for their teams, it was fun, but at the same time, the real benefit was the great ideas they were creating.”
But most interesting, Pastore said, was how the game seemed to inspire continuing benefits. People began to think about how it could be used to generate ideas in their own organizations — and the council recorded all the ideas from the leadership conference in case people wanted to develop them on their own time later. “IT leaders are generally introverts, so it's harder for them to spontaneously form these bonds,” Pastore said. “When they're on a team trying to win something and it gets them thinking creatively, they're more likely to form a lasting peer connection.”
Michelle R. Davis is a writer and editor based in Silver Spring, Md.
Earn one hour of CEU credit. Once you finish reading this CMP Series article, read the following material:
> “The Engagement Economy: How Gamification Is Reshaping Business,”
a white paper published in Deloitte Review.
> “Enterprise Gamification: The Gen Y Factor,”
a white paper from Bunchball.
To earn CEU credit, visit pcma.org/convenecmp
to answer questions about the information contained in this CMP Series article and the additional material.
To earn additional credit, you can take more more tests in our series here: pcma.co/ConveneCEUs
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