Monday, April 12, 2010
The Top 5 Reasons to Use Game Shows in a Webinar
Monday, April 5, 2010
Article: How [LearningWare]* Makes Content Fun in Virtual Environments to Drive Engagement

From VirtualEdge.org:
How [LearningWare]* Makes Content Fun in Virtual Environments to Drive Engagement
By: Frank SpinelliContent is king. That is the mantra throughout the event industry. Technology is all well and good, but at the end of the day, what keeps users engaged is not graphics but content. And too often, content is left up to the client who may know what to say, but not how to say it in an engaging way.
Studies have shown that virtual event attendees do not stay engaged for as long as physical attendees. Whatever the cause—politeness in a face-to-face context, the anonymity of the virtual experience which allows disengagement for periods of time—the need to create content that not only grabs attention, but holds it is vital to the success of the industry. Minneapolis-based [LearningWare] develops creative and unique solutions to content delivery. With its [product], All Play Web and sister company Live Spark, [LearningWare] has a foot in both the virtual and physical worlds and seeks to keep users engaged in both.
One of the keys to keeping users engaged is to give them a stake in the outcome, according to ... Creative VP Missy Covington. Using games and quizzes, for example, can bring out a competitive drive, one sure way to hold focus. Animated characters (AniMates), voiced by local Minneapolis acting talent, can be a strong complement to live event activities. Live Spark produces both physical and virtual events, and until recently, has produced them as separate entities. They are beginning to experiment with hybrid events, however, the roster of animated characters being one virtual element augmenting their physical events.
One of the topics at this year’s Virtual Edge Summit has been incorporating successful elements of online gaming into the production of virtual content. If gamers willingly spend hours online, the theory goes, perhaps the industry can find ways to recreate that experience in its presentation of content (without the blood and guts). [LearningWare] has taken a playful approach to this theory. By utilizing games and animation, they hope to deliver content in a way keeps users in their seats while maintaining the integrity of the information. When a potential client is advised, “Make sure your content is compelling,” the question of how is often left unanswered. [LearningWare] can provide those answers in a unique and fun way.
Wednesday, March 31, 2010
New Game Board Previews

We've re-designed 4 of our most popular Gameshow Pro games with 10 new game skins, including designs such as: Retro Modern (shown here), Construction, Corporate, and Red Hot. Re-vamped games include Categories, Tic Tac Toe, Classroom Feud and Final Answer.
These new skins will be available shortly for FREE for existing Gameshow Pro (version 4) users, and will be included with all new Gameshow Pro licenses.
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New game formats include a Wager-to-Win game and a Tic Tac Toe game--and that's just for starters. As with the AllPlay Web standard format, everyone can play along in a webinar or web conference using virtual keypads.
Check out these new, fresh updates to our already incredibly effective, industry-leading software, and keep your eyes open for even more new things from LearningWare!
Tuesday, March 23, 2010
AllPlay at an Event: The Experient Experience.
That's exactly what happened in the Experient event. With the cooperation of our sister company, Live Spark, we produced a customized AllPlay audience response game show that kept everyone in the audience involved, kept the energy in the event high, and reinforced crucial content.
OBJECTIVES:
The "CSI Smackdown"--a customized AllPlay audience-response game show--was developed to:
- Reinforce key case study information.
- Reinforce and point out clues.
- Supplement a few key presentation points from the keynote speaker.
- Energize the audience in between sometimes-dry presentations.
- Give everyone equal footing going into the case study presentation.
- Be part of the bigger team challenge throughout the event (game show points for each team were added into their case study scores).
- Keep the audience on-the-lookout for clues (lest they miss any points in the game show!).
The CSI Smackdown was played throughout the four day event in rounds of 2-4 questions each. This was just enough of a "touch" to reinforce information and energize the room without making the event too much about the game show.
Scores accumulated over 4 days, but the second day, points were doubled. The third--tripled, and the fourth--quadrupled. This was so that--in theory--any team had the chance to leap ahead of the pack with a well-played question. This meant that all teams maintained a stake in the game--whether they were the top scoring team, or the bottom of the bunch.
After each question, the teams saw the right answer, and were taken to a scoring screen. Four columns--one representing each of the teams--started to rise in suspense in accordance with the teams' scores. (Chants of "Go Team X" or "Go Team Y" were heard.) The column of the lowest scoring team would stop. . . then the next. . . then the next. . . and then the room erupted into cheers, high-fives, and a burst of energy as the highest scoring team was revealed. It's amazing the amount of rejoicing takes place after each question. There's nothing like it at an event.
Most importantly--at the end of the game show, teams had a better understanding of the content than when they began. Everyone was on equal footing so they could present their final case studies, and everyone had a heck of a lot of fun.
As seen in this picture below. After all...does that look like a typical corporate event to you?
Tuesday, March 16, 2010
March Game Show Minute
The Top 4 Things a Trainer Should Do Before Playing a Game Show
Wednesday, March 3, 2010
The Virtual Classroom: Virtually Imperfect

- There is a tremendous demand for "hybrid" events: conferences or training that occurs in-person and virtually. Sometimes together and simultaneously, sometimes separately and with a symbiotic relationship. This is driven by the demand for low-budget, internationally viable solutions AND the recognition of the ongoing value and effectiveness of face-to-face interactions. Personally, we're glad that we're not seeing much of an either-or opinion coming from the technology leaders. It's nice that the "real" classroom can co-exist in harmony with the virtual classroom.
- There are a huge number of completely innovative solutions coming out for virtual conferences, trade shows, webinars, training sessions, etc. This includes streaming video at a rate unheard of in a virtual meeting space, 3-D rooms where participants can log in and "sit down", PowerPoints that stream along with a speaker along with a twitter feed and a chat feed and...well, anything else you'd want, really. It was downright inspiring to see what progress is being made and what new solutions are coming down the pipeline.
- While virtual events and conferences have been around for over 5 years now, there's a lack of general knowledge in this area from the general populace. It seems like most people are just taking live presentations and putting them into a virtual tool instead of modifying them for a unique virtual situation. Part of this is ignorance; thinking that a web class is the same as an in-person class--save for the physical presence aspect. It's not.
Emotion.
We're not talking about the emotion of the attendees, or just plain happy-sad-etc. expressions. We're talking about the effort to engage the attendees in an emotional experience within a webinar or web conference. Sure, virtual meeting spaces were designed to be pretty, streaming media was designed to add variety. But how do you keep participants engaged in a meaningful way when they're attending a session virtually?
AllPlay Web was the only product of its kind there--the concept of playing a competitive game within a web conference (as opposed to simple polling) and getting to use teams was not only new to most attendees, but also tremendously popular.
Right now, we're looking at an industry not quite in its infancy, but rapidly growing in its youth. As people start to adopt virtual solutions in hybrid training and events, we look forward to being part of an incredible solution.
Friday, February 12, 2010
Online Game Shows that Generate Interest

A smaller subset of our users take game shows and use them in a different way. We have a loyal and satisfied base of DJs that have used Gameshow Pro for custom games at weddings, parties, etc.; pastors that use game shows as an addition to sermons; even entertainers who take the game show act on the road to competition nights at bars or clubs.
We even had an employee who used a Classroom Feud game at his wedding--pitting the bride's side against the groom's side in a how-well-do-you-know-the-newlyweds showdown!
(It just goes to show one that in addition to being a highly effective content retention tool, game shows are also an incredibly entertaining vehicle for learning or just for fun.)
Recently I had a different scenario proposed: Could someone use a game show to drum up public interest in a topic? The question was asked by a personal trainer, looking to stand out from the (numerous) competitors and draw potential clients to his website. He proposed doing a monthly online game show (QuizPoint would be used in this instance) to generate traffic, discussion, and to increase peoples' general knowledge of fitness topics.
It's a great idea--and one that has application both for the public AND for internal corporate/government/k-12 use. The thing is--game shows capitalize on competition. Most people love to play a fun quiz or game online, even if it's merely to test their knowledge. Having a weekly or monthly game show where online visitors can come back and prove their smarts, see where they rank amongst their quiz-taking peers, and perhaps even be entered to win a prize is an excellent way spread the word about a topic.
Used internally, weekly or monthly game shows about relevant training modules that trainees could visit and play at their own pace gets them coming back to web resources and sustains the training far beyond the bounds of a virtual or in-person classroom.
K-12 users can generate online game shows for parents (or parents and kids to play together at home)--keeping them apprised on the latest school information, hot topics and classroom subjects.
Internally, externally or for the general public, online game shows are a great way to generate, sustain and drive interest in topics.