Case Study: Olympic Committee uses Poken to Boost Participation and Learning
Product

Case Study: Olympic Committee uses Poken to Boost Participation and Learning

Like us on Facebook!

Follow us on Twitter!

Comments

Description

The IOC selected Poken as their partner for the inaugural Youth Winter Olympic Games.

The objective was mainly to drive behavior at this event where athletes are not only meant to compete, but also learn by attending any of the 100+ workshops. The IOC's mandate is to educate athletes and help them in their career progression: The Olympic Games are a chance for aspiring athletes to learn about drugs, sportsmanship, "how to talk to the Press", how to build their "Athlete's career path", and many more topics.

In previous years, attendance at the workshops was low. By adding a gaming element to the event, Poken helped the IOC boost attendance at all workshops: athletes could collect achievements by attending, and pokening a Touchpoint.

Boosting inter-cultural networking was also an objective which Poken helped the IOC surpass, by offering athletes additional points for networking across cultural barriers. If the Canadian team pokened athletes from the Korean team, they would gain more points that for connecting with the Americans.

The World Trade Organization has used similar incentives to foster networking between professional and cultural barriers. Refer to the WTO Case Study.

Links

Files

Gallery