Anders Gronstedt (born October 6, 1965) is a Swedish-born American author, public speaker and entrepreneur. He is an advocate of virtual reality and augmented reality training, transmedia storytelling and game-based learning and president of the Gronstedt Group.[1][2][3]
Background and career
Gronstedt received his MBA from the Stockholm School of Economics and his Ph.D. in journalism and mass communication from the University of Wisconsin-Madison, in 1994.[4]
He was an assistant professor in marketing at the University of Colorado at Boulder 1994–97.[5]
In 1997, he founded the Gronstedt Group. As president of this firm, he helps global companies like Google, Intuit, GE, United Healthcare, Deloitte, Dell, Avaya, American Eagle Outfitters, Microsoft, Kimberly-Clark, and government clients like the U.S. Department of Transportation and the City of New York improve performance with next-generation digital simulations, gaming, and immersive 3D virtual worlds.[6][7][8] He is considered a learning visionary[9] championing immersive learning approaches.[10][11]
Publications
In 2000, Gronstedt wrote the book The Customer Century, based on hundreds of hours of in-depth interviews with senior marketing and corporate communications managers from top companies such as Hewlett-Packard, Ericsson, Philips, and Xerox about how to integrate communications.[12]
His 2007 Harvard Business Review article chronicles how companies like EMC and IBM use podcasting to train employees.[13]
Gronstedt has written three ATD Infoline monograms:
- Basics of Pod Casting (May, 2007)[14]
- Training in Virtual Worlds (March, 2008)[15]
- Learning Through Transmedia Storytelling (January, 2014) with Marc Ramos[16]
Gronstedt wrote two chapters in The Handbook of Strategic Public Relations and Integrated Marketing Communications, Second Edition,[17] and one chapter in Karl Kapp's The Gamification of Learning and Instruction Fieldbook: Ideas into Practice.[18]
Recent TD Magazine and CLO Magazine articles by Dr. Gronstedt focus on virtual and augmented reality in learning.[19][20]
References
- ↑ Rio, Ave (March 8, 2018). "Bringing the Future Forward". Chief Learning Officer Magazine.
- ↑ Ramaswamy, Venkat; Ozcan, Kerimcan (2014). The Co-Creation Paradigm. Stanford Business Books. ISBN 978-0804789158.
- ↑ Halls, Jonathan (2012). Rapid Video Development for Trainers: How to Create Learning Videos Fast and Affordably. Association for Talent Development. ISBN 978-1562868116.
- ↑ Gronstedt, Anders (1994). Integrated communications at America's leading total quality management corporations.
- ↑ Schultz, Don E.; Gronstedt, Anders (Fall 1997). "Making Marcom an Investment". Marketing Management.
- ↑ Wright, Aliah D. (March 2, 2010). "Forget the Classroom: Turn to the Web for Innovative Learning Techniques". SHIRM. Archived from the original on January 8, 2015. Retrieved January 7, 2015.
- ↑ Johnson, Claire (June 9, 2016). "Learning! Champions: Setting the Pace". Elearning! Magazine. Archived from the original on November 9, 2016. Retrieved November 9, 2016.
- ↑ Weinstein, Margery (September 2016). "Are you game for learning?". Training Magazine. Archived from the original on 2016-11-07. Retrieved 2016-11-09.
- ↑ O’Driscoll, Tony (February 2018). "Training 2020: Riding the Waves of Change". Training Magazine.
- ↑ Ellis, Ryann (February 2018). "Get in the Driver's Seat: UPS Explores VR Training". ATD Insights.
- ↑ Seaton, Hugh (2018). VR Learning: A Primer for Learning & Development (eBook). Archived from the original on 2018-03-24. Retrieved 2018-03-23.
- ↑ Gronstedt, Anders (2000). The Customer Century: Lessons from World Class Companies in Integrated Communications. Routledge (Taylor & Francis). ISBN 0415921996.
- ↑ Gronstedt, Anders (June 2007). "Employees Get an Earful". Harvard Business Review.
- ↑ Gronstedt, Anders (May 3, 2007). Basics Of Pod Casting (Infoline ASTD). ASTD. ISBN 978-1562864880.
- ↑ Gronstedt, Anders (February 14, 2008). Training in Virtual Worlds (Infoline ASTD). ASTD. ISBN 978-1562865221.
- ↑ Gronstedt, Anders; Ramos, Marc (January 7, 2014). Learning Through Transmedia Storytelling (Infoline). ASTD. ISBN 978-1562869519.
- ↑ Caywood, Clark (January 18, 2012). The Handbook of Strategic Public Relations and Integrated Marketing Communications, Second Edition. McGraw-Hill. ISBN 978-0071767460.
- ↑ Kapp, Karl (November 11, 2013). The Gamification of Learning and Instruction Fieldbook: Ideas into Practice Paperback. Pfeiffer. ISBN 978-1118674437.
- ↑ Gronstedt, Anders (June 2016). "From Immersion to Presence". TD Magazine.
- ↑ Gronstedt, Anders (July 2016). "Chasing Pokémon Can Help You Catch Learning". CLO Magazine.