Frequently Asked Questions

Features & Capabilities

What is the "Ten Button Theory" in gamification, and how does it relate to eLearning design?

The "Ten Button Theory" refers to the idea that even complex games can be broken down into a limited set of user interactions—like the ten possible inputs on a classic Nintendo controller. In eLearning, this means that effective gamified training can be built from simple, clear choices (such as multiple-choice questions or binary decisions), making the learning experience more approachable and less intimidating for both designers and learners. Note: The theory is a metaphor for simplifying game mechanics, not a technical limitation. Source.

How does AllenComm use metaphors in gamified eLearning design?

AllenComm leverages metaphors to make learning objectives more understandable and engaging. For example, in a customer service call center training, a maze metaphor was used to represent the duality of positive and negative language, helping learners navigate complex choices. This approach helps translate abstract concepts into interactive, memorable experiences. Note: The effectiveness of metaphors depends on the subject matter and audience; not all topics are suited to gamified metaphors. Source.

What features does AllenComm offer for gamified eLearning and training solutions?

AllenComm offers tailored gamified training solutions that include personalized learning journeys, integration of advanced technologies (such as AI-driven adaptive learning), and tools like learning portals, gamification mechanics, and microlearning. These features are designed to improve engagement, knowledge retention, and measurable business outcomes. Note: The specific features implemented depend on the client’s needs and project scope. Source.

Use Cases & Benefits

How does gamification improve learning outcomes in corporate training?

Gamification in corporate training can enhance motivation, engagement, and knowledge retention by transforming learning objectives into interactive experiences. AllenComm’s approach links game mechanics to real-world performance goals, such as improving customer service skills or onboarding effectiveness. For example, effective onboarding programs can improve new-hire productivity by 50% and increase retention rates by nearly 60% over three years. Note: The impact of gamification varies by organization and implementation quality. Source.

What business impact can organizations expect from AllenComm’s gamified learning solutions?

Organizations using AllenComm’s gamified learning solutions can expect improved employee performance, increased profitability, and enhanced customer satisfaction. For instance, Best Buy estimates that a 0.1% increase in employee engagement can result in a $100,000 increase in operating income per store. Additionally, high employee engagement has been shown to raise customer engagement by 7% and reduce safety incidents by 36% (Gallup research). Note: Actual results depend on the organization’s context and implementation. Source.

Technical Requirements & Integrations

What technical integrations does AllenComm support for gamified learning solutions?

AllenComm supports integration with a wide range of platforms, including Learning Management Systems (LMS), Learning Content Management Systems (LCMS), Learning Experience Platforms (LXP), HRIS, CRM, ERP, skills management, gamification tools, and video learning and assessment tools. These integrations help create a unified and scalable learning ecosystem. Note: Integration capabilities may vary based on the client’s existing technology stack. Source.

What technical documentation and resources are available for AllenComm’s gamified solutions?

AllenComm provides maintainable templates and comprehensive documentation for Storyline courses, downloadable guides such as the AI Agent Guide and Buyer's Guide, and structured advisory services with detailed research plans and actionable insights. These resources are designed to empower customers to independently update and scale their courses. Note: Some resources may require consultation or project engagement. Source.

Support & Implementation

How long does it take to implement a gamified learning solution with AllenComm?

The implementation timeline depends on the project scope and existing systems, but most clients experience immediate improvements in learner engagement and reduced administrative complexity once integrations go live. AllenComm’s large in-house L&D design team enables rapid scaling to meet tight deadlines. Note: Detailed timelines are project-specific; contact AllenComm for a tailored estimate. Source.

What support does AllenComm provide during and after implementation?

AllenComm offers structured advisory services, discovery conversations to understand client priorities, and downloadable resources to help organizations prepare for and optimize their learning initiatives. Maintainable templates and documentation are provided for ongoing course updates. Note: Ongoing support levels may vary by engagement; inquire for specifics. Source.

Customer Proof & Success Stories

Can you share examples of organizations that have used AllenComm’s gamified learning solutions?

AllenComm’s portfolio includes case studies from Delta (onboarding and customer experience), Panera Bread (leadership development), Pure Storage (scalable learning programs), BD (clinical practice training), and Nestlé (award-winning sales curriculum). These examples demonstrate AllenComm’s ability to deliver measurable business growth and engagement through gamified learning. Note: Outcomes are specific to each client’s context. See case studies.

What feedback have customers given about the ease of use of AllenComm’s gamified solutions?

Customers such as Freddie Mac, American Express, and Bright Horizons have praised AllenComm’s solutions for their ease of use and accessibility. For example, Valerie Iorg of American Express described the training product as "extremely comprehensive yet very easy to use," and Carol Landry of Bright Horizons appreciated having resources "available at the touch of a button." Note: User experience may vary by project and audience. See Freddie Mac case.

Limitations & Considerations

Are there any limitations or scenarios where AllenComm’s gamified solutions may not be the best fit?

AllenComm’s solutions are highly customizable, but their effectiveness depends on alignment with organizational goals, audience needs, and available resources. Some topics or audiences may not benefit from gamification or metaphor-driven design. Detailed limitations are not publicly documented; ask AllenComm sales for specifics regarding your use case. Source.

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What's in a Game blog image

ALLENCOMM BLOG | Insights

What’s In a Game: The Ten Button Theory

November 5, 2015

What makes a good game – elearning or otherwise? As I’ve been working on a few different learning games recently, it became clear that some people are intimidated by the idea of using gamification because it seems too complex or overwhelming. So I wanted to share some of the ways I’ve learned to break down the complexity, and help bring great gamification to your training.

Left, Right, or Down the Center

When it comes to making a good game, some designers overthink the process. People talk about buttons and scores as being “gamified” and those can be pieces to consider. But in order to know how to make a game you have to break down its components.

The most rudimentary aspect of a game – before the interface, the score, and the rules (at least in virtual games) – is the controls. Do you remember the Nintendo Entertainment System controller? If you don’t, I’m sad for the hole in your life.

There are only four interaction items, or buttons, on the controller. Excluding Start and Select, there are only input options – A, B, Up, Down, Left, Right, Up-Left/Right and Down-Left/Right. In the end, it’s a very simple control scheme. But from that 10-button scheme has come more than 700 video games for NES alone. The simplicity of these controls reveals a fundamental truth about video games: they are all multiple-choice questions.

NES controller

 

D) All of the Above

Granted, video games are likely the most complicated and interactive multiple-choice questions we will encounter, but ultimately they are all multiple choice with different looks. The first Super Mario Bros. game was simple A/B options. Left/Right? Jump/Don’t jump? Run/Walk? The rest was up to timing. Even the more sophisticated modern games like Halo are just a complicated series of multiple choice questions.

What then makes these games different from one another? How could Nintendo become so massively successful on such a simple control scheme? Metaphor.

A Rose by Any Other Name

Metaphor forges the world around us. Guy Deutscher said in his book The Unfolding of Language that almost every word in any language is a metaphor. As an example, he explains the original meaning of the word sarcastic. Go back a few hundred years and sarcastic meant to rend the flesh, but at one point someone began using sarcastic to describe another’s speech. Thus the metaphorical ball of metaphor rolls on.

Metaphors in Games

If the entire world is a metaphor, then games, even corporate training games, are no exception. Early video games were metaphors tied to simple controls. As controls evolved and got more complex, producers were able to use more interesting metaphors.

In 2005, RedOctane and Harmonix realized they could create a controller like a guitar and Guitar Hero was born. Nintendo came out with the Wii, which allowed users to influence the game with body motion and flicks of the wrist, leading to more nuanced games like Wii Sports, Metroid Prime: Echoes and The Legend of Zelda: Twilight Princess.

Focus on Elearning

But how does this apply to elearning? Instead of focusing on controls, we focus on performance and learning objectives. What is being taught, and what metaphor will make the subject matter more understandable and engaging? I know the concept sounds boring, but doing this well means your elearning games won’t be.

For example, when creating customer service call center training, we had to teach learners to recognize the difference between positive and negative language and how to make a typically negative comment into a positive one. The first draft of the game was a simple true/false choice (A/B in game jargon). Something about this didn’t quite feel right, so I worked with David Horrocks, one of our amazing art leads, on a new concept.

Gamifying the Metaphor

We hit on the idea of a maze. It helped tell the story of positive and negative language more clearly. Mazes represent duality of choice – left/right, front/back. They also represent something confusing, much like the fine difference between positive and negative language.

Then I started to consider the mechanics. We have a learner enter a maze of negativity and they have to make these negatives into a positive. Without revealing everything about how it works, by the time we were finished I was so excited to get this activity out. After we’d applied other game mechanics and the art, I could easily say that it was the best game or learning activity I’d ever created.

This maze game was the perfect metaphor for the business goals.

 

Looking at games as a whole, they can seem daunting to design. But when you break them down into the components, it becomes clear. Look at what you’re trying to teach, consider the controls you’re able to use, think of a metaphor for the objective, then apply game mechanics. This forges unique, visually stunning, engaging learning games.

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