Gamification Summit 2012

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Exclusive to FORA.tv: The only conference that brings together leading thinkers in the gamification, loyalty and behavioral engineering space.

More than 40 full-length, fascinating programs.

Agenda


  • Wednesday, June 20
  • Thursday, June 21
9:00 am PDT Introduction to the Gamification Summit 2012, Day 1     Watch On-Demand
Gabe Zichermann, CEO of GamificationCo, introduces the first day of the Gamification Summit 2012."
9:10 am PDT Gamification Strategy Reshapes Loyalty Rewards Programs     Watch On-Demand
Krishnan Saranathan, Managing Director of MileagePlus at United Airlines, reveals how gamification strategies are reshaping United's loyalty rewards program. Consumer behavior is changing. With the rise in market noise and complexity, so too must innovative brands change the way they market to those consumers. At the front line of these shifting sands are loyalty programs - the economic and behavioral engines for travel, retail and other major sectors. Find out how loyalty programs like United's industry-leading Mileage Plus program are reinventing the consumer relationship - online and off - and what's in store for major brands in our fun, consumer-centric future."
9:35 am PDT Successful Gamification Strategy: Emotions, Not Badges     Watch On-Demand
Nicole Lazzaro, President of XEO Design, explains why successful gamification goes beyond points and badges to engage with users on an emotional level. Games are a combination of goals, actions, motivations, and emotions. More than a quest for points and badges, games create their legendary engagement with specific emotional responses from player actions. In this talk, Lazzaro shares how game designers craft emotions from novelty, challenge, friendship, and meaning to create engagement, retention, and monetization."
10:00 am PDT Education Gamification Means No Child Left Behind     Watch On-Demand
Tim Vandenberg explains how gamification mechanics helps his classrooms prepare for the challenge of No Child Left Behind. Gamification has "Monopolized" Vandenberg's 6th grade classroom, as he has utilized the world's all-time best-selling board game brand (Monopoly) to inspire and motivate his students to conquer the "game" of No Child Left Behind. Vandenberg has been able to motivate his socio-economically disadvantaged students to perform at world-class levels, both academically AND in actual Monopoly tournament play; his students have defeated both U.S. and World Champions multiple times in actual tournament matches and scored perfect scores on California State math examinations, all while setting district records on countless standardized tests. Hear Tim's inspiring story, as featured in the multi-award winning documentary film "Under the Boardwalk," and learn how he uses Monopoly to motivate students to Pass GO and master key skills of mathematics, economics and social negotiation."
11:00 am PDT Vitamins for Startups: Gamification and Innovation     Watch On-Demand
Adeo Ressi, CEO of Founder Institute, presents Vitamins for Startups: Gamification and Innovation. Educating adults, and helping them achieve their full potential is the mission of The Founder Institute. It's the world's largest incubator/accelerator of startups, operating in dozens of cities around the world and giving thousands of aspiring founders the chance to birth their companies every year. Through the use of metrics and gamification, the Founder Institute has been able to increase performance, participation and outcomes - both among individuals and teams. Find out how these engagement techniques were pioneered and tested, and learn how to use gamification in your organization to drive autonomy, innovation, team performance and success."
11:25 am PDT Gamification and Increased Engagement: A Perfect Marriage     Watch On-Demand
Dan Porter, CEO of OMGPOP, presents Gamification and Increased Engagement: A Perfect Marriage. OMGPOP is one of the most successful online game portals, bridging the gap between classic gamers and non-gamers, action players and casual, flirty friends. But turning short-interval play into long-term engagement isn't a given, even for a brilliant team of game-loving developers. Find out how OMGPOP used the lessons of community and gamification to build an enduring community, break records for engagement and time-on-site, and still keep the fun, light and social atmosphere so crucial to their audience. The lessons - and data-rich analysis - are sure to make a difference in your community development."
11:50 am PDT Gamification Gets Mobile: Make Money on the Run     Watch On-Demand
Daniel Brusilovsky, CEO of Teens in Tech Labs, presents Gamification Gets Mobile: Make Money on the Run. Daniel Brusilovsky is no ordinary young entrepreneur. As the founder of Teens in Tech, he's created a movement bringing young people together with thought leaders of all ages to foster understanding and opportunities for youth. Of course, games play a huge role in the culture of today's youth, and understanding how they think, play and interact around games is critical for anyone looking to market to, employ or design for today's young people. In this featured talk, Daniel shares his vision of how "Generation G" will be different from the kids that came before them, and what everyone needs to know to get the most out of this exciting group of rising superstars."
12:05 pm PDT Solving Scientific Problems with Gamification     Watch On-Demand
Can gamification be harnessed to serve the greater good, such as solving scientific problems? In 2011, the team behind Foldit - a crowd-work game developed at the University of Washington - made headlines for unlocking the secrets of a key protein in the fight against HIV. What had stumped scientists for 15 years was solved in 10 days by 40,000 people playing a game online. In this talk, Seth Cooper, Creative Director of Foldit, discusses the use of games as an architecture to put the combined power of humans and computers toward solving problems that neither could solve alone. Seth will provide both an analysis of the success (and early missteps) of Foldit, as well as a view of a future in which humans and machines, working together through gamification, will change the economics and outcomes for business, science, government and society."
1:30 pm PDT Learning How to Use Adobe Photoshop Through Gamification     Watch On-Demand
Mira Dontcheva, Senior Research Scientist, Adobe, discusses how to learn Photoshop through Gamification.
2:00 pm PDT Good Gaming: Millennial Moms & Competitive Collaboration     Watch On-Demand
Samantha Skey, CRO of RecycleBank, presents Good Gaming: Millennial Moms and Competitive Collaboration. Moms control more than the purse strings in most homes (5 trillion in annual spending) they also control the good works and, often, the gaming. Many a millennial mom relies upon gaming dynamics in managing their families' behavior. They are also active gamers themselves, and enjoy gaming the bottom line in their household investments. Get into the mom psyche with proprietary research from Recyclebank on moms as chief gaming officer of the household."
2:00 pm PDT Gamification and the Magic of the Real World     Watch On-Demand
David Cobb, Senior Creative Director at Thinkwell and Creative Director for the Warner Bros. Theme Park in Abu Dhabi, presents Gamification and the Magic of the Real World. Cobb, one of the world’s leading experience designers, talks about the future of physical space, how we’ll interact with each other, and the role of gamification in creating engagement. From retail to amusement parks, and from public spaces to universities, the gamification of the physical world promises to unlock new and exciting ways to socialize, interact and explore. Get inspired and find out how best to capitalize on this trend with this extraordinary expert."
2:25 pm PDT Gamification's Hot Trends from M2 Research's Wanda Meloni     Watch On-Demand
What are some of the hottest trends in gamification? This session highlights some of the latest analysis and metric data from M2 Research. Gamification continues to gain momentum as platform vendors expand their offering and the applications continue to provide deeper, more engaged experiences. We will identify the top features being implemented that go beyond basic engagement as well as highlight the consumer and enterprise trends in 2012."
2:25 pm PDT Bing Rewards: A Case Study in Moving from STUFF to SAPS     Watch On-Demand
Microsoft launched the Bing Rewards program in 2010 with the vision of rewarding search activity and using rewards content to retain users by educating them about Bing’s value as they ‘searched for points’. The initial product heavily promoted earning and redemption as it’s primary value. Today the program is strongly positioned as a discovery tool, helping people learn the value of Bing, being social on Bing, all while earning redeemable points. Leapfrog’s Josh Kramer will quickly take us through some of their work with the Bing Rewards team, which over 9+ months has yielded increased user retention and higher active user engagement.
2:40 pm PDT TV's Second Screen: How Gamification Can Save Big Media     Watch On-Demand
Can gamification save big media? NBC/Universal's Jesse Redinss and Telemundo's Peter Blacker discuss. Bringing second (and third) screen interactions to TV is an arms race, and the stakes are getting higher by the day. But while television and other big media platforms continue to innovate and reimagine their businesses, consumers continue to express a clear preference: if we want to engage them, we have to gamify. In this frank and directional talk, trailblazer Jesse Redniss and Peter Blacker shares how NBC/Universal and Telemundo have radically reshaped consumer engagement with their brands, and how big media will change with (and because of) gamification in the coming years."
2:40 pm PDT A Game Designer’s View of Gamification     Watch On-Demand
In this talk, acclaimed game designer Richard Bartle discusses how and why it is that a game design tool can be applied successfully to Gamification theory, potentially giving some insight into the game designer’s mind in the process. Imagine you're a novelist who has developed a way to write better fiction. Now suppose that journalists have adopted it for writing better factual stories; you might be moderately surprised to learn that it works. This is Richard Bartle's situation with Gamification: Bartle has developed a method for designing better games that seems to work for purposes expressly not games."
3:05 pm PDT Inside eBay's Gamification Strategy for Global Trade     Watch On-Demand
Gamifying Global Trading: with an inventory of millions of unique items and a business spanning every industrialized country and much of the developing world, eBay has a huge data set with ripe for all sorts of playful experiences. Matt MacLaurin, lead of eBay's EPIC design lab, will share some never-seen-before internal prototypes and concepts aimed at unlocking the massive engagement potential of this unique online property."
3:05 pm PDT Design Your Life for Continuous Cognitive Enhancement     Watch On-Demand
Andrea Kuszewski shares her tips on designing your life for continuous cognitive enhancement. Is it possible to increase your intelligence? Absolutely. Do you need technology or cognitive enhancers to accomplish this? Absolutely not. Science shows us that the key to cognitive improvement is keeping your brain active and challenged, while making learning intrinsically rewarding. In this presentation, Andrea Kuszewski will discuss her Five Principles of Cognitive Enhancement, a paradigm Kuszewski developed over 10 years as a behavioral therapist, teaching children how to reach their maximum cognitive potential. Kuszewski explains why fluid intelligence is important and how it can be improved, by designing a lifestyle for constant, motivating, and rewarding learning experiences. Increasing intelligence takes work, but it is simpler than you may think–and anyone can get smarter, no matter where you start from."
4:00 pm PDT Gamification for Energy: Save Money and Reduce Usage     Watch On-Demand
Can gamification help customers save money on energy costs by encouraging them to reduce usage? Peter Shaw leads JD Power's specialized research and consulting practice in Smart Energy. Smart Energy covers the transformation of the energy customer experience, propelled by new Smart Grid technologies and other drivers. The most motivating service offering a utility can employ to incentivize energy management behavior change is a rewards program. Rewarding customers for using less of their product is revolutionary and it's happening. JD Power is preparing to launch new research on the application of gamfication concepts to motivate smart energy engagement. Peter will review this research and describe some start-up companies and utility pilot programs that are testing different gamification models in energy."
4:00 pm PDT Big Brands and Gamification: Winning the Marathon     Watch On-Demand
There’s significant potential value to big brands from creating experiences that leverage gamification to better delight and engage customers. However, agencies and brands both have challenges in adopting and scaling gamification’s promise. In this case study-rich session, we’ll look at what’s worked and what hasn’t with gamifying big brands and ad agencies, and how to make gamification work more effectively in the marketing mix."
4:25 pm PDT Mozilla Open Badge: Gamified Sharing on Steroids     Watch On-Demand
Sunny Lee, Product/Partner Manager at Mozilla, discusses Mozilla's Open Badges program. In today's world, learning happens everywhere. This makes it difficult to gain recognition for skills and achievements acquired outside of traditional learning environments. Mozilla's Open Badges is aimed at addressing this challenge by making it easier to issue, earn and display badges across the Web. The goal is to broaden understanding of 21st century skills, unlock career and educational opportunities, and help learners everywhere get ahead in their lives and work. In this session, Lee provides an overview of Mozilla's plan to position digital badges as a method for recognizing and verifying skills and helping learners share their achievements with employers, schools, colleagues, and community members. The session welcomes questions from the members of the audience."
4:25 pm PDT Gaming the Crowd: Crowdsourcing & Crowdfunding     Watch On-Demand
Crowdsourcing -- that is, enlisting open crowd support for funding or research -- is not a new method by any measure but what is often unrealized about this method is it’s genesis…gamification. Crowdsourcing was born from gamification and has continued the legacy with its core fundamentals of enlisting the crowd to participate or play the game and compete to win the ultimate measure of achievement. From NASA to tennis shoes, the engagement is a game. I’ll present some of the history as well as some of the more contemporary ways in which the crowd is enlisted to participate in some of today’s leading research and development."
4:45 pm PDT Healthcare Gamification: Lose Weight, Live Longer!     Watch On-Demand
Can gamifiying healthcare encourage patients to lose weight and potentially live longer? Despite major advances in drugs and medical technology, Americans continue to get less healthy. Some have argued that the missing piece -- and possibly the silver bullet -- is in getting individuals engaged with their own health and wellness. Gamification has been at the forefront of this movement, and early successes are astonishing -- even as questions about scalability and long term efficacy remain. Come hear the leading thinkers on this subject weigh the options, share valuable insights and set a path for a healthy future."
4:45 pm PDT Gamification: Lessons from the World of Card Counting     Watch On-Demand
Does the world of blackjack card counting hold lessons for gamification? In this presentation, tenXer CEO Jeffrey Ma -- blackjack expert, author, and subject of the hit Hollywood movie 21 -- reflects on his time on the hugely successful MIT blackjack team to discuss gaming the system, beating the house, and the power of incentives to any work environment."
5:10 pm PDT Gamification for Business: The Future of the Enterprise     Watch On-Demand
Can gamification in the workplace lead to tangible benefits for a business enterprise? Applying game design strategies to non-game, business environments requires a fundamental understanding of that business' objectives, digital touch points, and audiences. In this talk, join Badgeville's Kevin Akeroyd to explore how gamification is changing the face of the modern social enterprise. Learn how game mechanics, reputation mechanics, and social mechanics can be deployed across your website, mobile and enterprise applications to increase adoption of key technology investments as well as customer loyalty and engagement."
5:10 pm PDT How to Sell Gamification to Your Organization     Watch On-Demand
Rajat Paharia, founder and Chief Product Officer at Bunchball, gives an example demo on how to introduce gamification to your organization. During the Summit you’ll get two days of intensive gamification theory, tactics and best practices. But how do you translate that into action when you get back to work? Bunchball invented gamification, we’ve launched more successful applications with clients than anyone in the industry, and in this session we will arm you with the tools you need to get your management, coworkers and partners bought in and excited about gamification."

Conference Date


June 20 - 21, 2012

from GAMIFICATION SUMMIT 2011 --
Jane McGonigal: Gamers Have Spent 5.93M Years Playing WoW


About this Conference


Gamification is radically changing the way companies do business, driving unprecedented engagement with customers, employees and stakeholders. Find out how your organization and marketing strategy will be transformed through the power of engaging design, and leverage these powerful new techniques to exceed your goals and beat the competition. GSummit (June 19-21, San Francisco) is the only event that brings together leading thinkers in the gamification, loyalty and behavioral engineering space. At GSummit, you’ll experience best (and worst) practices, see new products & ideas, disseminate data, and inspire each other to create a more fun & engaging world. Join companies like Microsoft, Salesforce, United Airlines, NBC, Recyclebank and more to learn how you can get your business in the game.

About Gamification Co


Gamification Co is the only transmedia company exclusively dedicated to Engagement Science, Gamification and Loyalty. The group publishes the Gamification Blog and related books, organizes the Gamification Summit, Workshops & smaller events, and provides consulting expertise to facilitate this burgeoning industry. Gamification is the use of game thinking and game mechanics to engage audiences and solve problems, and its power is radically reshaping industries from marketing to HR, education to health care, improving lives, solving great challenges and generating unprecedented growth. Gartner Group forecasts that Gamification will be used by 70% of the Global 2000 by 2015, spending over $2Bn on related products, services and technologies according to M2 Research. For more information on Gamification Co and how to leverage the power of game mechanics, visit http://Gamification.Co.

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