Meaning Progress Creativity Ownership Scarcity Avoidance Surprise Belonging Meaning Progress Creativity Ownership Scarcity Avoidance Surprise Belonging Meaning Progress Creativity Ownership Scarcity Avoidance Surprise Belonging Meaning Progress Creativity Ownership Scarcity Avoidance Surprise Belonging

Capturing Attention, Gamification in the Service of Engagement

Engagement, recall, behaviour.

We live in the attention economy: in that permanent noise, whoever captures and holds attention wins.

Illustration : une carte qui fond et se répand sur le tapis

Employees, customers and executives are drowning in notifications, competing messages and fragmented priorities. This keynote shows how gamification, applying game design principles outside of games, works on three things at once: engagement, recall and behaviour.

The starting point is a field observation: the brain has predictable biases. Sunk costs, overconfidence, familiarity, group conformity. The room experiences them live, game-show style, before drawing the useful conclusion. If biases are predictable, then the environment can be designed to offset them.

Then come the levers of behavioural design, with examples everyone recognises: the piano staircase that moves the flow, the smiling radar that slows drivers down, the sound-effect bin that gets litter picked up. The eight motivation drivers act as a grid for choosing which ones fit your context.

The hardest application of this material is safety, because errors are expensive there and heroic vigilance has never held over time. What holds is an environment designed to make the right move easier than the wrong one. The same reasoning serves compliance, training and customer experience.

What participants leave with

  1. 1

    Capturing attention : concrete tools to engage employees, customers or users

  2. 2

    Activating motivation, a framework from game science to anchor lasting behaviors

  3. 3

    A brain with predictable biases is offset by environment design, never by vigilance alone

  4. 4

    The leader as game designer, shaping environments where teams play to win together

Formats

45 min keynote or workshop

Audiences

Innovation · HR · marketing · performance · safety culture

Already delivered at

Banque de FranceEngieFacebookBouygues ConstructionColasKlépierreYves RocherESCP

This keynote at your event?

The two other keynotes : Reading the Table · Deciding in the Age of AI

Frequently asked questions.

Who are these keynotes for?

Two audiences, often in the same room. Executives who must decide quickly on incomplete information, and managers who then have to carry teams along. On the organiser side, mostly conventions, executive seminars, transformation events and partner days. A room of fifteen works, a room of a thousand works too, the format changes.

What formats do you offer?

From a thirty-minute keynote to a full ninety-minute conference, plus workshops. The format follows the moment in your programme: a short keynote opens a convention well, a longer format suits an executive seminar where you want the room to work.

What budget should we plan for?

A talk starts at 4,500 euros and varies with length, format, location and how much tailoring is involved. Tell me your constraints and I will tell you straight away whether it works.

Do you speak in English?

Yes, all three keynotes exist in French and English. The live experiments with the audience work in both languages.

A question that is not here? Write to me, I reply quickly.