How to Use Gamification to Improve Sales Performance

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Topics of Discussion

Do you want to improve the performance of your sales team? Are your reps struggling to meet sales quotas quarter after quarter? Are you investing a lot of time in sales training without getting the results you’re looking for?

Enter gamification.

Gamification is a key strategy for building the engagement that drives real results. Chances are, you’ve used it in your personal life. Have you ever worn a smartwatch to record your steps or nutrition? This is just one of the many examples of how gamification can motivate, engage, and help us achieve a goal.

Gamification is all about using game strategy to drive the desired behavior to improve performance. When gamification is done well—it works. Many successful sales leaders are using this popular device to achieve sales targets, engage reps, motivate, and even retain and attract top talent. In fact, more than 70% of companies using gamification tools report between 11% to 50% increases in key sales performance metrics. The key is knowing how best to leverage gamification to produce results.

Watch this recorded webinar to learn the psychology of sales gamification and how to implement it. This webinar identifies which performance gaps to target and how to use gamification as a tool to attract and retain top sales talent.

After viewing this webinar, you’ll also learn:

  • The most common sales performance gaps and why they exist
  • Why gamification works and which strategies to use
  • How gamification can boost engagement
  • Gamification strategies you can use with your team right now


Rich Mesch - Vice President, Consulting, Performance Development Group
Rich Mesch
Vice President, Consulting, Performance Development Group

Rich Mesch has been working in the performance improvement space for over 30 years. An ideator and creator, he works with some of the world’s largest companies to solve business challenges by improving human performance. He is the host of the podcast “Real Impact,” co-author of the ATD/Wiley book “The Gamification of Learning and Instruction Fieldbook,” and a frequent blogger, conference speaker, and contributor to industry publications.