the speakers for 2011



Sara de Freitas & our Network Launch  http://gamificationnetwork.eventbrite.com

Did you know a survey by Gartner [US] showed that ‘by 2015, more than 50% of companies that manage innovation will gamify their process’ ? Games don't just make incredible profits in Apps and online. They can improve productivity and motivation across the board - from street kids to CEOs. Join Professor Sara de Freitas, Director of Research at the Serious Games Institute and Fellow of the Royal Society of Arts - Fast Company’s ‘Most Influential Woman in Technology 2009-10', to find out how.

 

Simon Brookes Gamification, Enterprise, Employability http://gamificationenterprise.eventbrite.com

An expert in Alternate Reality Games in Education and Employability, Mr. Simon Brookes can entertain and engage students so deeply, they remember what they learnt in their alternate Universe for years after the course finishes. Simon describes how anyone can gamify Enterprise curricula at University Level. He will not mention Bee-keeping, becoming a Rock Star or building Clay Ovens.

 

Anja-Karina Pahl Gamification, Innovation, Transformation http://gamificationinnovation.eventbrite.com

Its a happy accident that scientific breakthroughs can be applied more quickly, easily and beautifully as a Game. Dr. Anja-Karina Pahl's breakthrough system is run as an innovation game and gamified programme for top 500 companies in Aerospace, Medicine and Banking, among others. Anja can show you why Innovation Managers and Engineers should gamify problem-solving; how gamification can turn high-tech to high-touch and high-empathy; how to fast-track collaboration, team communication and everyday product development; How to do what you already do - better, and almost 300% faster than you imagined possible.

 

Dan Dixon Gamification, Design and Beyond  http://gamificationdesign.eventbrite.com/

Find out how gamification is infiltrating consumer marketing; why game designers should move from simple surface applications to more engaged, gameful design; the history and presence of a sensitive thoughtful approach to using games in everyday life. Mr. Dan Dixon is Senior Lecturer in Creative Technologies at the University of West England. He researches how people interact with technology, especially at the interface of digital games and  the real world. Prior to moving to academia, he was a senior consultant with Headshift, a social  software Co., Product Manager for BBC’s online communities and Production Director for new media agency Syzygy. 

 

The PRIZM Game Company & Friends Gamification, Gamestorming & The Gods http://gamificationgame.eventbrite.com

Find out how to use simple game elements to improve your innovation workshops; how to use the best ideas that man and nature ever had, to inspire technology and solve critical problems. The PRIZM Game Company Ltd. has been running gamified innovation workshops for some of the top 500 Companies for the last 7 years. These methods bring high-tech teams ROIs over 2000% - billions in new product development. PRIZM is currently working on a massive multiplayer version of an innovation game to involve youth, charity and industry, with brilliant partners in European Games and Apps.

 

Richard Joiner Gamification & Mechanisation http://gamificationmechanisation.eventbrite.com

Find out how to design a game that enhances scientific understanding; how to enhance collaboration with game-based learning; the role of social context, gender and digital games for learning and development. Dr. Richard Joiner is the architect of the ‘Racing Academy’, a sensationally successful simulation designed to support students learning science and engineering. Richard is Senior Lecturer in the Department of Psychology and Deputy Editor of the Journal of Computer-assisted Learning.

 

David Wortley The Future of Gaming http://gamificationfuture.eventbrite.com

Why you should care about virtual worlds? What impact will emerging games technologies will have on your business?  Find out about social entrepreneurship, community engagement & gaming and the human-computer interaction of the future. David Wortley is an Immersive Technology Strategist, among a score of other titles. He’s on a mission to empower and inspire you to fulfill your potential and achieve extraordinary results in games, serious games and gaming in general. A Fellow of the Royal Society of the Arts and Founding Director of the Serious Games Institute in Coventry, he's can tell us how creative thinking, exploration, inspiration, motivation, dreams and discovery come together at the interface of gaming. Better yet, he can see the future, and is willing to tell us what it holds.

 

Paul Lewis Gamification, Augmentation and Information

Augmented Reality is a hot topic and ‘must-have’ tool for marketing, education and location-based services. An expert in Layar and creator of several location-based games for Bath City Council, Bath Life Magazine, Bath Fringe Festival, among others in SW UK, Paul will update us on how to combine, music, art and modern technology in games on the move.

 

Helen Routledge Gamification and Corporate Training http://gamificationcorporation.eventbrite.com

How did serious games evolve from a cottage industry to an economic necessity? Why serious games are a serious factor for enhancing your proprietary processes? How are women are shaping serious games?  Helen Routledge is Instructional Systems Design Manager at PIXELearning -a European Leader in development of serious games for training in corporate envionrments. She has helped design systems for clients as diverse as Olympic Athletes at the Scottish Insitute of Sport to huge commercial concerns like Comcast, KPMG, Ernst & Young and HP, to name a few. As one of the younger geeks in the industry, Helen has some amusing and inspiring insights into how serious games evolved over the last ten years, from a cottage industry into a serious force to be reckoned with.

 

Patrick Crogan Gamification & Militainment http://gamificationmilitainment.eventbrite.com

How did the Cold War give us First-person-shooters and Strategy for Massive Multiplayer Wargames ?  An expert in games and contemporary culture, Dr. Patrick Crogan will show us how computer games originated in developing cybernetic weapons in the 1940's and how this continues to influence our online culture today. Combining military logic, social critique and his newly published book, Gameplay Mode: War, Simulation and Technoculture, this lecture will finish our series with a bang. 

Patrick is on the Executive Board of the Digital Games Research Association and teaches Film and PhilosophyWorld CinemaGames, Simulation and Media at the University of West England.