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Business Transformation Pitch with The CX Goalkeeper


1 #251: Fans favorite: Mastering the Art of Customer Experience: Insights from the CEO of the CXPA 29:41
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Greg Melia emphasizes that empathy and curiosity are the foundation of effective customer experience (CX). He believes that organizations must design systems proactively—through tools like journey mapping and predictive analytics—rather than relying solely on reactive fixes. Melia highlights the importance of understanding customer motivations and aligning internal operations to consistently deliver value across all touchpoints. He also stresses the need for cross-functional collaboration and leadership that models CX priorities. When hiring, Melia looks for individuals who demonstrate storytelling ability, problem-solving, and ownership—key traits for driving cultural transformation. His approach reinforces the idea that sustainable CX excellence requires intentional system design, emotionally intelligent talent, and unified leadership around customer-centric goals. About Greg Melia At the helm of CXPA, my focus revolves around championing the global customer experience profession through strategic communications and community building, honed over five transformative years in leadership. Our organization thrives on CX certification, publications, and community that empower customer experience professionals to excel. Resources Customer Experience Professional Association: https://www.cxpa.org/home https://www.cxpa.org/home Please, hit the follow button: Apple Podcast: http://cxgoalkeeper.com/apple Spotify: http://cxgoalkeeper.com/spotify We’d love to hear your thoughts — leave a comment and share your feedback! Follow Gregorio Uglioni on Linkedin: https://www.linkedin.com/in/gregorio-uglioni/ About Gregorio Uglioni: Transforming Business Into Value Generating Engines - Creating Long-Lasting Impact Leveraging Customer Experience - Host Of The Globally Recognized CX Goalkeeper Podcast “Customer Experience Goals” - Speaker at global events & at podcasts - Judge at International Awards - CX Lecturer for several institutions Listen to more podcasts on The Agile Brand network here: https://agilebrandguide.com/the-agile-brand-podcasts/…
Design a Game » Podcasts
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Contenu fourni par » Podcasts. Tout le contenu du podcast, y compris les épisodes, les graphiques et les descriptions de podcast, est téléchargé et fourni directement par » Podcasts ou son partenaire de plateforme de podcast. Si vous pensez que quelqu'un utilise votre œuvre protégée sans votre autorisation, vous pouvez suivre le processus décrit ici https://fr.player.fm/legal.
The Design a Game podcast: we interview game designer and review games from the game design perspective.
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3 episodes
Tout marquer comme (non) lu
Manage series 1370539
Contenu fourni par » Podcasts. Tout le contenu du podcast, y compris les épisodes, les graphiques et les descriptions de podcast, est téléchargé et fourni directement par » Podcasts ou son partenaire de plateforme de podcast. Si vous pensez que quelqu'un utilise votre œuvre protégée sans votre autorisation, vous pouvez suivre le processus décrit ici https://fr.player.fm/legal.
The Design a Game podcast: we interview game designer and review games from the game design perspective.
…
continue reading
3 episodes
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1 Storytelling flow in videogames – DAG pod 23 32:19
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In this podcast Daniele Giardini and Pietro Polsinelli (myself) discuss story flow in games – and how game endings are told. We roam from The Witcher to Sunless Sea , crossing game genres. Hear us here: http://designagame.eu/wp-content/uploads/2015/07/storytellingFlow.mp3 At the end of the podcast we read and discuss a quote from If Games Were Like Game Stories… My favourite moment from Papers, Please was when someone gave me a banner for a sports team named the Arstotzka Arskickers. I had a choice of whether to put it up on my wall, or not. Compared to all the other decisions… taking bribes, separating families, conspiring to take down the Arstotzkan government… this was a small and silly decision. I put it up on my wall, of course. But the reason this is so memorable to me, is because the game actively acknowledged this small act! A few people commented on the banner, some remarking it’s tacky, some cheering “Go Arskickers!” And then, of course, this decision bites me in the ass when the inspector comes by and tells me the decoration is against protocol, and fines me. Games and books quoted: The Witcher 2 The Witcher 3 Thinking Fast and Slow, Daniel Kahneman Bioshock Infinite Bioshock (one) Lord of the Rings Movies Dark Souls 80 Days Shadowrun Kardashian Hollywood Sunless Sea Flick Kick Football Legends Alessandro Baricco Papers, Please Football Drama Follow me on Twitter where I post about game design, game development, Unity3d 2D, HTML5, applied games. The post Storytelling flow in videogames – DAG pod 23 appeared first on Design a Game .…

1 Games we loved in 2014 – DAG pod 21 39:22
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In this podcast I chat with We Are Muesli about (some of) the games we liked in 2014. We each put together a list of games and we sort of interviewed each other. Great Indie Games 2014 We Are Muesli’s list Desert Golfing Close Your – by Goodbye World Sunders Burly Men at Sea – by Brain & Brain Mediterranean Voidland – by Federico Fasce Pietro’s list Of course there is Monument Valley . But what else? 80 Days – by Inkle Papers, Please – by Lucas Pope Mini Metro – by Dinosaur Polo Club Orion – by Feiss Commander: The Great War Honorable mention in applied games: Calculords by Seanbaby . Also mentioned: The Outcast , Blackbar , Device 6 , The Sailor’s Dream . Follow me on Twitter where I post about game design, game development, Unity3d 2D, HTML5, applied games. The post Games we loved in 2014 – DAG pod 21 appeared first on Design a Game .…

1 Beyond mechanics: games with depth – DAG pod 20 29:58
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In this dreamy podcast Daniele Giardini and Pietro Polsinelli (myself) discuss the notion of depth in games . We don’t reach any definitive conclusion, but we have fun Here is the podcast: Games with depth The formal definition of depth in games referred to at the beginning is here . Two of the definitions proposed by Pietro and discussed are Those addictive games that after play you feel bad for having played. And those that you feel good. This reveals something. Think post coitum Depth as an ongoing relationship with the player. Some games we refer to are Papers Please, Commander: The Great War, Angry Birds, Kingdom Rush, Dark Souls II . Follow me on Twitter where I post about game design, game development, Unity3d 2D, HTML5, serious games. The post Beyond mechanics: games with depth – DAG pod 20 appeared first on Design a Game .…
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