Showing posts with label Hosting. Show all posts
Showing posts with label Hosting. Show all posts

Thursday, February 14, 2013

When is a little competition TOO much competition?

When your audience is really getting into your game show, that's generally a good thing. The teams are cohesive and working together, the adrenaline is flowing, emotion is high...but sometimes things get a bit, well, out of control.

We were recently hosting a game show event and coaching the game show host on how to get the teams pumped up. There are several ways to do this:

1. Get teams cheering (call out teams/team names and ask them if they're ready to play/if they're going to win)

2. Recap scores

3. Reveal prizes

4. Raise the stakes

But when we started playing the game show, we found that our worries about getting the audience into the game were completely unfounded. The audience was coming off 7 hours of training and content, and they were *ready* to compete and ready to play. (It didn't hurt that they were sales people and competitive by nature.) It was a little overwhelming. Our concern about getting them cheering quickly turned into concern for our neighboring rooms.

So when things get a little too rowdy, what can you do? Here are some tips:

1. Slow down the game play. Take a moment to get to know the team captains.

2. Ask more involved questions. Go outside multiple-choice/rapid-fire questions and get into a meatier open-ended question scenario.

3. Keep prizes small. We find that keeping prizes small doesn't usually mitigate the enthusiasm, but it does keep the competition from getting nasty.

4. Turn down the volume. Sometimes just asking for half-volume can keep the energy up while keeping the disruption down.

Monday, March 12, 2012

3 Game Show Host Goof-Ups

Being a game show host can be an incredibly fun way to interact with your trainees, or get your name out within a company (volunteering to host a large-scale game at an event, for instance). However, hosting isn't always an easy feat. Here are a few ways in which we see game show hosts go wrong:

1. Not Knowing the Rules: This seems like a basic thing, but a host being unclear on the finer points of the game show rules can lead to a chaotic or less-than-ideal experience for the game show participants. This is especially true as you customize your game show and add multiple rounds with multipliers (i.e. points are doubled!) or rule variations.

2. Getting Down on Wrong Answers: Nothing is more discouraging than being in a learning game situation and being mocked or ridiculed (no matter how gently) for putting yourself out there and answering a question. Most trainers have a good sense of appropriate feedback, but sometimes an outside-the-training-department host won't have a similar taste for protocol.

3. Not Encouraging Teams: If a game is set up cleverly, there's always a chance for a team that is behind to catch up--be it in a wager round, bonus points, etc. However, it can be easy for a team to forget this when they see such a glaring disparity in scores. It's the host's job to remind the teams of the stakes and preview rounds where they may have a good chance to catch up.

Friday, April 1, 2011

When Contestants Cheat

We recently developed a custom game show experience for a pharmaceutical company's annual sales event. By all accounts, the event and the game were incredibly successful--keeping participants engaged, motivated to absorb presentation content, and keeping the event energy high.

However, we were amazed to find out that whenever the teams could, they were trying to cheat to get ahead or win. (Our sense of game show fairness was appalled!)

The kicker? The content was all about rules and regulations within the industry: how they couldn't bribe, cheat, make false or leading claims, or imply incentives in trying to sell their drug into the medical industry. The content? About not cheating in the industry. The game show participants? Cheating. And shamelessly, too.

When we were writing our game show book, we sent an advance copy to fellow training game guru Thiagi. We had included tips on how to prevent cheating (though we never imagined it on this grand a scale), and Thiagi commented: "Advise trainers to think: What does cheating say about the culture of their organization?"

And what *does* cheating in a mere game show say about the mentality of the audience? It's not all bad:
  • They're invested in the game 
  • They want to win
  • They're highly competitive
  • They may break rules to get to success

In this case, the highly competitive sales force in a very lucrative field just didn't want to lose. In their industry there are multi-million-dollar penalties for subverting the rules. Because the cheating was happening on such a grand scale in the event, there was no way to fairly enact penalties--the teams that "weren't" cheating just weren't getting caught, and at some point one must be careful that the host doesn't devolve into scolding and penalizing above conveying information.

The cheating was allowed to continue, but only because the following elements were in place:
  • Low-value prizes. The higher the value of the prize, the more people will be at each other's throats about cheating and the enforcement of the rules. 
  • The contestants were getting the information--and in some cases were reinforcing the information more through their cheating ways than would have normally occurred. We didn't mind that they were looking up answers in their materials in some cases since it was still reviewing the information.
  • The host was willing to go-with-the-flow and game play was not interrupted significantly by the teams' antics.
  • Judges were used to keep the host out of the fray.

If the prizes had been great, the content had been taking a back seat to winning, or the event was being disrupted then penalties or a pause in the game would have had to be enforced.

There are a few ways that one can help minimize or prevent cheating--though we find that if a team is determined to cheat it is very hard to fight against that drive successfully and come out looking like a positive host.
  • Keep prizes small. In most cases, we find that winning is a prize in and of itself and contestants don't even inquire about what they're going to "win" when they get into the game.
  • Have judges. Judges can spot infractions and enforce penalties without the host having to sully their hands.
  • Clearly explain the rules beforehand--this way when one is broken, everyone acknowledges the reference/rule.
  • Enact small penalties for rule infractions. You don't want to turn into "bad-cop" trainer, but knowing BEFORE they cheat that there will be a penalty for that behavior can prevent cheating. 
At the end of the game, the point isn't to win--so some rules of civilized game play can be discarded or treated with a light touch. As long as contestants are engaged and involved with the content (accomplishing the game's purpose of aiding and abetting learning) and are in good spirits about the game play, a little cheating doesn't always significantly harm the game.