Recently, I worked on an assignment for a youngish audience. The audience was just out of college and getting used to corporate life for a year or two in most cases. These would be people who are in their mid twenties. Born in the late 90s - this audience is our first experience of the generation gap.
The generation gap is a big one for facilitators. For many reasons, but the outcome of that is that the audience doesnt connect with you.
By the time the 90s kids were in school - they would have had access to the internet and have been largely techno savvy.
That was the problem statement. How do we build content in a way that it resonates with this audience.
And thats when it struck us - to use gaming as an analogy. And showed corporate life from a viewpoint of a game that they need to play, collect coins, gain power ups and move up levels.
This simple construct, resonated so well with the audience - we had not imagined it striking such a strong chord.
The construct enabled a connect, brought about greater interaction and of course, made our content sticky. One participant said, "We have played this game and know this character - but never imagined it as an analogy"
All in a days work!
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