Introduction: It's Time to Reinvent Virtual Events by Making Them Customer‐Centric

There is only one boss. The customer. And they can fire everybody in the company, from the chairman on down, simply by spending their money somewhere else.

—Sam Walton

If you only read the books that everyone else is reading, you can only think what everyone else is thinking.

—Haruki Murakami

Schematic illustration of a portrait.

© Luca D'Urbino

Schematic illustration of distruptive B2B sales.

You transform a virtual event by putting your audience in the center versus panelists and an audience alone. We are taking virtual events to a new level by featuring customers as contestants in the center of the action and randomly calling on customers from the audience to make them a part of each simulation. Customers judge, drill, role‐play, break into teams, and compete against business‐to‐business (B2B) luminaries.

We proved this model in Go‐to‐Market (GTM) Games, the most disruptive B2B event series ever conceived.

Like a virtual Barkley Marathons, it is innovative, bold, and compelling because marketers and sellers finally collaborate and cross‐train to solve real GTM challenges through intense simulations. Our proven model of GTM learning requires teach‐backs and drills, which produce 90% knowledge retention compared to static Netflixs style lectures.

The GTM Games is a monthly, ...

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