Anders Gronstedt

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Anders Gronstedt, Ph.D. (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[edit]

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]


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]


  1. ^ Rio, Ave (March 8, 2018). "Bringing the Future Forward". Chief Learning Officer Magazine.
  2. ^ Ramaswamy, Venkat; Ozcan, Kerimcan (2014). The Co-Creation Paradigm. Stanford Business Books. ISBN 978-0804789158.
  3. ^ Halls, Jonathan (2012). Rapid Video Development for Trainers: How to Create Learning Videos Fast and Affordably. Association for Talent Development. ISBN 978-1562868116.
  4. ^ Gronstedt, Anders (1994). Integrated communications at America's leading total quality management corporations.
  5. ^ Schultz, Don E.; Gronstedt, Anders (Fall 1997). "Making Marcom an Investment". Marketing Management.[dead link]
  6. ^ Wright, Aliah D. (March 2, 2010). "Forget the Classroom: Turn to the Web for Innovative Learning Techniques". SHIRM.
  7. ^ Johnson, Claire (June 9, 2016). "Learning! Champions: Setting the Pace". Elearning! Magazine.
  8. ^ Weinstein, Margery (September 2016). "Are you game for learning?". Training Magazine.
  9. ^ O’Driscoll, Tony (February 2018). "Training 2020: Riding the Waves of Change". Training Magazine.
  10. ^ Ellis, Ryann (February 2018). "Get in the Driver's Seat: UPS Explores VR Training". ATD Insights.
  11. ^ Seaton, Hugh (2018). VR Learning: A Primer for Learning & Development (eBook).
  12. ^ Gronstedt, Anders (2000). The Customer Century: Lessons from World Class Companies in Integrated Communications. Routledge (Taylor & Francis). ISBN 0415921996.
  13. ^ Gronstedt, Anders (June 2007). "Employees Get an Earful". Harvard Business Review.
  14. ^ Gronstedt, Anders (May 3, 2007). Basics Of Pod Casting (Infoline ASTD). ASTD. ISBN 978-1562864880.
  15. ^ Gronstedt, Anders (February 14, 2008). Training in Virtual Worlds (Infoline ASTD). ASTD. ISBN 978-1562865221.
  16. ^ Gronstedt, Anders; Ramos, Marc (January 7, 2014). Learning Through Transmedia Storytelling (Infoline). ASTD. ISBN 978-1562869519.
  17. ^ Caywood, Clark (January 18, 2012). The Handbook of Strategic Public Relations and Integrated Marketing Communications, Second Edition. McGraw-Hill. ISBN 978-0071767460.
  18. ^ Kapp, Karl (November 11, 2013). The Gamification of Learning and Instruction Fieldbook: Ideas into Practice Paperback. Pfeiffer. ISBN 978-1118674437.
  19. ^ Gronstedt, Anders (June 2016). "From Immersion to Presence". TD Magazine.
  20. ^ Gronstedt, Anders (July 2016). "Chasing Pokémon Can Help You Catch Learning". CLO Magazine.

External links[edit]