications related to certain health benefits – such as episode 3 with UnitedHealth, episode 7 with Movable, [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC29: GamifiKaizen: Using gamification for continuous improvement | with Gal Rimon of GamEffective</title>
		<link>https://engagingleader.com/gc29-gamifikaizen-using-gamification-for-continuous-improvement-podcast/</link>
					<comments>https://engagingleader.com/gc29-gamifikaizen-using-gamification-for-continuous-improvement-podcast/#respond</comments>
		
		
		<pubDate>Tue, 07 Apr 2015 20:49:30 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=4995</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc29-gamifikaizen-using-gamification-for-continuous-improvement-podcast/"><img title="gameffective1-300x300 (1)" src="https://engagingleader.com/wp-content/uploads/2015/04/gameffective1-300x300-1-200x200.png" alt="GC29: GamifiKaizen: Using gamification for continuous improvement | with Gal Rimon of GamEffective" width="200" height="200" /></a>
	</div>
	Longtime listeners of Game Changer know that gamification isn’t about rewards and competition. The most effective gamification makes use of intrinsic drivers to engage employees. GamEffective strives to be the “Fitbit of work,” taking the place of traditional performance management, feedback, and even continuous improvement practices such as kaizens. Gal Rimon is CEO of GamEffective, [&#8230;]]]></description>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>46:22</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Longtime listeners of Game Changer know that gamification isn’t about rewards and competition. The most effective gamification makes use of intrinsic drivers to engage employees. GamEffective strives to be the “Fitbit of work,” taking the place of traditional performance management, feedback, and even continuous improvement practices such as kaizens. Gal Rimon is CEO of GamEffective, [&amp;#8230;]</itunes:subtitle><itunes:summary>Longtime listeners of Game Changer know that gamification isn’t about rewards and competition. The most effective gamification makes use of intrinsic drivers to engage employees. GamEffective strives to be the “Fitbit of work,” taking the place of traditional performance management, feedback, and even continuous improvement practices such as kaizens. Gal Rimon is CEO of GamEffective, [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC28: Gamification in Human Resources | with Mario Herger</title>
		<link>https://engagingleader.com/gc28-gamification-human-resources-mario-herger/</link>
		
		
		<pubDate>Thu, 25 Sep 2014 14:00:26 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=4679</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc28-gamification-human-resources-mario-herger/"><img title="Gamification-in-Human-Resources (1)" src="https://engagingleader.com/wp-content/uploads/2014/09/Gamification-in-Human-Resources-1-160x200.jpg" alt="GC28: Gamification in Human Resources | with Mario Herger" width="160" height="200" /></a>
	</div>
	The new book Gamification in Human Resources highlights several dozen examples of how organizations are using gamification throughout the employee life cycle to recruit, develop and evaluate talent – and it gives you the tools necessary to begin or expand your own gamification programs. Mario Herger is the author of several books on gamification, including [&#8230;]]]></description>
		
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>33:38</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>The new book Gamification in Human Resources highlights several dozen examples of how organizations are using gamification throughout the employee life cycle to recruit, develop and evaluate talent – and it gives you the tools necessary to begin or expand your own gamification programs. Mario Herger is the author of several books on gamification, including [&amp;#8230;]</itunes:subtitle><itunes:summary>The new book Gamification in Human Resources highlights several dozen examples of how organizations are using gamification throughout the employee life cycle to recruit, develop and evaluate talent – and it gives you the tools necessary to begin or expand your own gamification programs. Mario Herger is the author of several books on gamification, including [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC27: Gamify New Hire Onboarding | with Mohit Garg from MindTickle</title>
		<link>https://engagingleader.com/gc27-gamify-new-hire-onboarding-podcast/</link>
					<comments>https://engagingleader.com/gc27-gamify-new-hire-onboarding-podcast/#respond</comments>
		
		
		<pubDate>Thu, 12 Jun 2014 14:00:25 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=4478</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc27-gamify-new-hire-onboarding-podcast/"><img title="MindTickle (1)" src="https://engagingleader.com/wp-content/uploads/2014/06/MindTickle-1-200x128.jpg" alt="GC27: Gamify New Hire Onboarding | with Mohit Garg from MindTickle" width="200" height="128" /></a>
	</div>
	MindTickle enables businesses, trainers and individuals to transform their existing online content (presentation slides, videos, and documents) into an interactive learning experience. MindTickle engages the learner and makes learning efficient, effective and delightful through a unique combination of gamification elements and social tools. Mohit Garg is the Co-Founder of MindTickle. Prior to co-founding MindTickle in [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>35:42</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>MindTickle enables businesses, trainers and individuals to transform their existing online content (presentation slides, videos, and documents) into an interactive learning experience. MindTickle engages the learner and makes learning efficient, effective and delightful through a unique combination of gamification elements and social tools. Mohit Garg is the Co-Founder of MindTickle. Prior to co-founding MindTickle in [&amp;#8230;]</itunes:subtitle><itunes:summary>MindTickle enables businesses, trainers and individuals to transform their existing online content (presentation slides, videos, and documents) into an interactive learning experience. MindTickle engages the learner and makes learning efficient, effective and delightful through a unique combination of gamification elements and social tools. Mohit Garg is the Co-Founder of MindTickle. Prior to co-founding MindTickle in [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC26: Online Leadership Training Game | with Kevin Allen from Planet Jockey</title>
		<link>https://engagingleader.com/gc26-online-leadership-training-game-podcast/</link>
					<comments>https://engagingleader.com/gc26-online-leadership-training-game-podcast/#respond</comments>
		
		
		<pubDate>Tue, 15 Apr 2014 14:00:44 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=4264</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc26-online-leadership-training-game-podcast/"><img title="planet-jockey-300x300" src="https://engagingleader.com/wp-content/uploads/2014/04/planet-jockey-300x300-1-200x200.png" alt="GC26: Online Leadership Training Game | with Kevin Allen from Planet Jockey" width="200" height="200" /></a>
	</div>
	The Planet Jockey Game is based on actual situations and dilemmas drawn from the experience of real CEOs and other senior leaders of Fortune 500 companies. Planet Jockey trains users to become emotionally intelligent leaders by adopting the concept of buoyancy, the phenomenon whereby, as a leader, you float because the people you have inspired [&#8230;]]]></description>
		
					<wfw:commentRss>https://engagingleader.com/gc26-online-leadership-training-game-podcast/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>25:52</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>The Planet Jockey Game is based on actual situations and dilemmas drawn from the experience of real CEOs and other senior leaders of Fortune 500 companies. Planet Jockey trains users to become emotionally intelligent leaders by adopting the concept of buoyancy, the phenomenon whereby, as a leader, you float because the people you have inspired [&amp;#8230;]</itunes:subtitle><itunes:summary>The Planet Jockey Game is based on actual situations and dilemmas drawn from the experience of real CEOs and other senior leaders of Fortune 500 companies. Planet Jockey trains users to become emotionally intelligent leaders by adopting the concept of buoyancy, the phenomenon whereby, as a leader, you float because the people you have inspired [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC25: Four Game Drives – and One Drive to Rule Them All</title>
		<link>https://engagingleader.com/gc25-four-game-drives-and-one-drive-to-rule-them-all-podcast/</link>
					<comments>https://engagingleader.com/gc25-four-game-drives-and-one-drive-to-rule-them-all-podcast/#respond</comments>
		
		
		<pubDate>Wed, 26 Mar 2014 14:00:35 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=4218</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc25-four-game-drives-and-one-drive-to-rule-them-all-podcast/"><img title="ring_1-225x300" src="https://engagingleader.com/wp-content/uploads/2014/03/ring_1-225x300-1-150x200.jpg" alt="GC25: Four Game Drives &#8211; and One Drive to Rule Them All" width="150" height="200" /></a>
	</div>
	Assuming you have defined the right business objectives, the most important key for successful gamification is to target the right motivators: the drives that make people want to engage and that stimulate the right thoughts and actions to accomplish your objectives. In this episode, Jesse discusses: The Four &#8220;E.A.S.I.&#8221; Game Drives Game Actions that appeal to [&#8230;]]]></description>
		
					<wfw:commentRss>https://engagingleader.com/gc25-four-game-drives-and-one-drive-to-rule-them-all-podcast/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>35:33</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Assuming you have defined the right business objectives, the most important key for successful gamification is to target the right motivators: the drives that make people want to engage and that stimulate the right thoughts and actions to accomplish your objectives. In this episode, Jesse discusses: The Four &amp;#8220;E.A.S.I.&amp;#8221; Game Drives Game Actions that appeal to [&amp;#8230;]</itunes:subtitle><itunes:summary>Assuming you have defined the right business objectives, the most important key for successful gamification is to target the right motivators: the drives that make people want to engage and that stimulate the right thoughts and actions to accomplish your objectives. In this episode, Jesse discusses: The Four &amp;#8220;E.A.S.I.&amp;#8221; Game Drives Game Actions that appeal to [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC24: Killer Gamification: Engaging for Impact</title>
		<link>https://engagingleader.com/gc24-killer-gamification-engaging-for-impact-podcast/</link>
					<comments>https://engagingleader.com/gc24-killer-gamification-engaging-for-impact-podcast/#respond</comments>
		
		
		<pubDate>Tue, 18 Feb 2014 16:00:17 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=4095</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc24-killer-gamification-engaging-for-impact-podcast/"><img title="What-you-need-300x199" src="https://engagingleader.com/wp-content/uploads/2014/02/What-you-need-300x199-1-200x133.jpg" alt="GC24: Killer Gamification: Engaging for Impact" width="200" height="133" /></a>
	</div>
	The term “gamification” gained popularity in 2010; by the end of 2012, it had reached mega-trend status. For decades, video games had demonstrated phenomenal power in engaging the focus of people of all ages. Now, businesses were using gamification, which we define as game-inspired tactics to engage people, often with similarly powerful results. However, the [&#8230;]]]></description>
		
					<wfw:commentRss>https://engagingleader.com/gc24-killer-gamification-engaging-for-impact-podcast/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>33:35</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>The term “gamification” gained popularity in 2010; by the end of 2012, it had reached mega-trend status. For decades, video games had demonstrated phenomenal power in engaging the focus of people of all ages. Now, businesses were using gamification, which we define as game-inspired tactics to engage people, often with similarly powerful results. However, the [&amp;#8230;]</itunes:subtitle><itunes:summary>The term “gamification” gained popularity in 2010; by the end of 2012, it had reached mega-trend status. For decades, video games had demonstrated phenomenal power in engaging the focus of people of all ages. Now, businesses were using gamification, which we define as game-inspired tactics to engage people, often with similarly powerful results. However, the [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC23: Using the Gamification User Types in the Real World | with Andrzej Marczewski</title>
		<link>https://engagingleader.com/gc23-using-the-gamification-user-types-in-the-real-world-podcast/</link>
					<comments>https://engagingleader.com/gc23-using-the-gamification-user-types-in-the-real-world-podcast/#respond</comments>
		
		
		<pubDate>Tue, 07 Jan 2014 15:00:43 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=3936</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc23-using-the-gamification-user-types-in-the-real-world-podcast/"><img title="supporting-user-types-300x211" src="https://engagingleader.com/wp-content/uploads/2014/01/supporting-user-types-300x211-200x141.jpg" alt="GC23: Using the Gamification User Types in the Real World | with Andrzej Marczewski" width="200" height="141" /></a>
	</div>
	The tech research firm Gartner made headlines in late 2012 when it predicted that 80% of current gamified applications would fail to meet business objectives — due to poor design, ineffective communication, or ill-defined business objectives. If poor design is a primary culprit of failed gamification, how can you improve your chances of success? Andrzej [&#8230;]]]></description>
		
					<wfw:commentRss>https://engagingleader.com/gc23-using-the-gamification-user-types-in-the-real-world-podcast/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>39:11</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>The tech research firm Gartner made headlines in late 2012 when it predicted that 80% of current gamified applications would fail to meet business objectives — due to poor design, ineffective communication, or ill-defined business objectives. If poor design is a primary culprit of failed gamification, how can you improve your chances of success? Andrzej [&amp;#8230;]</itunes:subtitle><itunes:summary>The tech research firm Gartner made headlines in late 2012 when it predicted that 80% of current gamified applications would fail to meet business objectives — due to poor design, ineffective communication, or ill-defined business objectives. If poor design is a primary culprit of failed gamification, how can you improve your chances of success? Andrzej [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC22: The Octalysis: 8 Core Drives of Gamification | with Yu-kai Chou</title>
		<link>https://engagingleader.com/gc22-the-octalysis-8-core-drives-of-gamification-podcast/</link>
					<comments>https://engagingleader.com/gc22-the-octalysis-8-core-drives-of-gamification-podcast/#respond</comments>
		
		
		<pubDate>Tue, 03 Dec 2013 15:00:06 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=3845</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc22-the-octalysis-8-core-drives-of-gamification-podcast/"><img title="Octalysis-300x225" src="https://engagingleader.com/wp-content/uploads/2013/12/Octalysis-300x225-200x150.jpg" alt="GC22: The Octalysis: 8 Core Drives of Gamification | with Yu-kai Chou" width="200" height="150" /></a>
	</div>
	Yu-kai Chou has been a regular speaker and lecturer on gamification around the world for organizations like Stanford University, Google Inc., The Gamification Summit, the Innovation Center in Denmark, and many more. Yu-kai was one of the earliest pioneers in Gamification, starting his work in the industry in 2003 and was rated #1  among the [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>33:21</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Yu-kai Chou has been a regular speaker and lecturer on gamification around the world for organizations like Stanford University, Google Inc., The Gamification Summit, the Innovation Center in Denmark, and many more. Yu-kai was one of the earliest pioneers in Gamification, starting his work in the industry in 2003 and was rated #1  among the [&amp;#8230;]</itunes:subtitle><itunes:summary>Yu-kai Chou has been a regular speaker and lecturer on gamification around the world for organizations like Stanford University, Google Inc., The Gamification Summit, the Innovation Center in Denmark, and many more. Yu-kai was one of the earliest pioneers in Gamification, starting his work in the industry in 2003 and was rated #1  among the [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC21: Gamifying Consumerism at Healthcare University | with Clayton Nicholas</title>
		<link>https://engagingleader.com/gc21-gamifying-consumerism-healthcare-university-clayton-nicholas/</link>
					<comments>https://engagingleader.com/gc21-gamifying-consumerism-healthcare-university-clayton-nicholas/#respond</comments>
		
		
		<pubDate>Tue, 12 Nov 2013 15:00:17 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=3778</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc21-gamifying-consumerism-healthcare-university-clayton-nicholas/"><img title="logo-change-healthcare (2)" src="https://engagingleader.com/wp-content/uploads/2013/11/logo-change-healthcare-2-200x107.jpg" alt="GC21: Gamifying Consumerism at Healthcare University | with Clayton Nicholas" width="200" height="107" /></a>
	</div>
	Clayton Nicholas brings nearly two decades of experience as an entrepreneur, Fortune 50 executive, and Army Officer to his role with Change Healthcare. After honing his expertise in general management, marketing, strategy and sales techniques across healthcare and information technology sectors, Nicholas now leads marketing and public relations functions while helping to drive strategy and [&#8230;]]]></description>
		
					<wfw:commentRss>https://engagingleader.com/gc21-gamifying-consumerism-healthcare-university-clayton-nicholas/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>38:13</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Clayton Nicholas brings nearly two decades of experience as an entrepreneur, Fortune 50 executive, and Army Officer to his role with Change Healthcare. After honing his expertise in general management, marketing, strategy and sales techniques across healthcare and information technology sectors, Nicholas now leads marketing and public relations functions while helping to drive strategy and [&amp;#8230;]</itunes:subtitle><itunes:summary>Clayton Nicholas brings nearly two decades of experience as an entrepreneur, Fortune 50 executive, and Army Officer to his role with Change Healthcare. After honing his expertise in general management, marketing, strategy and sales techniques across healthcare and information technology sectors, Nicholas now leads marketing and public relations functions while helping to drive strategy and [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC20: Gamification at Work: How to Succeed in a Corporate Setting | with Mario Herger</title>
		<link>https://engagingleader.com/gc20-gamification-at-work-how-to-succeed-in-a-corporate-setting-podcast/</link>
					<comments>https://engagingleader.com/gc20-gamification-at-work-how-to-succeed-in-a-corporate-setting-podcast/#respond</comments>
		
		
		<pubDate>Tue, 01 Oct 2013 14:00:53 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=3592</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc20-gamification-at-work-how-to-succeed-in-a-corporate-setting-podcast/"><img title="gamification_at_work-230x300" src="https://engagingleader.com/wp-content/uploads/2013/10/gamification_at_work-230x300-1-153x200.jpg" alt="GC20: Gamification at Work: How to Succeed in a Corporate Setting | with Mario Herger" width="153" height="200" /></a>
	</div>
	Mario Herger is co-author of Gamification at Work: Designing Engaging Business Software. He is founder and partner of Enterprise-Gamification.com, launched in October 2011. He has been Senior Innovation Strategist and Global Head of the Gamification Initiative at SAP Labs in Palo Alto, California for the past 14 years. Mario also leads the Austrian Innovation Center [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>34:00</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Mario Herger is co-author of Gamification at Work: Designing Engaging Business Software. He is founder and partner of Enterprise-Gamification.com, launched in October 2011. He has been Senior Innovation Strategist and Global Head of the Gamification Initiative at SAP Labs in Palo Alto, California for the past 14 years. Mario also leads the Austrian Innovation Center [&amp;#8230;]</itunes:subtitle><itunes:summary>Mario Herger is co-author of Gamification at Work: Designing Engaging Business Software. He is founder and partner of Enterprise-Gamification.com, launched in October 2011. He has been Senior Innovation Strategist and Global Head of the Gamification Initiative at SAP Labs in Palo Alto, California for the past 14 years. Mario also leads the Austrian Innovation Center [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC19: Game-Thinking at Work: Enterprise Gamification Examples | with Jim Wexler</title>
		<link>https://engagingleader.com/gc19-game-thinking-at-work-enterprise-gamification-examples-podcast/</link>
					<comments>https://engagingleader.com/gc19-game-thinking-at-work-enterprise-gamification-examples-podcast/#respond</comments>
		
		
		<pubDate>Wed, 04 Sep 2013 17:00:40 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=3441</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc19-game-thinking-at-work-enterprise-gamification-examples-podcast/"><img title="EGF-NYC" src="https://engagingleader.com/wp-content/uploads/2013/09/EGF-NYC-1.png" alt="GC19: Game-Thinking at Work: Enterprise Gamification Examples | with Jim Wexler" width="144" height="144" /></a>
	</div>
	Jim Wexler is a digital communication expert and thought leader, helping top companies create digital experiences to deepen engagement, build relationships, and change behavior. As President of Experiences Unlimited in New York, he develops digital marketing strategies and campaigns to improve organizational performance, leveraging a track record in Marketing Ideation, Social Media, Branded Entertainment, Gamification, [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>32:32</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Jim Wexler is a digital communication expert and thought leader, helping top companies create digital experiences to deepen engagement, build relationships, and change behavior. As President of Experiences Unlimited in New York, he develops digital marketing strategies and campaigns to improve organizational performance, leveraging a track record in Marketing Ideation, Social Media, Branded Entertainment, Gamification, [&amp;#8230;]</itunes:subtitle><itunes:summary>Jim Wexler is a digital communication expert and thought leader, helping top companies create digital experiences to deepen engagement, build relationships, and change behavior. As President of Experiences Unlimited in New York, he develops digital marketing strategies and campaigns to improve organizational performance, leveraging a track record in Marketing Ideation, Social Media, Branded Entertainment, Gamification, [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC18: Game-Inspired Tactics to Engage Employees</title>
		<link>https://engagingleader.com/gc18-game-inspired-tactics-to-engage-employees-podcast/</link>
					<comments>https://engagingleader.com/gc18-game-inspired-tactics-to-engage-employees-podcast/#respond</comments>
		
		
		<pubDate>Tue, 20 Aug 2013 20:45:39 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=3330</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc18-game-inspired-tactics-to-engage-employees-podcast/"><img title="Keas1" src="https://engagingleader.com/wp-content/uploads/2013/08/Keas1-1-200x155.jpg" alt="GC18: Game-Inspired Tactics to Engage Employees" width="200" height="155" /></a>
	</div>
	This episode takes a step back from specific gamification solutions to discuss the bigger picture of this hot, but still-emerging trend. Why are game-inspired tactics becoming popular to engage employees in employees in areas such as collaboration, wellness, and retirement planning? What are examples of complete solutions, small steps, and low-tech approaches? Gamification is just [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>42:28</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>This episode takes a step back from specific gamification solutions to discuss the bigger picture of this hot, but still-emerging trend. Why are game-inspired tactics becoming popular to engage employees in employees in areas such as collaboration, wellness, and retirement planning? What are examples of complete solutions, small steps, and low-tech approaches? Gamification is just [&amp;#8230;]</itunes:subtitle><itunes:summary>This episode takes a step back from specific gamification solutions to discuss the bigger picture of this hot, but still-emerging trend. Why are game-inspired tactics becoming popular to engage employees in employees in areas such as collaboration, wellness, and retirement planning? What are examples of complete solutions, small steps, and low-tech approaches? Gamification is just [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC17: Can Gamification Truly Drive and Measure Sales Productivity? | with Mike Smalls from Hoopla</title>
		<link>https://engagingleader.com/gc17-can-gamification-truly-drive-and-measure-sales-productivity-podcast/</link>
					<comments>https://engagingleader.com/gc17-can-gamification-truly-drive-and-measure-sales-productivity-podcast/#respond</comments>
		
		
		<pubDate>Fri, 14 Jun 2013 14:00:40 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=2825</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc17-can-gamification-truly-drive-and-measure-sales-productivity-podcast/"><img title="mikesmallsprofile-300x270" src="https://engagingleader.com/wp-content/uploads/2013/06/mikesmallsprofile-300x270-1-200x180.png" alt="GC17: Can Gamification Truly Drive and Measure Sales Productivity? | with Mike Smalls from Hoopla" width="200" height="180" /></a>
	</div>
	More than $9 billion is spent on sales contests and incentive programs each year, yet most sales managers have no way to measure the impact of these programs. Mike Smalls is the founder and CEO of Hoopla, a software company that helps sales and service organizations use game mechanics to improve performance. Mike has more [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>29:05</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>More than $9 billion is spent on sales contests and incentive programs each year, yet most sales managers have no way to measure the impact of these programs. Mike Smalls is the founder and CEO of Hoopla, a software company that helps sales and service organizations use game mechanics to improve performance. Mike has more [&amp;#8230;]</itunes:subtitle><itunes:summary>More than $9 billion is spent on sales contests and incentive programs each year, yet most sales managers have no way to measure the impact of these programs. Mike Smalls is the founder and CEO of Hoopla, a software company that helps sales and service organizations use game mechanics to improve performance. Mike has more [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC16: Can Gamified Wellness Deliver a Winning ROI? | with Josh Stevens of Keas</title>
		<link>https://engagingleader.com/gc16-can-gamified-wellness-deliver-a-winning-roi-podcast/</link>
					<comments>https://engagingleader.com/gc16-can-gamified-wellness-deliver-a-winning-roi-podcast/#respond</comments>
		
		
		<pubDate>Mon, 10 Jun 2013 14:00:27 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=2808</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc16-can-gamified-wellness-deliver-a-winning-roi-podcast/"><img title="Josh_Stevens_Headshot_highres-225x300" src="https://engagingleader.com/wp-content/uploads/2013/06/Josh_Stevens_Headshot_highres-225x300-1-150x200.jpg" alt="GC16: Can Gamified Wellness Deliver a Winning ROI? | with Josh Stevens of Keas" width="150" height="200" /></a>
	</div>
	In the past couple weeks, a congressionally mandated report on workplace wellness programs created for the U.S. Department of Labor and the Department of Health and Human Services was released to the public. The report was created by the RAND Corporation, a nonprofit research institution. The results are rather sobering, suggesting that although 51% of [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>42:49</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>In the past couple weeks, a congressionally mandated report on workplace wellness programs created for the U.S. Department of Labor and the Department of Health and Human Services was released to the public. The report was created by the RAND Corporation, a nonprofit research institution. The results are rather sobering, suggesting that although 51% of [&amp;#8230;]</itunes:subtitle><itunes:summary>In the past couple weeks, a congressionally mandated report on workplace wellness programs created for the U.S. Department of Labor and the Department of Health and Human Services was released to the public. The report was created by the RAND Corporation, a nonprofit research institution. The results are rather sobering, suggesting that although 51% of [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC15: Gamifying Knowledge Sharing | with Brian Clausen from Experts Exchange</title>
		<link>https://engagingleader.com/gc15-gamifying-knowledge-sharing-podcast/</link>
					<comments>https://engagingleader.com/gc15-gamifying-knowledge-sharing-podcast/#respond</comments>
		
		
		<pubDate>Fri, 07 Jun 2013 14:00:40 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=2799</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc15-gamifying-knowledge-sharing-podcast/"><img title="Brian-Clausen-Headshot-2-200x300" src="https://engagingleader.com/wp-content/uploads/2013/06/Brian-Clausen-Headshot-2-200x300-1-133x200.png" alt="GC15: Gamifying Knowledge Sharing | with Brian Clausen from Experts Exchange" width="133" height="200" /></a>
	</div>
	If your organization is like most others, important information is scattered across various emails, outdated documentation, and the minds of employees. If you have implemented a knowledge management system, getting people to put what they know into it is like pulling teeth. In episode 10, we talked with Steve and Thomas about programs they’ve helped [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>37:01</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>If your organization is like most others, important information is scattered across various emails, outdated documentation, and the minds of employees. If you have implemented a knowledge management system, getting people to put what they know into it is like pulling teeth. In episode 10, we talked with Steve and Thomas about programs they’ve helped [&amp;#8230;]</itunes:subtitle><itunes:summary>If your organization is like most others, important information is scattered across various emails, outdated documentation, and the minds of employees. If you have implemented a knowledge management system, getting people to put what they know into it is like pulling teeth. In episode 10, we talked with Steve and Thomas about programs they’ve helped [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC14: The Quest for Employee Engagement | with Elise Olding from Gartner</title>
		<link>https://engagingleader.com/gc14-the-quest-for-employee-engagement-podcast/</link>
					<comments>https://engagingleader.com/gc14-the-quest-for-employee-engagement-podcast/#respond</comments>
		
		
		<pubDate>Mon, 03 Jun 2013 19:17:22 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=2768</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc14-the-quest-for-employee-engagement-podcast/"><img title="Elise-Olding-200x300" src="https://engagingleader.com/wp-content/uploads/2013/06/Elise-Olding-200x300-1-133x200.jpg" alt="GC14: The Quest for Employee Engagement | with Elise Olding from Gartner" width="133" height="200" /></a>
	</div>
	According to Gallup, 71% of American workers are not engaged or are actively disengaged from their work. As the hype around gamification continues, several experts have suggested that gamification is one tactic that can help organizations make the workplace more engaging and productive. But the tech research firm Gartner made headlines in late 2012 when [&#8230;]]]></description>
		
					<wfw:commentRss>https://engagingleader.com/gc14-the-quest-for-employee-engagement-podcast/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>32:40</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>According to Gallup, 71% of American workers are not engaged or are actively disengaged from their work. As the hype around gamification continues, several experts have suggested that gamification is one tactic that can help organizations make the workplace more engaging and productive. But the tech research firm Gartner made headlines in late 2012 when [&amp;#8230;]</itunes:subtitle><itunes:summary>According to Gallup, 71% of American workers are not engaged or are actively disengaged from their work. As the hype around gamification continues, several experts have suggested that gamification is one tactic that can help organizations make the workplace more engaging and productive. But the tech research firm Gartner made headlines in late 2012 when [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC13: Gamification for Business Transformation | with Maggie Buggie of Capgemini</title>
		<link>https://engagingleader.com/gc13-gamification-for-business-transformation-podcast/</link>
					<comments>https://engagingleader.com/gc13-gamification-for-business-transformation-podcast/#respond</comments>
		
		
		<pubDate>Fri, 31 May 2013 14:00:21 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=2734</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc13-gamification-for-business-transformation-podcast/"><img title="Maggie-Buggie-new-HS-233x300" src="https://engagingleader.com/wp-content/uploads/2013/05/Maggie-Buggie-new-HS-233x300-1-155x200.jpg" alt="GC13: Gamification for Business Transformation | with Maggie Buggie of Capgemini" width="155" height="200" /></a>
	</div>
	While organizations have ramped up their investments in digital tools and technologies, two-thirds of digital transformation projects fail mainly due to workforce behavioral issues &#8212; with company culture being a major barrier. Can effective gamification help solve this problem? To help us address this issue, our guest is Maggie Buggie. Maggie is Vice President and [&#8230;]]]></description>
		
					<wfw:commentRss>https://engagingleader.com/gc13-gamification-for-business-transformation-podcast/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>43:06</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>While organizations have ramped up their investments in digital tools and technologies, two-thirds of digital transformation projects fail mainly due to workforce behavioral issues &amp;#8212; with company culture being a major barrier. Can effective gamification help solve this problem? To help us address this issue, our guest is Maggie Buggie. Maggie is Vice President and [&amp;#8230;]</itunes:subtitle><itunes:summary>While organizations have ramped up their investments in digital tools and technologies, two-thirds of digital transformation projects fail mainly due to workforce behavioral issues &amp;#8212; with company culture being a major barrier. Can effective gamification help solve this problem? To help us address this issue, our guest is Maggie Buggie. Maggie is Vice President and [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC12: Taking the Work Out of Work | with Ross Smith of Microsoft</title>
		<link>https://engagingleader.com/gc12-taking-the-work-out-of-work-podcast/</link>
					<comments>https://engagingleader.com/gc12-taking-the-work-out-of-work-podcast/#respond</comments>
		
		
		<pubDate>Tue, 28 May 2013 13:59:36 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=2650</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc12-taking-the-work-out-of-work-podcast/"><img title="rosss_cartoon2-260x300" src="https://engagingleader.com/wp-content/uploads/2013/05/rosss_cartoon2-260x300-1-173x200.jpg" alt="GC12: Taking the Work Out of Work | with Ross Smith of Microsoft" width="173" height="200" /></a>
	</div>
	Global, social, technological, and demographic shifts alter the competitive landscape for businesses across the globe. The impact on organizational behavior is significant. Creativity and innovation are paramount – keystones for 21st century competitive relevance. The speed of business and the pressures of competition require unprecedented agility. At an organizational level, employees are pulled in every [&#8230;]]]></description>
		
					<wfw:commentRss>https://engagingleader.com/gc12-taking-the-work-out-of-work-podcast/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>32:23</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Global, social, technological, and demographic shifts alter the competitive landscape for businesses across the globe. The impact on organizational behavior is significant. Creativity and innovation are paramount – keystones for 21st century competitive relevance. The speed of business and the pressures of competition require unprecedented agility. At an organizational level, employees are pulled in every [&amp;#8230;]</itunes:subtitle><itunes:summary>Global, social, technological, and demographic shifts alter the competitive landscape for businesses across the globe. The impact on organizational behavior is significant. Creativity and innovation are paramount – keystones for 21st century competitive relevance. The speed of business and the pressures of competition require unprecedented agility. At an organizational level, employees are pulled in every [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC11: Improving Life, One Game at a Time | with Chris Hewett of Mindbloom</title>
		<link>https://engagingleader.com/gc11-improving-life-one-game-at-a-time-podcast/</link>
					<comments>https://engagingleader.com/gc11-improving-life-one-game-at-a-time-podcast/#respond</comments>
		
		
		<pubDate>Fri, 24 May 2013 14:00:10 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=2641</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc11-improving-life-one-game-at-a-time-podcast/"><img title="Chris-Hewett-headshot-235x300" src="https://engagingleader.com/wp-content/uploads/2013/05/Chris-Hewett-headshot-235x300-1-157x200.jpg" alt="GC11: Improving Life, One Game at a Time | with Chris Hewett of Mindbloom" width="157" height="200" /></a>
	</div>
	Chris Hewett is the founder and Executive Producer at Mindbloom, a Seattle-based interactive media company with a mission to make life improvement accessible to everyone. Mindbloom offers several game-related products, but perhaps the best-known is Life Game, which helps people lead a healthier, more balanced life. In addition, the company offers several mobile apps, which [&#8230;]]]></description>
		
					<wfw:commentRss>https://engagingleader.com/gc11-improving-life-one-game-at-a-time-podcast/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>32:59</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Chris Hewett is the founder and Executive Producer at Mindbloom, a Seattle-based interactive media company with a mission to make life improvement accessible to everyone. Mindbloom offers several game-related products, but perhaps the best-known is Life Game, which helps people lead a healthier, more balanced life. In addition, the company offers several mobile apps, which [&amp;#8230;]</itunes:subtitle><itunes:summary>Chris Hewett is the founder and Executive Producer at Mindbloom, a Seattle-based interactive media company with a mission to make life improvement accessible to everyone. Mindbloom offers several game-related products, but perhaps the best-known is Life Game, which helps people lead a healthier, more balanced life. In addition, the company offers several mobile apps, which [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC10: The Game of Knowledge | with Stephen Kaukonen &amp; Thomas Hsu of Accenture</title>
		<link>https://engagingleader.com/gc10-the-game-of-knowledge-podcast/</link>
					<comments>https://engagingleader.com/gc10-the-game-of-knowledge-podcast/#respond</comments>
		
		
		<pubDate>Mon, 20 May 2013 14:00:57 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=2562</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc10-the-game-of-knowledge-podcast/"><img title="Accenture_Logo31-300x163 (1)" src="https://engagingleader.com/wp-content/uploads/2013/05/Accenture_Logo31-300x163-1-200x109.gif" alt="GC10: The Game of Knowledge | with Stephen Kaukonen &#038; Thomas Hsu of Accenture" width="200" height="109" /></a>
	</div>
	Our guests in this episode are Stephen Kaukonen and Thomas Hsu of Accenture, the management and tech consulting firm with over 260,000 people serving clients in more than 120 countries. Thomas is a social collaboration and knowledge management subject matter expert (SME), as well as the certified gamification expert leading Accenture’s Gamification community of practice. [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>37:37</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Our guests in this episode are Stephen Kaukonen and Thomas Hsu of Accenture, the management and tech consulting firm with over 260,000 people serving clients in more than 120 countries. Thomas is a social collaboration and knowledge management subject matter expert (SME), as well as the certified gamification expert leading Accenture’s Gamification community of practice. [&amp;#8230;]</itunes:subtitle><itunes:summary>Our guests in this episode are Stephen Kaukonen and Thomas Hsu of Accenture, the management and tech consulting firm with over 260,000 people serving clients in more than 120 countries. Thomas is a social collaboration and knowledge management subject matter expert (SME), as well as the certified gamification expert leading Accenture’s Gamification community of practice. [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC09: Winning the Sales Game | with Bob Marsh of LevelEleven</title>
		<link>https://engagingleader.com/gc09-winning-the-sales-game-podcast/</link>
					<comments>https://engagingleader.com/gc09-winning-the-sales-game-podcast/#respond</comments>
		
		
		<pubDate>Fri, 17 May 2013 14:00:19 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=2519</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc09-winning-the-sales-game-podcast/"><img title="Bob-Marsh-headshot" src="https://engagingleader.com/wp-content/uploads/2013/06/Bob-Marsh-headshot-200x200.jpg" alt="GC09: Winning the Sales Game | with Bob Marsh of LevelEleven" width="200" height="200" /></a>
	</div>
	One of the earliest areas to adopt employee gamification has been sales teams. That’s not surprising, since some game-inspired elements like competition and rewards have long been used in sales departments, where many salespeople are naturally competitive and love to win. But the gamification trend is bringing changes to the world of sales, and here [&#8230;]]]></description>
		
					<wfw:commentRss>https://engagingleader.com/gc09-winning-the-sales-game-podcast/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>33:18</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>One of the earliest areas to adopt employee gamification has been sales teams. That’s not surprising, since some game-inspired elements like competition and rewards have long been used in sales departments, where many salespeople are naturally competitive and love to win. But the gamification trend is bringing changes to the world of sales, and here [&amp;#8230;]</itunes:subtitle><itunes:summary>One of the earliest areas to adopt employee gamification has been sales teams. That’s not surprising, since some game-inspired elements like competition and rewards have long been used in sales departments, where many salespeople are naturally competitive and love to win. But the gamification trend is bringing changes to the world of sales, and here [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC08: Creating Loyalty 3.0 at Work | with Rajat Paharia of Bunchball</title>
		<link>https://engagingleader.com/gc08-creating-loyalty-3-0-at-work-podcast/</link>
					<comments>https://engagingleader.com/gc08-creating-loyalty-3-0-at-work-podcast/#respond</comments>
		
		
		<pubDate>Mon, 13 May 2013 14:11:32 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=2488</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc08-creating-loyalty-3-0-at-work-podcast/"><img title="RajatPaharia3-199x300" src="https://engagingleader.com/wp-content/uploads/2013/08/RajatPaharia3-199x300-133x200.jpg" alt="GC08: Creating Loyalty 3.0 at Work | with Rajat Paharia of Bunchball" width="133" height="200" /></a>
	</div>
	Rajat Paharia is Founder and Chief Product Officer of Bunchball. He is the author of Loyalty 3.0: How to Revolutionize Customer and Employee Engagement with Big Data and Gamification, scheduled for publication in June 2013 and available for pre-order right now. Back in 2005, when almost no one had heard of gamification, Rajat Paharia founded [&#8230;]]]></description>
		
					<wfw:commentRss>https://engagingleader.com/gc08-creating-loyalty-3-0-at-work-podcast/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>33:39</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Rajat Paharia is Founder and Chief Product Officer of Bunchball. He is the author of Loyalty 3.0: How to Revolutionize Customer and Employee Engagement with Big Data and Gamification, scheduled for publication in June 2013 and available for pre-order right now. Back in 2005, when almost no one had heard of gamification, Rajat Paharia founded [&amp;#8230;]</itunes:subtitle><itunes:summary>Rajat Paharia is Founder and Chief Product Officer of Bunchball. He is the author of Loyalty 3.0: How to Revolutionize Customer and Employee Engagement with Big Data and Gamification, scheduled for publication in June 2013 and available for pre-order right now. Back in 2005, when almost no one had heard of gamification, Rajat Paharia founded [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC07: On a Mission to Move | with Blake Squires of Movable</title>
		<link>https://engagingleader.com/gc07-on-a-mission-to-move-podcast/</link>
					<comments>https://engagingleader.com/gc07-on-a-mission-to-move-podcast/#respond</comments>
		
		
		<pubDate>Fri, 10 May 2013 14:00:52 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=2473</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc07-on-a-mission-to-move-podcast/"><img title="Blake-Squires-195x300" src="https://engagingleader.com/wp-content/uploads/2013/05/Blake-Squires-195x300-1-130x200.jpg" alt="GC07: On a Mission to Move | with Blake Squires of Movable" width="130" height="200" /></a>
	</div>
	Blake Squires is CEO of MOVABLE, a company with a mission to improve health and human performance. MOVABLE has developed an activity-awareness program with social and rewards components. One of the things that caught our eye is the simplicity of MOVABLE: for example, it features a wristband that&#8217;s operated with just two buttons and sells [&#8230;]]]></description>
		
					<wfw:commentRss>https://engagingleader.com/gc07-on-a-mission-to-move-podcast/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>33:40</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Blake Squires is CEO of MOVABLE, a company with a mission to improve health and human performance. MOVABLE has developed an activity-awareness program with social and rewards components. One of the things that caught our eye is the simplicity of MOVABLE: for example, it features a wristband that&amp;#8217;s operated with just two buttons and sells [&amp;#8230;]</itunes:subtitle><itunes:summary>Blake Squires is CEO of MOVABLE, a company with a mission to improve health and human performance. MOVABLE has developed an activity-awareness program with social and rewards components. One of the things that caught our eye is the simplicity of MOVABLE: for example, it features a wristband that&amp;#8217;s operated with just two buttons and sells [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC06: The Game of Work: Unlocking Employee Engagement and Energy | with Chuck Coonradt</title>
		<link>https://engagingleader.com/gc06-the-game-of-work-unlocking-employee-engagement-and-energy-podcast/</link>
					<comments>https://engagingleader.com/gc06-the-game-of-work-unlocking-employee-engagement-and-energy-podcast/#respond</comments>
		
		
		<pubDate>Mon, 06 May 2013 14:53:27 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Employee engagement]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=2449</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc06-the-game-of-work-unlocking-employee-engagement-and-energy-podcast/"><img title="Chuck-Coonradt-240x300" src="https://engagingleader.com/wp-content/uploads/2013/06/Chuck-Coonradt-240x300-160x200.jpg" alt="GC06: The Game of Work: Unlocking Employee Engagement and Energy | with Chuck Coonradt" width="160" height="200" /></a>
	</div>
	Chuck Coonradt has been called the &#8220;Grandfather of Gamification.&#8221; He is the author of the book The Game of Work, first published in 1984 and frequently updated. Since 1973, Chuck has been teaching companies game-based principles that unlock keys to employee involvement, engagement and energy. Decades before gamification was a buzzword, around the time Pong [&#8230;]]]></description>
		
					<wfw:commentRss>https://engagingleader.com/gc06-the-game-of-work-unlocking-employee-engagement-and-energy-podcast/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>35:15</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Chuck Coonradt has been called the &amp;#8220;Grandfather of Gamification.&amp;#8221; He is the author of the book The Game of Work, first published in 1984 and frequently updated. Since 1973, Chuck has been teaching companies game-based principles that unlock keys to employee involvement, engagement and energy. Decades before gamification was a buzzword, around the time Pong [&amp;#8230;]</itunes:subtitle><itunes:summary>Chuck Coonradt has been called the &amp;#8220;Grandfather of Gamification.&amp;#8221; He is the author of the book The Game of Work, first published in 1984 and frequently updated. Since 1973, Chuck has been teaching companies game-based principles that unlock keys to employee involvement, engagement and energy. Decades before gamification was a buzzword, around the time Pong [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC05: Winning the Recruiting Game | with Ziv Eliraz of Zao</title>
		<link>https://engagingleader.com/gc05-winning-the-recruiting-game-podcast/</link>
					<comments>https://engagingleader.com/gc05-winning-the-recruiting-game-podcast/#respond</comments>
		
		
		<pubDate>Wed, 01 May 2013 14:43:07 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<category><![CDATA[Recruiting]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=2367</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc05-winning-the-recruiting-game-podcast/"><img title="Ziv-Photo" src="https://engagingleader.com/wp-content/uploads/2013/06/Ziv-Photo-200x128.jpg" alt="GC05: Winning the Recruiting Game | with Ziv Eliraz of Zao" width="200" height="128" /></a>
	</div>
	In this episode of Game Changer, our guest is CEO Ziv Eliraz of Zao.  Zao is an online platform for gamification-based employee recruiting. It has been called the first employee referral solution that intelligently leverages multiple social networks to help you find the best candidates for your company. Ziv is an expert when it comes [&#8230;]]]></description>
		
					<wfw:commentRss>https://engagingleader.com/gc05-winning-the-recruiting-game-podcast/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>32:48</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>In this episode of Game Changer, our guest is CEO Ziv Eliraz of Zao.  Zao is an online platform for gamification-based employee recruiting. It has been called the first employee referral solution that intelligently leverages multiple social networks to help you find the best candidates for your company. Ziv is an expert when it comes [&amp;#8230;]</itunes:subtitle><itunes:summary>In this episode of Game Changer, our guest is CEO Ziv Eliraz of Zao.  Zao is an online platform for gamification-based employee recruiting. It has been called the first employee referral solution that intelligently leverages multiple social networks to help you find the best candidates for your company. Ziv is an expert when it comes [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC04: Gamifying to Engage | with Karl Kapp</title>
		<link>https://engagingleader.com/gc04-gamifying-to-engage-podcast/</link>
					<comments>https://engagingleader.com/gc04-gamifying-to-engage-podcast/#respond</comments>
		
		
		<pubDate>Wed, 01 May 2013 14:04:00 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=2345</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc04-gamifying-to-engage-podcast/"><img title="Karl-Kapp-199x300 (1)" src="https://engagingleader.com/wp-content/uploads/2013/05/Karl-Kapp-199x300-1-133x200.jpg" alt="GC04: Gamifying to Engage | with Karl Kapp" width="133" height="200" /></a>
	</div>
	Karl Kapp is a professor of Instructional Technology at Bloomsburg University. He is also the author of five books on the convergence of learning and technology, including The Gamification of Learning and Instruction, and is one of the first published authors on the topic of gamification. Currently Karl is working on a field book about The [&#8230;]]]></description>
		
					<wfw:commentRss>https://engagingleader.com/gc04-gamifying-to-engage-podcast/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>37:07</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Karl Kapp is a professor of Instructional Technology at Bloomsburg University. He is also the author of five books on the convergence of learning and technology, including The Gamification of Learning and Instruction, and is one of the first published authors on the topic of gamification. Currently Karl is working on a field book about The [&amp;#8230;]</itunes:subtitle><itunes:summary>Karl Kapp is a professor of Instructional Technology at Bloomsburg University. He is also the author of five books on the convergence of learning and technology, including The Gamification of Learning and Instruction, and is one of the first published authors on the topic of gamification. Currently Karl is working on a field book about The [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC03: Putting Fun into Health &amp; Wellness | with Nick Martin from UnitedHealth Group</title>
		<link>https://engagingleader.com/gc03-putting-fun-into-health-wellness-with-nick-martin-from-unitedhealth-group/</link>
					<comments>https://engagingleader.com/gc03-putting-fun-into-health-wellness-with-nick-martin-from-unitedhealth-group/#comments</comments>
		
		
		<pubDate>Wed, 01 May 2013 14:03:17 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<category><![CDATA[Well-being]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=2286</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc03-putting-fun-into-health-wellness-with-nick-martin-from-unitedhealth-group/"><img title="Nick-Martin-Headshot-224x300 (1)" src="https://engagingleader.com/wp-content/uploads/2013/05/Nick-Martin-Headshot-224x300-1-149x200.jpg" alt="GC03: Putting Fun into Health &#038; Wellness | with Nick Martin from UnitedHealth Group" width="149" height="200" /></a>
	</div>
	Our guest on this episode of Game Changer is Nick Martin of UnitedHealth Group.  Nick is the Vice President of Innovation, Research and Development for UnitedHealth. As an industry leader in wellness gamificaton, he and his team have been exploring ways to infuse video games and gaming elements into health and wellness activities for employees [&#8230;]]]></description>
		
					<wfw:commentRss>https://engagingleader.com/gc03-putting-fun-into-health-wellness-with-nick-martin-from-unitedhealth-group/feed/</wfw:commentRss>
			<slash:comments>1</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>29:06</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Our guest on this episode of Game Changer is Nick Martin of UnitedHealth Group.  Nick is the Vice President of Innovation, Research and Development for UnitedHealth. As an industry leader in wellness gamificaton, he and his team have been exploring ways to infuse video games and gaming elements into health and wellness activities for employees [&amp;#8230;]</itunes:subtitle><itunes:summary>Our guest on this episode of Game Changer is Nick Martin of UnitedHealth Group.  Nick is the Vice President of Innovation, Research and Development for UnitedHealth. As an industry leader in wellness gamificaton, he and his team have been exploring ways to infuse video games and gaming elements into health and wellness activities for employees [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC02: Badge of Engagement | with Kris Duggan</title>
		<link>https://engagingleader.com/gc02-badge-of-engagement-with-kris-duggan/</link>
					<comments>https://engagingleader.com/gc02-badge-of-engagement-with-kris-duggan/#respond</comments>
		
		
		<pubDate>Wed, 01 May 2013 14:02:47 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=2278</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc02-badge-of-engagement-with-kris-duggan/"><img title="kris_duggan" src="https://engagingleader.com/wp-content/uploads/2013/05/kris_duggan-133x200.jpg" alt="GC02: Badge of Engagement | with Kris Duggan" width="133" height="200" /></a>
	</div>
	Kris Duggan is Co-Founder and Chief Strategy Officer for Badgeville, and the author of Business Gamification for Dummies. He oversees product and strategic direction and serves on Badgeville’s Board of Directors. Kris is a sought-after thought leader on gamification, social business and cloud computing. He led Badgeville from its bootstrap phase to a high-growth venture-backed [&#8230;]]]></description>
		
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			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>30:08</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Kris Duggan is Co-Founder and Chief Strategy Officer for Badgeville, and the author of Business Gamification for Dummies. He oversees product and strategic direction and serves on Badgeville’s Board of Directors. Kris is a sought-after thought leader on gamification, social business and cloud computing. He led Badgeville from its bootstrap phase to a high-growth venture-backed [&amp;#8230;]</itunes:subtitle><itunes:summary>Kris Duggan is Co-Founder and Chief Strategy Officer for Badgeville, and the author of Business Gamification for Dummies. He oversees product and strategic direction and serves on Badgeville’s Board of Directors. Kris is a sought-after thought leader on gamification, social business and cloud computing. He led Badgeville from its bootstrap phase to a high-growth venture-backed [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
		<item>
		<title>GC01: 6 Steps to Effective Gamification | with Kevin Werbach</title>
		<link>https://engagingleader.com/gc01-6-steps-to-effective-gamification-podcast/</link>
					<comments>https://engagingleader.com/gc01-6-steps-to-effective-gamification-podcast/#respond</comments>
		
		
		<pubDate>Tue, 30 Apr 2013 18:53:10 +0000</pubDate>
				<category><![CDATA[Game Changer™]]></category>
		<category><![CDATA[Gamification]]></category>
		<guid isPermaLink="false">http://dev.engagingleader.com/?p=2270</guid>

					<description><![CDATA[
	<div>
	<a href="https://engagingleader.com/gc01-6-steps-to-effective-gamification-podcast/"><img title="Kevin-Werbach (1)" src="https://engagingleader.com/wp-content/uploads/2013/05/Kevin-Werbach-1-200x167.jpg" alt="GC01: 6 Steps to Effective Gamification | with Kevin Werbach" width="200" height="167" /></a>
	</div>
	Kevin Werbach is coauthor of For the Win: How Game Thinking Can Revolutionize Your Business. He is a professor at Wharton, one of the world&#8217;s top business schools, and he created the world&#8217;s first MBA course on gamification. Kevin is the founder of the Supernova Group, a technology analysis and consulting firm. He is considered [&#8230;]]]></description>
		
					<wfw:commentRss>https://engagingleader.com/gc01-6-steps-to-effective-gamification-podcast/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
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				<itunes:author>Jesse Lahey</itunes:author>
		<itunes:image href="https://engagingleader.com/wp-content/uploads/powerpress/OFFICIAL-album-art-large.png"/>
		<itunes:episodeType>full</itunes:episodeType>
		<itunes:duration>27:00</itunes:duration>
	<dc:creator>jesse@engagingleader.com (Engaging Leader)</dc:creator><itunes:explicit>no</itunes:explicit><itunes:subtitle>Kevin Werbach is coauthor of For the Win: How Game Thinking Can Revolutionize Your Business. He is a professor at Wharton, one of the world&amp;#8217;s top business schools, and he created the world&amp;#8217;s first MBA course on gamification. Kevin is the founder of the Supernova Group, a technology analysis and consulting firm. He is considered [&amp;#8230;]</itunes:subtitle><itunes:summary>Kevin Werbach is coauthor of For the Win: How Game Thinking Can Revolutionize Your Business. He is a professor at Wharton, one of the world&amp;#8217;s top business schools, and he created the world&amp;#8217;s first MBA course on gamification. Kevin is the founder of the Supernova Group, a technology analysis and consulting firm. He is considered [&amp;#8230;]</itunes:summary><itunes:keywords>gamification,engaging,leader,jesse,lahey,lahey,aspendale,gamify,employee,engagement,workforce,communication</itunes:keywords></item>
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