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<channel>
	<title>Gamification Summit</title>
	<atom:link href="http://gsummit.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://gsummit.com</link>
	<description>Loyalty. Strategy. Engagement. Gamification.</description>
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		<item>
		<title>Gamification in 2012: Trends in Consumer and Enterprise Markets</title>
		<link>http://gsummit.com/session/gamification-in-2012-trends-in-consumer-and-enterprise-markets/</link>
		<comments>http://gsummit.com/session/gamification-in-2012-trends-in-consumer-and-enterprise-markets/#comments</comments>
		<pubDate>Fri, 15 Jun 2012 20:25:41 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[gamification trends]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1778</guid>
		<description><![CDATA[<p>This session will highlight 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 </p><p>The post <a href="http://gsummit.com/session/gamification-in-2012-trends-in-consumer-and-enterprise-markets/">Gamification in 2012: Trends in Consumer and Enterprise Markets</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>This session will highlight 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.</p>
<p>&nbsp;</p>
<p><strong id="internal-source-marker_0.04267031024210155"><strong id="internal-source-marker_0.04267031024210155"><img class="alignleft" src="https://lh5.googleusercontent.com/todeWzSYWBx9nzzkY2znvq7pdFi_lAddRNFUzJ1UUEzN_YwfZNbGOoLs6TSfYpjGlzo5EnSTX2RLkMPl_nsoWPKKnPmbYPwAtIQbtYx2toHfUIbB93w" alt="" width="151px;" height="151px;" /></strong>WANDA MELONI, </strong>founder and president of M2 Research,  is an industry analyst and market strategist. Wanda has a deep understanding of emerging trends in interactive entertainment, games, and social media. She has been tracking entertainment, development tools, 3D and graphics technologies, and emerging markets and trends for over 15 years. Wanda publishes articles and reports that on the market dynamics affecting development and consumer trends. In addition to her published works, she consults with many of the top companies in the industry, providing custom analysis, investment strategies, strategic positioning and competitive analysis. Prior to starting M2 Research, Wanda was president at DFC Intelligence, working with interactive game clients and custom projects. Early in her career Wanda was a senior analyst at Jon Peddie Research tracking 3D gaming, animation, virtual worlds, 3D web applications, CAD, visual simulation, and enterprise graphics solutions. Follow Wanda on Twitter  <a href="https://twitter.com/#!/wandameloni" data-bitly-type="bitly_hover_card">@wandameloni</a></p>
<p>The post <a href="http://gsummit.com/session/gamification-in-2012-trends-in-consumer-and-enterprise-markets/">Gamification in 2012: Trends in Consumer and Enterprise Markets</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gamification: What&#8217;s Next</title>
		<link>http://gsummit.com/session/gamification-whats-next/</link>
		<comments>http://gsummit.com/session/gamification-whats-next/#comments</comments>
		<pubDate>Thu, 07 Jun 2012 16:23:13 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[future of gamification]]></category>
		<category><![CDATA[industry]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1715</guid>
		<description><![CDATA[<p>Gamification is clearly developing into a substantial industry in its own right. From almost no activity in 2009, today’s community numbers in the thousands, with hundreds of millions in revenue and investment, dozens of focused startups and countless lives improved. There’s no doubt that a more gameful future awaits us &#8211; but what form will </p><p>The post <a href="http://gsummit.com/session/gamification-whats-next/">Gamification: What&#8217;s Next</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Gamification is clearly developing into a substantial industry in its own right. From almost no activity in 2009, today’s community numbers in the thousands, with hundreds of millions in revenue and investment, dozens of focused startups and countless lives improved. There’s no doubt that a more gameful future awaits us &#8211; but what form will it take? Will marketing and enterprise foci continue their separate paths, or will they merge? Will health gamification live up to its promise of changing the wellness of society, or will behavior change be short-acting and easily forgotten in the face of temptation? What areas will see the greatest interest, investment and success in the coming year? Join expert, author and GSummit chair Gabe Zichermann for a fast-paced discussion of the future ahead, and learn how you can help shape this exciting industry.</p>
<p>&nbsp;</p>
<p><a href="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Gabe1good-1.jpg" data-bitly-type="bitly_hover_card"><img class="alignleft" title="Gabe1good-1" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Gabe1good-1-150x150.jpg" alt="" width="150" height="150" /></a><strong>GABE ZICHERMANN</strong> is the chair of the Gamification Summit where top thought leaders in this burgeoning industry gather to share knowledge and insight. Zichermann is also an author, highly rated public speaker and entrepreneur whose book, ”Gamification by Design“ (2011) looks at the technical and architectural considerations for designing engagement using games concepts. His previous book ”Game-Based Marketing“ (2010) achieved critical and industry acclaim for its detailed look at innovators who blend the power of games with brand strategy. A resident of NYC, Gabe is a board member of StartOut.org, advisor to a number of startups and Facilitator for the Founder Institute in Manhattan. For more information about Gabe and gamification, visit the Gamification Blog at<a href="http://gamification.co/" data-bitly-type="bitly_hover_card">http://gamification.co</a> and Follow Gabe on Twitter <a href="https://twitter.com/#!/gzicherm" data-bitly-type="bitly_hover_card">@gzicherm</a></p>
<p>The post <a href="http://gsummit.com/session/gamification-whats-next/">Gamification: What&#8217;s Next</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gamifying Media: How Entertainment Brands are Redefining User Engagement</title>
		<link>http://gsummit.com/session/gamifying-media-how-entertainment-brands-are-redefining-user-engagement/</link>
		<comments>http://gsummit.com/session/gamifying-media-how-entertainment-brands-are-redefining-user-engagement/#comments</comments>
		<pubDate>Thu, 07 Jun 2012 16:13:14 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[entertainment]]></category>
		<category><![CDATA[media]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1711</guid>
		<description><![CDATA[<p>How has the entertainment and media business evolved over recent years to embrace the seismic shocks coming from social media and mobile devices?  Forget what you learned a year ago, because the world has already changed again&#8211;and there&#8217;s plenty to learn about, whether you&#8217;re an entertainment executive or would like to learn  how to adapt </p><p>The post <a href="http://gsummit.com/session/gamifying-media-how-entertainment-brands-are-redefining-user-engagement/">Gamifying Media: How Entertainment Brands are Redefining User Engagement</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>How has the entertainment and media business evolved over recent years to embrace the seismic shocks coming from social media and mobile devices?  Forget what you learned a year ago, because the world has already changed again&#8211;and there&#8217;s plenty to learn about, whether you&#8217;re an entertainment executive or would like to learn  how to adapt entertainment techniques to your own business.  Jon Radoff will share some of the top lessons learned from his experiences from working with top brands including 50 Cent and HBO (Game of Thrones Ascent): the most successful products are those that realize that games can expand the customer&#8217;s experience, creating an engaging and entertaining social experience that allows fans to stay connected to the brands and worlds they love.</p>
<p>&nbsp;</p>
<p><strong><br />
<img class="alignleft" title="jon-radoff-headshot" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/jon-radoff-headshot-150x150.jpg" alt="" width="150" height="150" />JON RADOFF</strong> is an entrepreneur focused on the intersection of the Internet, entertainment and social communities. In 1992, he started NovaLink, an online game publisher that created <a href="http://en.wikipedia.org/wiki/Legends_of_future_past" data-bitly-type="bitly_hover_card">Legends of Future Past</a>, distributed commercially on the CompuServe network. Legends became one of the first independent, commercial game products on the Internet. In 1997, Jon founded Eprise, the creator of a content management system that was a forerunner of modern blog and wiki technology. At Eprise, Jon raised venture capital, established product strategy and recruited a management team that succeeded in taking Eprise into Fortune 500 customers, culminating in a public offering on NASDAQ in 2000. In 2006, Jon started GamerDNA, a venture-capital funded social media company that built products driven by real-time gamer behavior. GamerDNA’s advertising product reached over 10 million unique users per month and counted top-tier game publishers including Blizzard/Activision, Electronic Arts, Namco and Turbine amongst its customers. GamerDNA merged with Crispy Gamer in 2009. Follow Jon on Twitter <a href="http://twitter.com/jradoff" data-bitly-type="bitly_hover_card">@jradoff</a></p>
<p>&nbsp;</p>
<p>The post <a href="http://gsummit.com/session/gamifying-media-how-entertainment-brands-are-redefining-user-engagement/">Gamifying Media: How Entertainment Brands are Redefining User Engagement</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<item>
		<title>Panel – The Enterprise Gets Gamified: Lessons from the Front Line</title>
		<link>http://gsummit.com/session/panel-the-enterprise-gets-gamified-lessons-from-the-front-line/</link>
		<comments>http://gsummit.com/session/panel-the-enterprise-gets-gamified-lessons-from-the-front-line/#comments</comments>
		<pubDate>Wed, 06 Jun 2012 18:10:06 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[enterprise gamification]]></category>
		<category><![CDATA[panel]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1696</guid>
		<description><![CDATA[<p>As Gen-Y’ers and older people in organizations show dwindling rates of productivity and collaboration, forward thinking companies are turning to gamification as a solution. Many people are resistant to this change, finding that games trivialize serious work and that there is no budget for gamification implementation. This enterprise gamification panel will feature a group of </p><p>The post <a href="http://gsummit.com/session/panel-the-enterprise-gets-gamified-lessons-from-the-front-line/">Panel – The Enterprise Gets Gamified: Lessons from the Front Line</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>As Gen-Y’ers and older people in organizations show dwindling rates of productivity and collaboration, forward thinking companies are turning to gamification as a solution. Many people are resistant to this change, finding that games trivialize serious work and that there is no budget for gamification implementation. This enterprise gamification panel will feature a group of experts who have all faced these problems but still successfully employed gamification into their organizations. Listen to this engaging panel discussion and find out how to leverage gamification for your cause and where to implement it in your organization.</p>
<p>&nbsp;</p>
<p>Moderator:</p>
<p><a href="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Mario.jpg" data-bitly-type="bitly_hover_card"><img class="alignleft" title="Mario" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Mario-150x150.jpg" alt="" width="150" height="150" /></a><strong>MARIO HERGER</strong> is a Senior Innovation Strategist at SAP Labs in Palo Alto, California and global head of the Gamification Initiative at SAP. He has worked in the past on a series of new SAP products and drives several communities around innovative topics at SAP. He has a Ph.D. in Chemical Engineering from the Vienna University of Technology and an undergraduate degree in International Business Management. He recently played through all levels of the iPad game Air Attack and currently works with his four year old son on reaching the final level of Angry Birds. Follow Mario on Twitter <a href="https://twitter.com/#!/mherger" data-bitly-type="bitly_hover_card">@mherger</a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Panelists:</p>
<p><a href="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Dannette.jpg" data-bitly-type="bitly_hover_card"><img class="alignleft" title="Dannette" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Dannette-150x150.jpg" alt="" width="150" height="150" /></a><strong>DANNETTE VEALE</strong> is the Digital Engagements and Technology Strategist, Cisco Sales and Partner Engagements and Recognition Programs at Cisco. Dannette lives and breathes new media. Prior to her role on the GSX and VPS team Dannette lead the creation and drove the strategy for the award winning Cisco Live and Networkers virtual program. Dannette has also managed global online and virtual programs for a variety of Cisco groups; most notably emerging markets. When she’s not evangelizing the use of virtual environments to extend the reach of an event and broaden the overall audience demographic participating, you’ll find Dannette engaged in such varied hobbies as producing streaming media, designing Web sites, or watching classic films such as Blade Runner. Outside of her daily immersion in the bleeding edge of collaborative media, Dannette’s also been known to partake in such real world activities as gardening, baking, and knitting;while watching cyberpunk anime, of course. Follow Dannette on Twitter <a href="https://twitter.com/#!/dveale" data-bitly-type="bitly_hover_card">@dveale</a></p>
<p>&nbsp;</p>
<p><strong><img class="alignleft" title="Tyler Altrup Headshot" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Tyler-Altrup-Headshot-150x150.jpg" alt="" width="150" height="150" />TYLER ALTRUP</strong> is a Senior Social Media Engagement Manager at EMC Corporation specializing in social metrics, social monetization, and gamification. He is a frequent blogger on all three topics, as well as music and gaming, at Gamification.co, GamifiedEnterprise.com, and TylerAltrup.com. He is currently building an advanced social metrics glossary in order to create a library of advanced social metrics, along with an understanding of their correlative and causal relationships. He also led the recent launch of RAMP, EMC’s new gamification-powered Recognition, Award, and Motivation Program, on the EMC Community Network. Tyler holds undergraduate degrees from the University of Missouri in Marketing, Latin, and International Studies as well as an MBA from Boston University. When he’s not on the clock, you can find him pwning n00bs on Xbox Live and PSN as TyBlues95. He wears jeans, sneakers, and giant headphones to work (and does not like cubicles). Follow Tyler on Twitter<a href="http://twitter.com/tyleraltrup" data-bitly-type="bitly_hover_card">@TylerAltrup</a></p>
<p>&nbsp;</p>
<p><strong><img class="alignleft" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/AdamBosworth877-150x150.jpg" alt="" width="150" height="150" />ADAM BOSWORTH</strong> is a technology leader and innovator who was instrumental in building numerous technology products, including Google Health, Microsoft Access, Microsoft Internet Explorer and BEA WebLogic Integration and Workshop. Adam founded Keas in 2008 to help people improve their lives by helping them to be healthier, and to help employers have a healthier, happier and more productive workforce. Follow Adam on Twitter at <a href="http://twitter.com/adambosworth" data-bitly-type="bitly_hover_card">@AdamBosworth</a></p>
<p>The post <a href="http://gsummit.com/session/panel-the-enterprise-gets-gamified-lessons-from-the-front-line/">Panel – The Enterprise Gets Gamified: Lessons from the Front Line</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<item>
		<title>Direct to Fan Engagement</title>
		<link>http://gsummit.com/session/direct-to-fan-engagement/</link>
		<comments>http://gsummit.com/session/direct-to-fan-engagement/#comments</comments>
		<pubDate>Wed, 06 Jun 2012 17:29:35 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[chamillionaire]]></category>
		<category><![CDATA[chamillitary]]></category>
		<category><![CDATA[social network]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1688</guid>
		<description><![CDATA[<p>Do you ever wonder how it is that huge musicians are able to connect with their fans despite their huge numbers? The truth is they often don&#8217;t, leaving that task to be delegated among an army of social media managers who reply with canned responses and feigned sincerity. Chamillionaire, however, realized that he could engage </p><p>The post <a href="http://gsummit.com/session/direct-to-fan-engagement/">Direct to Fan Engagement</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Do you ever wonder how it is that huge musicians are able to connect with their fans despite their huge numbers? The truth is they often don&#8217;t, leaving that task to be delegated among an army of social media managers who reply with canned responses and feigned sincerity. Chamillionaire, however, realized that he could engage with his fans by turning it all into one big game. The resulting proccess? His <em>Chamillitary</em> social network with fans actively participating amongst themselves competing for prizes while talking about Chamillionaire. Learn how Grammy award winning Artist Chamillionaire implemented this program and why he chose this approach over traditional methods to engage with his fan base.</p>
<p>&nbsp;</p>
<p><img class="alignleft" title="Chamillionaire " src="http://www.gsummit.com/wp-content/uploads/2012/02/Champic-150x150.jpg" alt="" width="150" height="150" /></p>
<p><strong>CHAMILLIONAIRE</strong> is hailed around the world for his major label platinum-plus debut smash album, The Sound of Revenge, the disc became one of the most influential hip-hop records in 2006, with the versatile Chamillionaire emerging as a mainstream multi-platform entrepreneur. The single and video for “Ridin’ featuring Krayzie Bone” became the most requested hip-hop anthem, soaring to the top of the urban, hip-hop and mainstream radio charts, almost single-handedly transforming the digital landscape. Chamillionaire was crowned one of the the biggest selling individualringtone artists ever, with over 5 million ringtone sales, and was certified by the RIAA as the first multi-platinumMastertone artist in history. His social network presence excelled as he exceeded 15 million profile views, and his digital dominance continued as he earned over 4 million in digital sales, outselling established stars such as Nelly and T.I. In keeping with the outpouring of recognition, the charismatic performer beat out proven superstars 50 Cent, Busta Rhymes and others for Best Rap Video of the Year honors for the groundbreaking “Ridin’” video, featuring Krayzie Bone, at the 2006 MTV Video Music Awards. In addition, the Houston rapper won “Rookie of the Year” and the prestigious “Alltell Wireless People’s Champ Award” (viewer’s choice) at the first ever BET Hip Hop Awards, as well as a nomination at the American Music Awards for Favorite New Breakthrough Artist. In February 2007, Chamillionaire received his first Grammy Award win in the Best R&amp;B Performance By Duo Or Group category for “Ridin’.” In 2007, Chamillionaire released his sophomore effort, Ultimate Victory which debuted in the Top 10 of the Top 200 Sales Chart and was critically acclaimed as one of the best hip hop albums of the year. Now Chamillionaire is a successful social media savvy CEO who invests in startups and advises for other tech companies. He is currently working on finishing his third album entitled &#8220;Posion,&#8221; and you can be sure that Chamillionaire will continue to break new ground and be successful. Follow Chamillionaire on Twitter - <a href="http://twitter.com/#!/chamillionaire">@Chamillionaire</a></p>
<p>The post <a href="http://gsummit.com/session/direct-to-fan-engagement/">Direct to Fan Engagement</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Games That Change the Nature of Work: Lessons in Making and Implementing Productivity Games in the Enterprise</title>
		<link>http://gsummit.com/session/games-that-change-the-nature-of-work-lessons-in-making-and-implementing-productivity-games-in-the-enterprise/</link>
		<comments>http://gsummit.com/session/games-that-change-the-nature-of-work-lessons-in-making-and-implementing-productivity-games-in-the-enterprise/#comments</comments>
		<pubDate>Wed, 06 Jun 2012 17:03:41 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[business applicationt]]></category>
		<category><![CDATA[change management]]></category>
		<category><![CDATA[game psychology]]></category>
		<category><![CDATA[technical integration]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1683</guid>
		<description><![CDATA[<p>There&#8217;s a lot of good psychology, some from Byron&#8217;s lab at Stanford University, behind the thesis that engaging games will change the nature of work.  Beyond the lab, however, building and implementing enterprise game applications that make a difference is hard.  Based on his work with Seriosity Inc., Byron will talk about how game psychology </p><p>The post <a href="http://gsummit.com/session/games-that-change-the-nature-of-work-lessons-in-making-and-implementing-productivity-games-in-the-enterprise/">Games That Change the Nature of Work: Lessons in Making and Implementing Productivity Games in the Enterprise</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>There&#8217;s a lot of good psychology, some from Byron&#8217;s lab at Stanford University, behind the thesis that engaging games will change the nature of work.  Beyond the lab, however, building and implementing enterprise game applications that make a difference is hard.  Based on his work with Seriosity Inc., Byron will talk about how game psychology gets translated into successful business applications focusing on on three areas:  epic business stories, technical integration and change management.</p>
<p>&nbsp;</p>
<div><strong><strong><img class="alignleft" title="Professor Byron Reeves" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/byron_reeves-150x150.jpg" alt="" width="150" height="150" /></strong>BYRON REEVES</strong> is a Professor at Stanford University and Faculty Director of the Stanford Media X Program.  He has published over 100 scientific papers about psychological processing of interactive technology and is author, with Leighton Read, of <em>Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete</em>.  Byron has worked extensively with industry, including two years at Microsoft Research working on early designs that leveraged social responses to media in enterprise applications.  Currently, Byron is Co-Founder of Seriosity, Inc., a company building enterprise software that uses the successful ingredients of engaging games to change how people work.</div>
<div>
<div id=":y8" data-tooltip="Show trimmed content"><img src="https://mail.google.com/mail/u/0/images/cleardot.gif" alt="" /></div>
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<p>The post <a href="http://gsummit.com/session/games-that-change-the-nature-of-work-lessons-in-making-and-implementing-productivity-games-in-the-enterprise/">Games That Change the Nature of Work: Lessons in Making and Implementing Productivity Games in the Enterprise</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Gaming With the Crowd</title>
		<link>http://gsummit.com/session/gaming-the-crowd/</link>
		<comments>http://gsummit.com/session/gaming-the-crowd/#comments</comments>
		<pubDate>Wed, 06 Jun 2012 15:21:51 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[crowdsourcing]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1662</guid>
		<description><![CDATA[<p>Crowdsourcing is not a new method by any measure but what is often unrealized about this method is it&#8217;s genesis&#8230;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, </p><p>The post <a href="http://gsummit.com/session/gaming-the-crowd/">Gaming With the Crowd</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Crowdsourcing is not a new method by any measure but what is often unrealized about this method is it&#8217;s genesis&#8230;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&#8217;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&#8217;s leading research and development.</p>
<p>&nbsp;</p>
<p><strong><img class="alignleft" title="martoccia" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/martoccia-150x150.jpg" alt="" width="150" height="150" />MIKE MARTOCCIA</strong> is the Crowdsourcing Commando of Dopamine. He manages the accounts of several fortune 100 clients and coordinates the crowd’s efforts to successfully design and execute projects. A big believer in viral sourcing and creative injection, Mike also consults with some of today’s leading startups to drive engagement with playful game mechanics. Some of Mike’s most noteworthy clients include: AOL, ESPN, Tongal, Univision, Walt Disney Parks and Resorts, as well as Disney Interactive Media. Follow Mike on Twitter<a href="http://twitter.com/mmartoccia" data-bitly-type="bitly_hover_card">@mmartoccia</a></p>
<p>&nbsp;</p>
<p>The post <a href="http://gsummit.com/session/gaming-the-crowd/">Gaming With the Crowd</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Panel &#8211; The Gamification of Health: Driving Behavior Change and Outcomes</title>
		<link>http://gsummit.com/session/panel-the-gamification-of-health-driving-behavior-change-and-outcomes/</link>
		<comments>http://gsummit.com/session/panel-the-gamification-of-health-driving-behavior-change-and-outcomes/#comments</comments>
		<pubDate>Tue, 05 Jun 2012 20:50:27 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[cake health]]></category>
		<category><![CDATA[health panel]]></category>
		<category><![CDATA[rock health]]></category>
		<category><![CDATA[unitedhealth group]]></category>
		<category><![CDATA[zamzee]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1646</guid>
		<description><![CDATA[<p>Despite major advances in drugs and medical technology, Americans continue to get less healthy. Some have argued that the missing piece &#8211; and possibly the silver bullet &#8211; 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 &#8211; even </p><p>The post <a href="http://gsummit.com/session/panel-the-gamification-of-health-driving-behavior-change-and-outcomes/">Panel &#8211; The Gamification of Health: Driving Behavior Change and Outcomes</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Despite major advances in drugs and medical technology, Americans continue to get less healthy. Some have argued that the missing piece &#8211; and possibly the silver bullet &#8211; 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 &#8211; 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.</p>
<p>&nbsp;</p>
<p><strong>Moderator: </strong></p>
<p><strong><img class="alignleft" title="HalleTecco_portrait" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/HalleTecco_portrait-150x150.jpg" alt="" width="150" height="150" />HALLE TECCO  </strong>is the Co-Founder &amp; CEO of RockHealth, the first startup accelerator devoted exclusively to health companies. Tecco recognized the need and potential for startups in the digital health space while working at Apple’s App Store covering the health and medical vertical. Previously, she founded Yoga Bear, a national nonprofit that provides yoga to the cancer community in hospitals and at over 200 partner studios. Tecco has been named as one of “12 Entrepreneurs Reinventing Healthcare” by CNN, one of “15 Women to Watch in Tech” by Inc. Magazine, and was a L’Oreal “Woman of Worth” Honoree. Tecco has written for Harvard Business School Publishing, Stanford Social Innovation Review, Glamour.com and ForbesWoman. She has a Bachelor of Science degree from Case Western Reserve University and a Master of Business Administration from Harvard Business School. Follow Halle on Twitter <a href="https://twitter.com/#!/halletecco" data-bitly-type="bitly_hover_card">@halletecco</a></p>
<p>&nbsp;</p>
<p><strong>Panelists:</strong></p>
<p><img class="alignleft" title="plourde" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/plourde-150x150.jpg" alt="" width="150" height="150" /><strong>ROBERT PLOURDE</strong>  is Vice President of Innovation and R&amp;D at UnitedHealth Group. As part of the UnitedHealth Group Innovation and R&amp;D team, Mr. Plourde has accountability for defining and delivering innovation opportunities across UnitedHealth Group’s business segments. In this role, he is expanding the use of technologies to the many constituents in the health care sector including consumers, providers and employers. He is currently accountable for driving the vision and strategy for integration of gamification into the consumer, provider, and employee engagement platforms. Prior to joining UnitedHealth Group, Mr. Plourde spent 15 years with Accenture as a Senior Executive within Accenture’s Management Consulting team. He has worked with a broad range of clients across financial services, retail, industrial products, telecommunications, media and entertainment, and industrial products. During this time, he was accountable for defining and delivering on business and technology strategies which advanced customer engagement through innovation.</p>
<p>&nbsp;</p>
<p><strong><a href="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Rebecca_Woodcock_BW.png" data-bitly-type="bitly_hover_card"><img class="alignleft" title="Rebecca_Woodcock_BW" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Rebecca_Woodcock_BW-150x150.png" alt="" width="150" height="150" /></a>REBECCA WOODCOCK</strong> is the Founder and CEO of Cake Health, a web-app that provides transparency to healthcare coverage and expenses, helping individuals and families track, manage, and reduce their healthcare costs. Cake Health is a rapidly growing company in a new category where consumer internet meets healthcare, and making healthcare more approachable and engaging. Business Insider listed Cake Health as one of “”5 Insurance Startups to Watch.”&#8221; Launched to the public at TechCrunch Disrupt in Sept 2011, Cake Health was selected as one of the final 7 most disruptive startups. Woodcock was recently named as one of “”15 Women in Tech to Watch in 2012″” by Inc. Magazine, and has spoken about consumer driven healthcare trends for Singularity University’s FutureMed and recently for SXSW’s The future of Digital Health. Woodcock’s prior experience involved running quantitative and qualitative research related to consumer technology adoption, behaviors, and digital consumption.” Follow Rebecca on Twitter <a href="https://twitter.com/#!/rebeccawoodcock" data-bitly-type="bitly_hover_card">@RebeccaWoodcock</a></p>
<p>&nbsp;</p>
<p><strong><img class="alignleft" title="lancehend" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/lancehend-150x150.jpg" alt="" width="150" height="150" />LANCE HENDERSON</strong> is the CEO of Zamzee, a early stage company using technology and gamification to get kids and families more physically active.  Zamzee’s activity meter and web-based rewards program are designed to reward improvement in physical activity and bring together the physical and online worlds.  Research on Zamzee has demonstrated over 30% increase in activity among users relative to control groups. Go More, Get More! Follow Lance on twitter<a href="https://twitter.com/#!/lahenderson" data-bitly-type="bitly_hover_card">@lahenderson</a></p>
<p>The post <a href="http://gsummit.com/session/panel-the-gamification-of-health-driving-behavior-change-and-outcomes/">Panel &#8211; The Gamification of Health: Driving Behavior Change and Outcomes</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Gamification for Social Good: Learning from AT&amp;T</title>
		<link>http://gsummit.com/session/gamification-for-social-good-learning-from-att/</link>
		<comments>http://gsummit.com/session/gamification-for-social-good-learning-from-att/#comments</comments>
		<pubDate>Mon, 04 Jun 2012 16:35:58 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[gamedesk]]></category>
		<category><![CDATA[social good]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1606</guid>
		<description><![CDATA[<p>As the grasp of gamification spreads in ubiquity, it is no surprise that the use of gamification will become increasingly important for all areas of social responsibility. GameDesk is one such non-profit that has worked to reimagine gamification for many different disciplines and AT&#38;T has partnered up with GameDesk to revolutionize education nationwide. As the </p><p>The post <a href="http://gsummit.com/session/gamification-for-social-good-learning-from-att/">Gamification for Social Good: Learning from AT&#038;T</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>As the grasp of gamification spreads in ubiquity, it is no surprise that the use of gamification will become increasingly important for all areas of social responsibility. GameDesk is one such non-profit that has worked to reimagine gamification for many different disciplines and AT&amp;T has partnered up with GameDesk to revolutionize education nationwide. As the Vice President of Sustainability &amp; Philanthropy at AT&amp;T, Beth Shiroishi has worked extensively overseeing the innovative processes at work for social good. Come see Beth speak about the importance of gamification in social responsibility/philanthropy and how companies can leverage gamification in these important categories.</p>
<p>&nbsp;</p>
<p><strong><img class="alignleft" title="beth" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/beth-150x150.jpg" alt="" width="150" height="150" />BETH SHIROISHI </strong>is vice president, sustainability and philanthropy with AT&amp;T and serves as the president of the AT&amp;T Foundation. In her role, she has responsibility for integrating charitable giving and sustainability into a cohesive strategy that creates shared value: long term value both for the company and the communities in which AT&amp;T operates. Ms. Shiroishi is also responsible for integrating sustainable business practices throughout the company’s operations; contributing to initiative development and execution; developing and communicating AT&amp;T’s positions; coordinating community engagement and communications; and managing stakeholder relationships. Ms. Shiroishi was appointed to this position in August 2011 to further align AT&amp;T’s sustainability focus with its philanthropic efforts. Current priorities include energy efficiency, supply chain engagement, privacy and security, and overseeing AT&amp;T’s corporate charitable giving programs, including the company’s signature charitable program, AT&amp;T Aspire.</p>
<p>The post <a href="http://gsummit.com/session/gamification-for-social-good-learning-from-att/">Gamification for Social Good: Learning from AT&#038;T</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>The Future of Gamification is Emotion</title>
		<link>http://gsummit.com/session/the-future-of-gamification-is-emotion/</link>
		<comments>http://gsummit.com/session/the-future-of-gamification-is-emotion/#comments</comments>
		<pubDate>Mon, 04 Jun 2012 14:29:18 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1590</guid>
		<description><![CDATA[<p>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 I will share how game designers craft emotions from novelty, challenge, friendship, and meaning to create engagement, retention, and monetization. Free white </p><p>The post <a href="http://gsummit.com/session/the-future-of-gamification-is-emotion/">The Future of Gamification is Emotion</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>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 I will share how game designers craft emotions from novelty, challenge, friendship, and meaning to create engagement, retention, and monetization. Free white paper and models on how to use emotion to create games with the <a href="http://xeodesign.com/whyweplaygames.html">Four Keys to Fun</a>.</p>
<p><strong>Nicole Lazzaro, President XEO Design, Inc. </strong></p>
<p><strong><a href="http://www.gsummit.com/wp-content/uploads/2012/06/nicole.jpg"><img class="alignleft size-thumbnail wp-image-1591" title="nicole" src="http://www.gsummit.com/wp-content/uploads/2012/06/nicole-150x150.jpg" alt="" width="150" height="150" /></a>NICOLE LAZZARO</strong> is a world renown game researcher, designer, and speaker who makes games more fun. <a href="http://xeodesign.com/founder.html">Nicole Lazzaro</a> discovered the Four Keys to Fun in 2004, a model used by hundreds of thousands of game developers worldwide. She used this model to design the iPhone&#8217;s first accelerometer game in 2007, now called <a href="http://bit.ly/TiltWorld">Tilt World</a>. One of the 100 <a href="http://www.fastcompany.com/women-in-tech/2010/category-Gamers">most influential women</a> in high tech,<a href="http://www.gamasutra.com/view/feature/3589/women_in_games_the_gamasutra_20.php?print=1">top 20 women</a> working in video games, and <a href="http://gamification.co/2012/03/27/top-10-women-in-gamification/">top 10 women</a> in gamification. Nicole&#8217;s work has been widely cited by global news media such as Wired, Fast Company, CNN, CNET, The Hollywood Reporter, and Red Herring. She has advised the White House and the US State Department on the use of games to unlock human potential to improve our world. For the past two decades as the CEO of XEODesign she has improved hundreds of millions of player experiences for companies such as Ubisoft, EA, Disney, and Cartoon Network; as well as worked on best selling franchises such as Myst, Diner Dash, Pogo, and The Sims. One of the pioneers in applying game design outside of games she designed game inspired UI for Oracle, Cisco, Kaiser, Sun, Roxio, and others as early as 1992.</p>
<p>The post <a href="http://gsummit.com/session/the-future-of-gamification-is-emotion/">The Future of Gamification is Emotion</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>How to Sell Gamification To Your Organization</title>
		<link>http://gsummit.com/session/how-to-sell-gamification-to-your-organization/</link>
		<comments>http://gsummit.com/session/how-to-sell-gamification-to-your-organization/#comments</comments>
		<pubDate>Wed, 30 May 2012 14:22:57 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[enterprise]]></category>
		<category><![CDATA[gamification application]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1553</guid>
		<description><![CDATA[<p>During the Summit you&#8217;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&#8217;ve launched more successful applications with clients than anyone in the industry, and in this session we will arm you with the tools </p><p>The post <a href="http://gsummit.com/session/how-to-sell-gamification-to-your-organization/">How to Sell Gamification To Your Organization</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>During the Summit you&#8217;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&#8217;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.</p>
<p>&nbsp;</p>
<p><strong><img class="alignleft size-thumbnail wp-image-1554" title="rajat05" src="http://www.gsummit.com/wp-content/uploads/2012/05/rajat05-150x150.jpg" alt="" width="150" height="150" />RAJAT PAHARIA</strong> is the founder and Chief Product Officer of Bunchball. He founded the company in 2005, and released the industry’s first gamification platform, Nitro, in 2007. Rajat works closely with Bunchball’s Fortune 500 clients to craft gamification strategies that engage customers, partners and employees, including companies like NBC, Warner Brothers, Comcast and Hewlett-Packard. Rajat’s skill set combines a unique expertise in technology, design and human behavior developed during a four-year career at design firm IDEO and through degrees in computer science and human-computer interaction. Follow Rajat on Twitter <a href="http://twitter.com/rajatrocks">@rajatrocks</a></p>
<p>The post <a href="http://gsummit.com/session/how-to-sell-gamification-to-your-organization/">How to Sell Gamification To Your Organization</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Gamification Meets ROI: How to Design a Data-Driven Gamification Program</title>
		<link>http://gsummit.com/session/gamification-meets-roi-how-to-design-a-data-driven/</link>
		<comments>http://gsummit.com/session/gamification-meets-roi-how-to-design-a-data-driven/#comments</comments>
		<pubDate>Mon, 28 May 2012 16:41:15 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[data]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[level modeling]]></category>
		<category><![CDATA[program design]]></category>
		<category><![CDATA[reward mapping]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1538</guid>
		<description><![CDATA[<p>Business leaders know that any technology investment must be supported with data to measure and prove success. In the new world of gamification, how can you design a successful program, which enables capture of actionable, data-based insights? Chris Duskin, Badgeville’s VP of Product and former Omniture product leader, will discuss how world-class businesses are using </p><p>The post <a href="http://gsummit.com/session/gamification-meets-roi-how-to-design-a-data-driven/">Gamification Meets ROI: How to Design a Data-Driven Gamification Program</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Business leaders know that any technology investment must be supported with data to measure and prove success. In the new world of gamification, how can you design a successful program, which enables capture of actionable, data-based insights? Chris Duskin, Badgeville’s VP of Product and former Omniture product leader, will discuss how world-class businesses are using gamification to understand the health of their community based on user behavior. Learn how interaction design, level modeling, and reward mapping tie directly into the design of a sustainable, data-driven gamification program.</p>
<p>&nbsp;</p>
<p><strong><img class="alignleft" title="Duskin-Badgeville" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Duskin-Badgeville-150x150.jpg" alt="" width="150" height="150" />CHRIS DUSKIN</strong> is the Vice President of Product at Badgeville, The Behavior Platform. Founded in 2010 to help companies measure and influence user behavior, Badgeville is the gold standard for gamification, having added a global client roster of over 150 customers including Deloitte, eBay’s X.Commerce, Samsung, Dell, NBC, CA Technologies, Universal Music, The Active Network and Recyclebank. Duskin is a leading expert in web site testing, behavioral targeting, personalization and optimization. Prior to Badgeville, he was Director of Product Management at Adobe responsible for Adobe’s conversion optimization products, including Test&amp;Target, Recommendations, Search&amp;Promote, and Scene7. Chris arrived at Adobe through the acquisition of Omniture and earlier served as Director of Product Marketing at Offermatica. Prior to Offermatica, Chris spent several years at Fort Point Partners helping design and deliver ecommerce solutions for Global 1000 companies including Martha Stewart Omnimedia, Estee Lauder, Joann’s, and Kmart.</p>
<p>The post <a href="http://gsummit.com/session/gamification-meets-roi-how-to-design-a-data-driven/">Gamification Meets ROI: How to Design a Data-Driven Gamification Program</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>From Samsung to EMC to NBC: Gamification at Play in Virtually Every Industry</title>
		<link>http://gsummit.com/session/from-samsung-to-emc-to-nbc-gamification-at-play-in-virtually-every-industry/</link>
		<comments>http://gsummit.com/session/from-samsung-to-emc-to-nbc-gamification-at-play-in-virtually-every-industry/#comments</comments>
		<pubDate>Mon, 28 May 2012 16:35:56 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[customer facing]]></category>
		<category><![CDATA[employee facing]]></category>
		<category><![CDATA[success stories]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1533</guid>
		<description><![CDATA[<p>The global leader in gamification, Badgeville works with over 170 world-class companies to help measure and influence user behavior with game mechanics and social mechanics. Featuring case studies from live programs, Badgeville’s Vice President of Production and Professional Services, Steve Sims, will uncover business success stories for both customer-facing and employee-facing gamification implementations. Learn how </p><p>The post <a href="http://gsummit.com/session/from-samsung-to-emc-to-nbc-gamification-at-play-in-virtually-every-industry/">From Samsung to EMC to NBC: Gamification at Play in Virtually Every Industry</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>The global leader in gamification, Badgeville works with over 170 world-class companies to help measure and influence user behavior with game mechanics and social mechanics. Featuring case studies from live programs, Badgeville’s Vice President of Production and Professional Services, Steve Sims, will uncover business success stories for both customer-facing and employee-facing gamification implementations. Learn how companies across technology, human resources, entertainment, social good, retail, education and more are using gamification to increase key business objectives.</p>
<p>&nbsp;</p>
<p><strong><img class="alignleft" title="Sims-Badgeville" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Sims-Badgeville-150x150.jpg" alt="" width="150" height="150" />STEVE SIMS </strong>is the Vice President of Production &amp; Professional Services at Badgeville, The Behavior Platform. Badgeville was founded in 2010 to help companies measure and influence user behavior with a global client roster of over 150 customers including Deloitte, eBay’s X.Commerce, Samsung, Dell, NBC, CA Technologies, Universal Music, The Active Network and Recyclebank. Sims has 20 years of experience in game development and production for web, mobile, console and PC systems. He started his gaming career at Electronics Arts and EA Online where he was an Executive Producer and responsible for Madden NFL Football, the #1 selling sports video game franchise in North America, and EA’s earliest forays into the online space including Fantasy Sports and Casual Games. He has worked in the gaming industry since with notable roles including Director of Operations at Gemini Mobile Technologies and Vice President of Product Management and Service Operations at Outspark. Follow Steve on Twitter <a href="https://twitter.com/#!/stevebadge">@stevebadge</a></p>
<p>The post <a href="http://gsummit.com/session/from-samsung-to-emc-to-nbc-gamification-at-play-in-virtually-every-industry/">From Samsung to EMC to NBC: Gamification at Play in Virtually Every Industry</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Gamification for Business: The Future of the Enterprise</title>
		<link>http://gsummit.com/session/gamification-for-business-the-future-of-the-enterprise/</link>
		<comments>http://gsummit.com/session/gamification-for-business-the-future-of-the-enterprise/#comments</comments>
		<pubDate>Mon, 28 May 2012 16:27:57 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[akeroyd]]></category>
		<category><![CDATA[design strategies]]></category>
		<category><![CDATA[enterprise]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1530</guid>
		<description><![CDATA[<p>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 and a Fortune 500 customer 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 </p><p>The post <a href="http://gsummit.com/session/gamification-for-business-the-future-of-the-enterprise/">Gamification for Business: The Future of the Enterprise</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>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 and a Fortune 500 customer 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.</p>
<p>&nbsp;</p>
<p><strong><strong><img class="alignleft" title="Akeroyd-Badgeville" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Akeroyd-Badgeville-150x150.jpg" alt="" width="150" height="150" /></strong>KEVIN AKEROYD </strong>is the SVP Field Operations of Badgeville, The Behavior Platform. Founded in 2010 to help companies measure and influence user behavior, Badgeville is the gold standard for gamification, having added a global client roster of over 150 customers including Deloitte, eBay’s X.Commerce, Samsung, Dell, NBC, CA Technologies, Universal Music, The Active Network and Recyclebank. He is an experienced veteran of field operations and enterprise software, including leadership roles across sales, marketing and business development. He joined Badgeville from Salesforce.com, where he managed operations, revenue, marketing alliances, and all client- and community-facing services for Jigsaw (Data.com). Akeroyd is an alumnus of the EPSO program at the Stanford Graduate School of Business, and has a degree in Business Administration from the University of Washington. Follow Kevin on Twitter <a href="https://twitter.com/#!/akeroyd">@akeroyd</a></p>
<p>The post <a href="http://gsummit.com/session/gamification-for-business-the-future-of-the-enterprise/">Gamification for Business: The Future of the Enterprise</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Making Work Fun: Using Gamification Internally to Inspire Your Team, Enhance Culture and Build Better Products</title>
		<link>http://gsummit.com/session/making-work-fun-using-gamification-internally-to-inspire-your-team-enhance-culture-and-build-better-products/</link>
		<comments>http://gsummit.com/session/making-work-fun-using-gamification-internally-to-inspire-your-team-enhance-culture-and-build-better-products/#comments</comments>
		<pubDate>Fri, 25 May 2012 15:25:11 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[project management]]></category>
		<category><![CDATA[redcritter]]></category>
		<category><![CDATA[software development]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1523</guid>
		<description><![CDATA[<p>In August of last year, RedCritter Tracker was launched to bring the fun and benefits of game mechanics to internal project management and software development.  It’s since achieved a cult following of development communities and companies who are now experiencing the results of gamification in the workplace. We’ll look at how Matmi,  a leading advergame </p><p>The post <a href="http://gsummit.com/session/making-work-fun-using-gamification-internally-to-inspire-your-team-enhance-culture-and-build-better-products/">Making Work Fun: Using Gamification Internally to Inspire Your Team, Enhance Culture and Build Better Products</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<div>
<p><span style="font-size: small;">In August of last year, RedCritter Tracker was launched to bring the fun and benefits of game mechanics to internal project management and software development.  It’s since achieved a cult following of development communities and companies who are now experiencing the results of gamification in the workplace. We’ll look at how Matmi,  a leading advergame developer, is using the gamified agile project management tool to inspire it’s team, increase productivity, build culture, and at the end of the day, make better games.</span></p>
<p>&nbsp;</p>
</div>
<div>
<div>
<p><strong><img class="alignleft" title="WilliamRodgersBW" src="http://www.gsummit.com/wp-content/uploads/2012/05/WilliamRodgersBW-150x150.jpg" alt="" width="150" height="150" /></strong></p>
<p><strong>BILLY RODGERS </strong>is a serial entrepreneur with a passion for bringing ideas to life.  As RedCritter’s CRO, he leads the effort in areas of capital acquisition, team building, market strategy development and forming strategic alliances.  He is a passionate leader, creative thinker and tireless evangelist for making work more fun!  Billy was most recently the founder and CEO of Revbright, a game mechanics platform for social shopping. He has received the 2010 Rice IT Rising Venture Award and was nominated for Ernst &amp; Young’s Entrepreneur of The Year.  Billy lives in Plano Texas with his wife Brandie and two children Reagan and Noah.</p>
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<div></div>
<p><strong><a href="http://www.gsummit.com/wp-content/uploads/2012/02/coghlan.png"><img class="alignleft" title="coghlan" src="http://www.gsummit.com/wp-content/uploads/2012/02/coghlan.png" alt="" width="150" height="150" /></a>JEFF COGHLAN</strong> is the creative force and digital visionary behind award-winning branded entertainment specialists, UK based Matmi. Before viral marketing had a name, Matmi&#8217;s hit game, “Monster Poolside Sumo” racked up millions of plays (and it’s still out there….). Jeff realized that engaging consumers with discreetly branded online games was highly influential – and much more powerful than traditional online advertising. Matmi has gone on to prove its theory time and again with brands including United Airlines, EMI Music (Gorillaz, Iron Maiden), Philips, J Nicholls (Vimto), ASDA, ITV and Parlophone (Lily Allen). Matmi’s Campaigns have attracted decades worth of brand exposure worldwide – and Matmi has the stats to prove it.</p>
<p>The post <a href="http://gsummit.com/session/making-work-fun-using-gamification-internally-to-inspire-your-team-enhance-culture-and-build-better-products/">Making Work Fun: Using Gamification Internally to Inspire Your Team, Enhance Culture and Build Better Products</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Making the Second Screen Work: The Gamification of TV and Big Media</title>
		<link>http://gsummit.com/session/making-the-second-screen-work-the-gamification-of-tv-and-big-media-2/</link>
		<comments>http://gsummit.com/session/making-the-second-screen-work-the-gamification-of-tv-and-big-media-2/#comments</comments>
		<pubDate>Tue, 22 May 2012 20:04:17 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[jesse redniss]]></category>
		<category><![CDATA[nbc universal]]></category>
		<category><![CDATA[peter blacker]]></category>
		<category><![CDATA[telemundo]]></category>
		<category><![CDATA[television]]></category>
		<category><![CDATA[usa network]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1370</guid>
		<description><![CDATA[<p>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 </p><p>The post <a href="http://gsummit.com/session/making-the-second-screen-work-the-gamification-of-tv-and-big-media-2/">Making the Second Screen Work: The Gamification of TV and Big Media</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>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.</p>
<p>&nbsp;</p>
<p><strong><a href="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/jesse.jpeg"><img class="alignleft" title="jesse" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/jesse-150x150.jpg" alt="" width="150" height="150" /></a><strong>JESSE REDNISS</strong> </strong>is the Senior Vice President of Digital for NBC Universal/USA Network. In this position, he oversees all digital efforts for the various USA Network properties. Since joining USA in April 2005, Redniss has played a pinnacle role in the digital restructuring and growth of the usanetwork.com properties, which has driven a major shift in the industry and competitor’s online efforts. During his time at USA Redniss has lead the digital team to achieve unprecedented growth, resulting in triple digit increases in traffic metrics year-over-year. Before joining USA, Redniss worked as a digital supervisor at Tangible Media on the Atari and Midway games accounts and several leading advertising agencies specializing in media planning, buying and interactive strategy. Redniss has also held positions within the music industry at Volatile Media and SONY 550DMV. Follow Jesse on Twitter <a href="https://twitter.com/#!/jesseredniss">@jesseredniss</a></p>
<p>&nbsp;</p>
<p><strong><img class="alignleft size-thumbnail wp-image-1475" title="Peter-Blacker-Highres-225x300" src="http://www.gsummit.com/wp-content/uploads/2012/05/Peter-Blacker-Highres-225x300-150x150.jpg" alt="" width="150" height="150" />PETER BLACKER</strong> is the Executive Vice President of Telemundo Digital Media and Emerging Businesses Division. Blacker leads the division’s mission to fully leverage original programming on Telemundo and mun2, the network’s cable channel for bi-cultural youth, through custom branded entertainment, digital and mobile cross-platform solutions. He oversees the network’s digital and mobile properties including Telemundo.com, the MSN and Televisa partnerships, holamun2.com, International Digital Media and Telemundo Emerging Platforms, which also incorporates Mobile and Licensing and Merchandising efforts. Due in large part to Blacker’s efforts, Telemundo has become a digital powerhouse that currently streams over 19 million videos monthly, making it a leader within the NBC Universal family. In addition, Blacker’s team collaborates and partners with Telemundo’s Sales Teams to offer 360 degree promotions on-air and offline and explore new marketing alternatives as they come to the market – from podcasts to broadband sponsorships – offering advertisers the very latest in interactive marketing. Follow Peter on Twitter <a href="http://twitter.com/peterblacker">@PeterBlacker</a></p>
<p>&nbsp;</p>
<p>The post <a href="http://gsummit.com/session/making-the-second-screen-work-the-gamification-of-tv-and-big-media-2/">Making the Second Screen Work: The Gamification of TV and Big Media</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Gamifying Global Trading</title>
		<link>http://gsummit.com/session/gamifying-global-trading/</link>
		<comments>http://gsummit.com/session/gamifying-global-trading/#comments</comments>
		<pubDate>Tue, 22 May 2012 19:58:23 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[ebay]]></category>
		<category><![CDATA[trading]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1069</guid>
		<description><![CDATA[<p>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&#8217;s EPIC design lab, will share some never-seen-before internal prototypes and concepts aimed </p><p>The post <a href="http://gsummit.com/session/gamifying-global-trading/">Gamifying Global Trading</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>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&#8217;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.</p>
<p><strong>MATT MACLAURIN, eBay</strong></p>
<p><strong id="internal-source-marker_0.04267031024210155"><strong id="internal-source-marker_0.04267031024210155"><img class="alignleft" title="matt_maclaurin_pic" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/matt_maclaurin_pic-150x150.jpg" alt="" width="150" height="150" />MATT MACLAURIN </strong></strong>is a Senior leader in software design, with experience building startups and running leading-edge studios and managing interdisciplinary design-focused teams. Decades in software development, experience / interaction design, and leadership in startups and at the top software firms in the world – Microsoft and Apple. He is a member of the Newton 1.0 team, the project lead and lead designer for Kodu 1.0 and a design Director at FUSE Labs. Currently the senior director of design at eBay, Matt has had many major projects in search UI, 3D UI, social networks, collaborative software, game mechanics, game design, end-user authoring tools, and consumer software.</p>
<p>The post <a href="http://gsummit.com/session/gamifying-global-trading/">Gamifying Global Trading</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>4 Tips to Achieve Business Results Through Community Gamification</title>
		<link>http://gsummit.com/session/4-tips-to-achieve-business-results-through-community-gamification/</link>
		<comments>http://gsummit.com/session/4-tips-to-achieve-business-results-through-community-gamification/#comments</comments>
		<pubDate>Tue, 22 May 2012 19:27:28 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[community gamification]]></category>
		<category><![CDATA[data.com]]></category>
		<category><![CDATA[salesforce]]></category>
		<category><![CDATA[shannon duffy]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1453</guid>
		<description><![CDATA[<p>Gamification has proven to be a powerful tool to excite communities, boost engagement, create influence and build loyalty. The challenge companies have is how they successfully introduce gamification mechanisms that align communities with business goals. In this presentation, Tricia Gellman, senior director of product marketing at Salesforce’s Data.com, will provide attendees with four tips for leading </p><p>The post <a href="http://gsummit.com/session/4-tips-to-achieve-business-results-through-community-gamification/">4 Tips to Achieve Business Results Through Community Gamification</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<div>
<p>Gamification has proven to be a powerful tool to excite communities, boost engagement, create influence and build loyalty. The challenge companies have is how they successfully introduce gamification mechanisms that align communities with business goals. In this presentation, Tricia Gellman, senior director of product marketing at Salesforce’s Data.com, will provide attendees with four tips for leading a gamified community to business success by illustrating case studies that delivered real-world results.Each month, Data.com’s 2 million-member strong community provides over one million new pieces of business information essential to Data.com’s success. This level of motivation is a direct result of four simple steps:</p>
</div>
<div>
<ul>
<li>Defining user motivation</li>
<li>Applying incentives to meet member goals</li>
<li>Creating MVPs to champion the community</li>
<li>Staying on top of trouble by maintaining fair play</li>
</ul>
<p>After participating in this presentation, attendees will understand how to duplicate this approach by growing a gamified community that rewards members, encourages fun, manages competition and maintains community standards. Don&#8217;t miss out on this awesome session!</p>
<p>&nbsp;</p>
<p><strong>TRICIA GELLMAN<img class="alignleft size-thumbnail wp-image-1455" title="tricia" src="http://www.gsummit.com/wp-content/uploads/2012/05/tricia-150x150.png" alt="" width="150" height="150" /></strong> is the Senior Director of Product Marketing for Data.com, a <a href="http://salesforce.com/" target="_blank">salesforce.com</a> company, where she is responsible for defining the positioning and messaging for the Data.com brand. Since joining <a href="http://salesforce.com/" target="_blank">salesforce.com</a> in 2009, Gellman has been a frequent speaker at global Cloudforce events, led the marketing efforts for the launch of Data.com, fostered relationships with key partners like Dun and Bradstreet (D&amp;B) and led product marketing activities resulting in new customer acquisition and revenue growth. Before joining <a href="http://salesforce.com/" target="_blank">salesforce.com</a>, Tricia was the VP of Marketing for liveBooks a San Francisco-based startup delivering cloud solutions for creative professionals. Prior to that, she spent 9 years at Adobe Systems where she served as Director of Product Marketing for the Adobe Creative Suite and headed product marketing for the acquisition of Macromedia. She also spent time at Apple as well as a graphic designer in Washington DC. Follow Tricia on Twitter <a href="https://twitter.com/#!/triciagellman">@triciagellman</a></p>
</div>
<p>The post <a href="http://gsummit.com/session/4-tips-to-achieve-business-results-through-community-gamification/">4 Tips to Achieve Business Results Through Community Gamification</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>The Investment Case for Gamification: Opportunities and Threats in the Next Five Years</title>
		<link>http://gsummit.com/session/the-investment-case-for-gamification-opportunities-and-threats-in-the-next-five-years/</link>
		<comments>http://gsummit.com/session/the-investment-case-for-gamification-opportunities-and-threats-in-the-next-five-years/#comments</comments>
		<pubDate>Tue, 22 May 2012 18:50:25 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[investing]]></category>
		<category><![CDATA[investment]]></category>
		<category><![CDATA[tim chang]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1448</guid>
		<description><![CDATA[<p>Gamification is reaching just about every industry imaginable because of how powerful it is but have you ever considered applying gamification to your investment portfoilio? Come see Tim Chang of the Mayfield Fund discuss gamification from an investment lens and learn about gamification from both an investor’s and an entrepreneur’s perspective. Explore what areas are </p><p>The post <a href="http://gsummit.com/session/the-investment-case-for-gamification-opportunities-and-threats-in-the-next-five-years/">The Investment Case for Gamification: Opportunities and Threats in the Next Five Years</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Gamification is reaching just about every industry imaginable because of how powerful it is but have you ever considered applying gamification to your investment portfoilio? Come see Tim Chang of the Mayfield Fund discuss gamification from an investment lens and learn about gamification from both an investor’s and an entrepreneur’s perspective. Explore what areas are hot, over crowded, and still untapped, while utilizing Tim’s business models, target verticals, and even team building guidelines to maximize your gains with gamification.</p>
<p>&nbsp;</p>
<p><strong>Tim Chang, Managing Director at Mayfield Fund </strong></p>
<p><a href="http://www.gsummit.com/wp-content/uploads/2012/05/Chang_small.jpg"><img class="alignleft size-thumbnail wp-image-1449" title="Chang_small" src="http://www.gsummit.com/wp-content/uploads/2012/05/Chang_small-150x150.jpg" alt="" width="150" height="150" /></a><strong>TIM CHANG</strong> is a proven venture investor and experienced global executive. He was named on the 2011 Forbes Midas List of Top 100 Dealmakers, was featured by The Deal as one of five emerging VCs to watch and by the AlwaysON Hollywood IT List recognizing technology leaders in the digital entertainment industry. Tim invests in the mobile, gaming, digital media and enterprise applications sectors and co-leads Mayfield Fund’s investment practice in China. He currently serves on the board of directors of BranchOut, a career networking application on Facebook, HealthTap, an interactive health network that virtualizes the doctor-patient experience, and Moat, a brand analytics SaaS platform. Follow Tim on Twitter @timechange</p>
<p>The post <a href="http://gsummit.com/session/the-investment-case-for-gamification-opportunities-and-threats-in-the-next-five-years/">The Investment Case for Gamification: Opportunities and Threats in the Next Five Years</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Engaging Influence</title>
		<link>http://gsummit.com/session/engaging-influence/</link>
		<comments>http://gsummit.com/session/engaging-influence/#comments</comments>
		<pubDate>Tue, 22 May 2012 15:34:22 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[engagement]]></category>
		<category><![CDATA[influence]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1429</guid>
		<description><![CDATA[<p>Klout is the standard for influence. Since 2008, Klout has been measuring people&#8217;s influence on social networks and giving rise to a new class of influencers. From modeling the Klout Score, to +Ks and leaderboards, and &#8220;Klout bombing,&#8221; Head of Product Chris Makarsky reviews Klout&#8217;s vision of providing an objective view on a subjective concept, </p><p>The post <a href="http://gsummit.com/session/engaging-influence/">Engaging Influence</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Klout is the standard for influence. Since 2008, Klout has been measuring people&#8217;s influence on social networks and giving rise to a new class of influencers. From modeling the Klout Score, to +Ks and leaderboards, and &#8220;Klout bombing,&#8221; Head of Product Chris Makarsky reviews Klout&#8217;s vision of providing an objective view on a subjective concept, and how Klout aims to stay relevant and engaging.</p>
<p>&nbsp;</p>
<p><img class="alignleft size-thumbnail wp-image-1430" title="chrismakarsky" src="http://www.gsummit.com/wp-content/uploads/2012/05/chrismakarsky-150x150.jpg" alt="" width="150" height="150" /><strong>CHRIS MAKARSKY</strong> is the head of Product at Klout, where he drives strategy, planning and implementation for all Klout product initiatives. Prior to Klout, Chris led development for several products at Zynga, including Zynga Poker and Poker Blitz. Before Zynga, he oversaw product development for Yahoo! entertainment. Apart from finding the right mechanics to apply to his products, Chris holds core competencies in UX design,Super Smash Bros., and PBR.</p>
<p>The post <a href="http://gsummit.com/session/engaging-influence/">Engaging Influence</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>The Automatic Customer: How to Design User Behavior</title>
		<link>http://gsummit.com/session/the-automatic-customer-how-to-design-user-behavior/</link>
		<comments>http://gsummit.com/session/the-automatic-customer-how-to-design-user-behavior/#comments</comments>
		<pubDate>Tue, 22 May 2012 15:31:39 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[behavior engineering]]></category>
		<category><![CDATA[habits]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1426</guid>
		<description><![CDATA[<p>In an age of increasing online distractions, companies need to form habits to stay relevant in users&#8217; lives. Nir Eyal discusses the latest in Behavior Engineering to explain how businesses create indispensable products. Nir will walk through his innovative framework, which he calls the &#8220;Desire Engine&#8221; to explain the fundamental elements of habit formation. &#160; </p><p>The post <a href="http://gsummit.com/session/the-automatic-customer-how-to-design-user-behavior/">The Automatic Customer: How to Design User Behavior</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>In an age of increasing online distractions, companies need to form habits to stay relevant in users&#8217; lives. Nir Eyal discusses the latest in Behavior Engineering to explain how businesses create indispensable products. Nir will walk through his innovative framework, which he calls the &#8220;Desire Engine&#8221; to explain the fundamental elements of habit formation.</p>
<p>&nbsp;</p>
<p><img class="alignleft size-full wp-image-1427" title="nir-eyal-150x150" src="http://www.gsummit.com/wp-content/uploads/2012/05/nir-eyal-150x1501.jpg" alt="" width="150" height="150" /><strong>NIR EYAL</strong> is an entrepreneur who has sold two technology companies since 2003. For most of his career, Nir has worked in the video gaming and advertising industries where he learned, applied, and at times rejected, the techniques used to motivate and manipulate users. Nir writes to help companies create behaviors that benefit their users, while educating people on how to build healthful habits in their own lives. He is a contributing writer for TechCrunch and Forbes and a frequent speaker at industry conferences, universities, and Fortune 500 companies. Nir also is a mentor at several incubators including 500 Startups, Founders Institute and the Thiel Fellowship.</p>
<p>The post <a href="http://gsummit.com/session/the-automatic-customer-how-to-design-user-behavior/">The Automatic Customer: How to Design User Behavior</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>Banking to Government to Consumer Crowds: Experiences Building Innovative Games that Made a Difference</title>
		<link>http://gsummit.com/session/banking-to-government-to-consumer-crowds-experiences-building-innovative-games-that-made-a-difference/</link>
		<comments>http://gsummit.com/session/banking-to-government-to-consumer-crowds-experiences-building-innovative-games-that-made-a-difference/#comments</comments>
		<pubDate>Tue, 22 May 2012 15:24:14 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[innovation]]></category>
		<category><![CDATA[james gardner]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1421</guid>
		<description><![CDATA[<p>Gardner built innovation games to encourage bank tellers improve their bank, then took the same systems to government to get civil servants to drive next generation government. In this session he&#8217;ll talk about how the lessons learned from those systems are driving a new innovation game designed for small crowds who want to make change. </p><p>The post <a href="http://gsummit.com/session/banking-to-government-to-consumer-crowds-experiences-building-innovative-games-that-made-a-difference/">Banking to Government to Consumer Crowds: Experiences Building Innovative Games that Made a Difference</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Gardner built innovation games to encourage bank tellers improve their bank, then took the same systems to government to get civil servants to drive next generation government. In this session he&#8217;ll talk about how the lessons learned from those systems are driving a new innovation game designed for small crowds who want to make change.</p>
<p>&nbsp;</p>
<p><img class="alignleft size-thumbnail wp-image-1422" title="JamesGardnerNew-Small1" src="http://www.gsummit.com/wp-content/uploads/2012/05/JamesGardnerNew-Small1-150x150.jpg" alt="" width="150" height="150" /><strong>DR. JAMES GARDNER</strong> is the Chief Strategy Officer at Spigit. Dr. Gardner is the author of a number of books including “Innovation and the Future Proof Bank”, “The Little Innovation Book”, and is finishing his most recent work entitled “Sidestep and Twist.” He is also the author of widely read blogs Innovator Inside &amp; BankerVision and was nominated as the most “social media aware” executive in UK financial services in 2010. Dr. Gardner completed his doctorate in Innovation Management in Australia and moved to the United Kingdom in 2004.</p>
<p>The post <a href="http://gsummit.com/session/banking-to-government-to-consumer-crowds-experiences-building-innovative-games-that-made-a-difference/">Banking to Government to Consumer Crowds: Experiences Building Innovative Games that Made a Difference</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Stack Overflow and Stack Exchange: Programming the Programmers</title>
		<link>http://gsummit.com/session/stack-overflow-and-stack-exchange-programming-the-programmers/</link>
		<comments>http://gsummit.com/session/stack-overflow-and-stack-exchange-programming-the-programmers/#comments</comments>
		<pubDate>Tue, 22 May 2012 15:14:58 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[jeff atwood]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1416</guid>
		<description><![CDATA[<p>We didn&#8217;t set out to make participation a game in 2008, but when we considered what we wanted users to do that was constructive not just for themselves, but for the greater community, the game mechanics that programmers know and love came immediately to mind. &#160; JEFF ATWOOD serves as Chief Technology Officer of Stack Exchange </p><p>The post <a href="http://gsummit.com/session/stack-overflow-and-stack-exchange-programming-the-programmers/">Stack Overflow and Stack Exchange: Programming the Programmers</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>We didn&#8217;t set out to make participation a game in 2008, but when we considered what we wanted users to do that was constructive not just for themselves, but for the greater community, the game mechanics that programmers know and love came immediately to mind.</p>
<p>&nbsp;</p>
<p><strong id="internal-source-marker_0.04267031024210155"><img class="alignleft" src="https://lh3.googleusercontent.com/ezLGBOWd6iqZvUTSOFdNvvQOy1xh-O2SnSboTB5vkzxViInWprwM5gzQMibRUlESC1OrFPnD3tH_ELKOQyrGkHJGLsUb0OoDf5u6iif-oQafm2hqG08" alt="" width="150;" height="150" />JEFF ATWOOD </strong>serves as Chief Technology Officer of Stack Exchange Inc. Mr. Atwood was weaned as a software developer on various implementations of Microsoft’s BASIC in the 80′s, starting with his first microcomputer, the Texas Instruments TI-99/4a. He arrived at C# via Visual Basic 3.0 and Windows 3.1. He has a particular interest in the human side of software development which is reflected in his blog, Coding Horror. Follow Jeff on Twitter<a href="https://twitter.com/#!/codinghorror">@codinghorror</a></p>
<p>The post <a href="http://gsummit.com/session/stack-overflow-and-stack-exchange-programming-the-programmers/">Stack Overflow and Stack Exchange: Programming the Programmers</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
			<wfw:commentRss>http://gsummit.com/session/stack-overflow-and-stack-exchange-programming-the-programmers/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Game On: 16 Design Patterns for User Engagement</title>
		<link>http://gsummit.com/session/game-on-16-design-patterns-for-user-engagement/</link>
		<comments>http://gsummit.com/session/game-on-16-design-patterns-for-user-engagement/#comments</comments>
		<pubDate>Tue, 22 May 2012 14:59:20 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[Nadya Direkova]]></category>
		<category><![CDATA[UI]]></category>
		<category><![CDATA[UX Design]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1410</guid>
		<description><![CDATA[<p>In this session we will discuss the practical design patterns that motivate users to try a product, invite friends and come back. The design patterns include concepts such as rewards, progression and quests, onboarding experience and building the expert player experience. &#160; NADYA DIREKOVA is a game designer, UX designer and start up mentor. She works </p><p>The post <a href="http://gsummit.com/session/game-on-16-design-patterns-for-user-engagement/">Game On: 16 Design Patterns for User Engagement</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>In this session we will discuss the practical design patterns that motivate users to try a product, invite friends and come back. The design patterns include concepts such as rewards, progression and quests, onboarding experience and building the expert player experience.</p>
<p>&nbsp;</p>
<p><strong><a href="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/NadyaDirekovaHS.jpg"><img class="alignleft" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/NadyaDirekovaHS-150x150.jpg" alt="" width="150" height="150" /></a>NADYA DIREKOVA</strong> is a game designer, UX designer and start up mentor. She works at Google Mountain View as a Senior UX Designer, focusing on new products. In the past, Nadya designed websites at Razorfish and video games and toys at Leapfrog and Foundation 9. She’s a frequent speaker on user engagement and game thinking at SXSW, and has taught her approach at MIT, Google and Google Ventures. Follow Nadya on Twitter <a href="https://twitter.com/#!/nadya_d">@nadya_d</a></p>
<p>The post <a href="http://gsummit.com/session/game-on-16-design-patterns-for-user-engagement/">Game On: 16 Design Patterns for User Engagement</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
			<wfw:commentRss>http://gsummit.com/session/game-on-16-design-patterns-for-user-engagement/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Gaming the System: Motivation Lessons from the World of Card Counting</title>
		<link>http://gsummit.com/session/gaming-the-system-motivation-lessons-from-the-world-of-card-counting/</link>
		<comments>http://gsummit.com/session/gaming-the-system-motivation-lessons-from-the-world-of-card-counting/#comments</comments>
		<pubDate>Fri, 18 May 2012 20:24:47 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[blackjack]]></category>
		<category><![CDATA[jeff ma]]></category>
		<category><![CDATA[Jeffrey Ma]]></category>
		<category><![CDATA[tenxer]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1394</guid>
		<description><![CDATA[<p>Gaming the system made the MIT blackjack team a huge financial success but what ultimately made Jeff excel was his use of metrics and measurement to motivate us both as a team and as individuals. Jeff&#8217;s success was deeply rooted in some basic game mechanics that he will discuss both in the context of beating </p><p>The post <a href="http://gsummit.com/session/gaming-the-system-motivation-lessons-from-the-world-of-card-counting/">Gaming the System: Motivation Lessons from the World of Card Counting</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Gaming the system made the MIT blackjack team a huge financial success but what ultimately made Jeff excel was his use of metrics and measurement to motivate us both as a team and as individuals. Jeff&#8217;s success was deeply rooted in some basic game mechanics that he will discuss both in the context of beating the house and motivating individuals in any work environment. The latter portion will focus on my new company, tenXer.</p>
<p>&nbsp;</p>
<p><strong>Jeffrey Ma,  CEO of Tenxer</strong></p>
<p><img class="alignleft size-full wp-image-1395" title="Jeffrey-Ma-150x150" src="http://www.gsummit.com/wp-content/uploads/2012/05/Jeffrey-Ma-150x150.jpg" alt="" width="150" height="150" /><strong>JEFFREY MA</strong> – Currently the CEO of Tenxer, Jeff is a blackjack expert and protagonist of the New York Times best-selling Novel Bringing Down the House and Hollywood hit movie 21, which told the story of a group of MIT students who made millions beating Vegas casinos at their own games. At Gsummit, Jeff will discuss how to think about gaming the system and the power of incentives. Follow Jeff on Twitter <a href="http://twitter.com/jeffma">@JeffMa</a></p>
<p>The post <a href="http://gsummit.com/session/gaming-the-system-motivation-lessons-from-the-world-of-card-counting/">Gaming the System: Motivation Lessons from the World of Card Counting</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>Mozilla Open Badges: How to Recognize Everyday, Everywhere, Anytime Learning</title>
		<link>http://gsummit.com/session/mozilla-open-badges-how-to-recognize-everyday-everywhere-anytime-learning/</link>
		<comments>http://gsummit.com/session/mozilla-open-badges-how-to-recognize-everyday-everywhere-anytime-learning/#comments</comments>
		<pubDate>Fri, 18 May 2012 20:18:19 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[mozilla open badges]]></category>
		<category><![CDATA[sunny lee]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1388</guid>
		<description><![CDATA[<p>In today&#8217;s world, learning happens everywhere. This makes it difficult to gain recognition for skills and achievements acquired outside of traditional learning environments. Mozilla&#8217;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, </p><p>The post <a href="http://gsummit.com/session/mozilla-open-badges-how-to-recognize-everyday-everywhere-anytime-learning/">Mozilla Open Badges: How to Recognize Everyday, Everywhere, Anytime Learning</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>In today&#8217;s world, learning happens everywhere. This makes it difficult to gain recognition for skills and achievements acquired outside of traditional learning environments. Mozilla&#8217;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, the Mozilla Open Badges Product/Partner manager will provide an overview of their 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.</p>
<p>&nbsp;</p>
<p><strong>Sunny Lee - Product/Partner Manager, Mozilla Open Badges</strong></p>
<p><strong id="internal-source-marker_0.04267031024210155"><img class="alignleft" src="https://lh5.googleusercontent.com/2PYAHQtUF8uz5YbWglnTaN6UMI3zbOnY5k2W3kuiRQUXcg5W6OfItZPGqgYyD3kCcliD4fZIacdzVO3t96AS_jaqSsJEdKnzhmxmZFReJyHEadY7EUU" alt="" width="150;" height="150" /></strong></p>
<p><strong id="internal-source-marker_0.04267031024210155">SUNNY LEE </strong>is the Product/Partner Manager for Mozilla Open Badges. She is responsible for partner engagement, community management, education about Open Badges and product feature development and prioritization. Sunny has a Master of Information Management &amp; Systems degree from UC Berkeley with an emphasis in Education and Technology. In another lifetime, Sunny used to develop TV shows in Los Angeles. Follow Sunny on Twitter<a href="https://twitter.com/#!/soletelee">@soletelee</a></p>
<p>&nbsp;</p>
<p>The post <a href="http://gsummit.com/session/mozilla-open-badges-how-to-recognize-everyday-everywhere-anytime-learning/">Mozilla Open Badges: How to Recognize Everyday, Everywhere, Anytime Learning</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
			<wfw:commentRss>http://gsummit.com/session/mozilla-open-badges-how-to-recognize-everyday-everywhere-anytime-learning/feed/</wfw:commentRss>
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		<title>Gamification to Drive Smart Energy Behaviors</title>
		<link>http://gsummit.com/session/gamification-to-drive-smart-energy-behaviors/</link>
		<comments>http://gsummit.com/session/gamification-to-drive-smart-energy-behaviors/#comments</comments>
		<pubDate>Fri, 18 May 2012 20:09:50 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[jd power]]></category>
		<category><![CDATA[peter shaw]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1073</guid>
		<description><![CDATA[<p>Consumer energy management is tradtionally a low-involvement category. Utilities are challenged to engage customers as participants in emerging &#8220;smart grid&#8221; programs that promise to lower customer bills while harnessing demand-side energy resources. This presentation reviews utility industry efforts to employ game mechanics in motivating customers to engage in smart energy management behaviors. &#160; PETER SHAW, </p><p>The post <a href="http://gsummit.com/session/gamification-to-drive-smart-energy-behaviors/">Gamification to Drive Smart Energy Behaviors</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Consumer energy management is tradtionally a low-involvement category. Utilities are challenged to engage customers as participants in emerging &#8220;smart grid&#8221; programs that promise to lower customer bills while harnessing demand-side energy resources. This presentation reviews utility industry efforts to employ game mechanics in motivating customers to engage in smart energy management behaviors.</p>
<p>&nbsp;</p>
<p><strong>PETER SHAW, JD Power</strong></p>
<p><strong><img class="alignleft" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/petershaw-150x150.jpg" alt="" width="150" height="150" />PETER SHAW </strong>develops consumer engagement strategy for the consumer smart grid industry. He recently co-authored a major segmentation study of U.S. household energy behavior. Nineteen electric utilities currently subscribe to this behavioral segmentation solution. He is Senior Director in the Smart Energy division of J.D. Power and Associates where he advises energy company clients on customer experience design and engagement.</p>
<p>The post <a href="http://gsummit.com/session/gamification-to-drive-smart-energy-behaviors/">Gamification to Drive Smart Energy Behaviors</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
			<wfw:commentRss>http://gsummit.com/session/gamification-to-drive-smart-energy-behaviors/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Get Smarter: How to Design Your Life for Continuous Cognitive Enhancement</title>
		<link>http://gsummit.com/session/get-smarter-how-to-design-your-life-for-continuous-cognitive-enhancement/</link>
		<comments>http://gsummit.com/session/get-smarter-how-to-design-your-life-for-continuous-cognitive-enhancement/#comments</comments>
		<pubDate>Fri, 18 May 2012 20:04:47 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[andrea kuszewski]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1380</guid>
		<description><![CDATA[<p>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, I will discuss my Five Principles of Cognitive Enhancement, which is </p><p>The post <a href="http://gsummit.com/session/get-smarter-how-to-design-your-life-for-continuous-cognitive-enhancement/">Get Smarter: How to Design Your Life for Continuous Cognitive Enhancement</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>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, I will discuss my Five Principles of Cognitive Enhancement, which is a paradigm I developed over 10 years as a behavioral therapist, teaching children how to reach their maximum cognitive potential. I’ll explain 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&#8211;and anyone can get smarter, no matter where you start from.</p>
<p>&nbsp;</p>
<p><strong>Andrea Kuszewski - Researcher, Therapist, and Science Writer at IEET</strong></p>
<p><img class="alignleft size-thumbnail wp-image-1381" title="andreakus" src="http://www.gsummit.com/wp-content/uploads/2012/05/andreakus-150x150.jpg" alt="" width="150" height="150" /></p>
<p><strong>ANDREA KUSZEWSKI</strong>, an Affiliate Scholar of the IEET, works as a researcher and manager with VORTEX Research Group, investigating the neuro-cognitive factors behind human behavior; this includes topics such as creativity, intelligence, sociopathy, and x-altruism. She has published papers on the neuroscience of creativity, intelligence, and the analysis of illegal behavior and the creative rule-breaking process. As well as being a researcher of creativity, she is herself a fine artist and has been trained in various visual communication medium, ranging from traditional drawing to digital painting, graphic design, and 3D modeling and animation for the medical and behavioral sciences. She recently joined Syntience, an AI startup in the Bay Area, as a Robopsychologist, working on technology to model human intuition and creative cognition in machines, called Artificial Intuition.  Andrea is also a popular and widely published science writer and a science communication activist. Her blog, The Rogue Neuron, addresses a variety of current science topics, but is mainly focused on cognitive neuroscience, psychology, autism, and education.</p>
<p>The post <a href="http://gsummit.com/session/get-smarter-how-to-design-your-life-for-continuous-cognitive-enhancement/">Get Smarter: How to Design Your Life for Continuous Cognitive Enhancement</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
			<wfw:commentRss>http://gsummit.com/session/get-smarter-how-to-design-your-life-for-continuous-cognitive-enhancement/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<title>A Game Designer&#8217;s View of Gamification</title>
		<link>http://gsummit.com/session/a-game-designers-view-of-gamification/</link>
		<comments>http://gsummit.com/session/a-game-designers-view-of-gamification/#comments</comments>
		<pubDate>Fri, 18 May 2012 19:58:44 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[Richard Bartle]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1376</guid>
		<description><![CDATA[<p>Imagine you&#8217;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 my situation with Gamification: I developed a method for designing better games that seems to work for purposes expressly not games. In </p><p>The post <a href="http://gsummit.com/session/a-game-designers-view-of-gamification/">A Game Designer&#8217;s View of Gamification</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Imagine you&#8217;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 my situation with Gamification: I developed a method for designing better games that seems to work for purposes expressly not games. In this talk, I discuss how and why it is that a game design tool can be applied successfully to Gamification theory, hopefully giving some insight into the game designer&#8217;s mind in the process.</p>
<p>&nbsp;</p>
<p><strong><img class="alignleft" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Richard-Bartle-500px-150x150.jpg" alt="" width="150" height="150" />RICHARD BARTLE</strong> is a highly acclaimed game designer and professor. Richard Bartle co-wrote the first virtual world, MUD (“Multi-User Dungeon”) in 1978, and has thus been at the forefront of the online games industry from its very inception. A former lecturer in Artificial Intelligence and current Visiting Professor in Computer Game Design (both at the University of Essex, U.K.), he is an influential writer on all aspects of virtual world design, development, and management. As an independent consultant, he has worked with most of the major online game companies in the UK and the U.S. over the past 20 years. His 2003 book, Designing Virtual Worlds, has already established itself as a foundation text for researchers and developers of virtual worlds alike. Richard is the developer of Bartle’s Player Types, a seminal work and core concept in Gamification. In his first ever presentation to the Gamification community, Richard will discuss the evolution of player typology and how we can segment audiences in new and exciting ways.</p>
<p>The post <a href="http://gsummit.com/session/a-game-designers-view-of-gamification/">A Game Designer&#8217;s View of Gamification</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Bing Rewards: A case study in moving from STUFF to SAPS</title>
		<link>http://gsummit.com/session/bing-rewards-a-case-study-in-moving-from-stuff-to-saps/</link>
		<comments>http://gsummit.com/session/bing-rewards-a-case-study-in-moving-from-stuff-to-saps/#comments</comments>
		<pubDate>Fri, 18 May 2012 19:47:34 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[josh kramer]]></category>
		<category><![CDATA[leapfrog]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1373</guid>
		<description><![CDATA[<p>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&#8217;s value as they &#8216;searched for points&#8217;. The initial product heavily promoted earning &#38; redemption as it’s primary value. Today the program is strongly positioned as a discovery tool, </p><p>The post <a href="http://gsummit.com/session/bing-rewards-a-case-study-in-moving-from-stuff-to-saps/">Bing Rewards: A case study in moving from STUFF to SAPS</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>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&#8217;s value as they &#8216;searched for points&#8217;. The initial product heavily promoted earning &amp; 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&#8217;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.</p>
<p>&nbsp;</p>
<p><strong><img class="alignleft" title="josh kramer" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/josh-kramer-150x150.jpg" alt="" width="150" height="150" />JOSH KRAMER</strong> is the Founder &amp; Managing Partner of Leapfrog Builders, a boutique consultancy helping consumer media companies, retail brands, and online game publishers leverage the latest approaches to loyalty (in retail) and consumer engagement (in media) to grow revenue and overall LTV. Gamification is a primary tool used by Leapfrog when designing and optimizing digital offerings for CBS, PCH, GSN, and many other clients. Josh has led the development, launch, and operation of cutting-edge online products &amp; platforms to position start-up and high-growth organizations as industry leaders.Josh started his internet career as CTO &amp; co-founder of GoAmerica, a pioneer in wireless web &amp; email in 1994. Since GoAmerica’s IPO in 2000, Josh has held the CEO and other senior leadership roles in product &amp; technology at Live Gamer, Oberon Media, Majesco Entertainment, and Microsoft. Josh lives with his wife and two young children in the Greater New York City.</p>
<p>The post <a href="http://gsummit.com/session/bing-rewards-a-case-study-in-moving-from-stuff-to-saps/">Bing Rewards: A case study in moving from STUFF to SAPS</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Gaming for Good: Millennial Moms and Competitive Collaboration</title>
		<link>http://gsummit.com/session/gaming-for-good-millennial-moms-and-competitive-collaboration/</link>
		<comments>http://gsummit.com/session/gaming-for-good-millennial-moms-and-competitive-collaboration/#comments</comments>
		<pubDate>Fri, 18 May 2012 19:34:37 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[Recyclebank]]></category>
		<category><![CDATA[Samantha Skey]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1366</guid>
		<description><![CDATA[<p>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 manging their families&#8217; behavior.  They are also active gamers themselves, and enjoy gaming the bottom line in their houshold investments.  Get </p><p>The post <a href="http://gsummit.com/session/gaming-for-good-millennial-moms-and-competitive-collaboration/">Gaming for Good: Millennial Moms and Competitive Collaboration</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>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 manging their families&#8217; behavior.  They are also active gamers themselves, and enjoy gaming the bottom line in their houshold investments.  Get into the mom psyche with proprietary research from Recyclebank on moms as chief gaming officer of the household.</p>
<p>&nbsp;</p>
<p><strong>Samantha Skey, CRO of RecycleBank</strong></p>
<p><strong id="internal-source-marker_0.7985888817347586"><img class="alignleft size-thumbnail wp-image-1367" title="SamSkey" src="http://www.gsummit.com/wp-content/uploads/2012/05/S-Skey-Headshot-150x150.jpg" alt="" width="150" height="150" />SAMANTHA SKEY </strong>is CRO at RecycleBank. Samantha is building a sustainable profit model for RecycleBank by monetizing all consumer touch-points. Most recently, Skey was CMO of Passenger, the social software innovator. Prior to Passenger, she built revenue at Alloy Media &amp; Marketing; while in her role as the EVP Development, revenue went from under $100,000 to over $160 million, and the company went public in 1999.Early in her career, Skey managed advertising and sponsorship sales for divisions of Disney and CNET, but she began in digital marketing with Interactive Imaginations, now 24/7media. Skey received her BA in Comparative Literature from Hamilton College, and lives in New York City with her surfer husband and young children, Reed, and Clive. Follow Samantha on Twitter <a href="http://twitter.com/samskey7">@samskey7</a></p>
<p>The post <a href="http://gsummit.com/session/gaming-for-good-millennial-moms-and-competitive-collaboration/">Gaming for Good: Millennial Moms and Competitive Collaboration</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>When Goals Become Games:Gamification as a Tool for Achieving More</title>
		<link>http://gsummit.com/session/when-goals-become-gamesgamification-as-a-tool-for-achieving-more/</link>
		<comments>http://gsummit.com/session/when-goals-become-gamesgamification-as-a-tool-for-achieving-more/#comments</comments>
		<pubDate>Fri, 18 May 2012 19:28:15 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[JON GUERRERA]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1359</guid>
		<description><![CDATA[<p>Whether we like it or not, many of our toughest goals require grueling effort, difficult lifestyle changes and a great deal of persistence. However, because goals are purpose driven and complex, they&#8217;re the perfect place to begin experimenting with self-gamification as a means to feel more motivated and engaged with life. Learn how one person </p><p>The post <a href="http://gsummit.com/session/when-goals-become-gamesgamification-as-a-tool-for-achieving-more/">When Goals Become Games:Gamification as a Tool for Achieving More</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Whether we like it or not, many of our toughest goals require grueling effort, difficult lifestyle changes and a great deal of persistence. However, because goals are purpose driven and complex, they&#8217;re the perfect place to begin experimenting with self-gamification as a means to feel more motivated and engaged with life.</p>
<p>Learn how one person gamified his toughest goals, and how you can build your own gamification system from scratch (with as little as a pen and paper).</p>
<p>&nbsp;</p>
<p><strong> John Guerrera, CRM Coordinator at Lot18</strong></p>
<h3><strong><img class="alignleft size-thumbnail wp-image-1360" title="johng" src="http://www.gsummit.com/wp-content/uploads/2012/05/johng-150x150.jpg" alt="" width="150" height="150" /></strong></h3>
<p><strong>JON GUERRERA</strong> is a Marketing &amp; CRM Coordinator at Lot18. He is also a co-founder of WiseResume, a start-up based out of Binghamton, New York where they make it easier for students, recent graduates, and industry experts to connect to one another in a system that rewards collaboration. He also blogs about goals, success and personal development on his blog, Livingforimprovement.com. It is through an experiment he started on his blog that he developed a successful system for gamifying his goals.Follow Jon on Twitter <a href="https://twitter.com/#!/JonGuerrera">@JonGuerrera</a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>The post <a href="http://gsummit.com/session/when-goals-become-gamesgamification-as-a-tool-for-achieving-more/">When Goals Become Games:Gamification as a Tool for Achieving More</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Monopoly Academy: Winning the &#8220;Game&#8221; of No Child Left Behind through Gamification and Monopoly, the World&#8217;s Most Famous Board Game</title>
		<link>http://gsummit.com/session/monopoly-academy-winning-the-game-of-no-child-left-behind-through-gamification-and-monopoly-the-worlds-most-famous-board-game/</link>
		<comments>http://gsummit.com/session/monopoly-academy-winning-the-game-of-no-child-left-behind-through-gamification-and-monopoly-the-worlds-most-famous-board-game/#comments</comments>
		<pubDate>Fri, 18 May 2012 19:07:31 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[monopoly]]></category>
		<category><![CDATA[Tim Vandenberg]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1353</guid>
		<description><![CDATA[<p>Gamification has &#8220;Monopolized&#8221; Tim Vandenberg&#8217;s 6th grade classroom, as he has utilized the world&#8217;s all-time best-selling board game brand (Monopoly) to inspire &#38; motivate his students to conquer the &#8220;game&#8221; of No Child Left Behind. Learn how academic gamification inspires &#38; motivates his socio-economically disadvantaged students to perform at world-class levels, both academically AND in </p><p>The post <a href="http://gsummit.com/session/monopoly-academy-winning-the-game-of-no-child-left-behind-through-gamification-and-monopoly-the-worlds-most-famous-board-game/">Monopoly Academy: Winning the &#8220;Game&#8221; of No Child Left Behind through Gamification and Monopoly, the World&#8217;s Most Famous Board Game</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Gamification has &#8220;Monopolized&#8221; Tim Vandenberg&#8217;s 6th grade classroom, as he has utilized the world&#8217;s all-time best-selling board game brand (Monopoly) to inspire &amp; motivate his students to conquer the &#8220;game&#8221; of No Child Left Behind. Learn how academic gamification inspires &amp; motivates 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. &amp; 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! Come hear Tim&#8217;s inspiring story, as featured in the multi-award winning documentary film &#8220;Under the Boardwalk&#8221;, and learn how he uses Monopoly to motivate students to &#8220;Pass GO&#8221; and master key skills of mathematics, economics &amp; social negotiation.</p>
<p>&nbsp;</p>
<p><strong>Tim Vandenberg, Teacher at Hesperia Unified School</strong></p>
<p><strong><img class="alignleft" title="timv" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/tim-vand-150x150.jpg" alt="" width="150" height="150" />TIM VANDENBERG</strong> is the #2 ranked Monopoly player in the United States, Tim is a school teacher who uses Monopoly to teach economics, probabilities, expected values, social negotiation skills and much more in grades 4-12. His socio-economically disadvantaged sixth graders have defeated U.S. &amp; World Champions multiple times in actual tournament play, in addition to earning perfect scores on state math tests numerous times. Hear Tim’s inspiring story and get a chance to play with him in a special, hands-on event.</p>
<p>&nbsp;</p>
<p>The post <a href="http://gsummit.com/session/monopoly-academy-winning-the-game-of-no-child-left-behind-through-gamification-and-monopoly-the-worlds-most-famous-board-game/">Monopoly Academy: Winning the &#8220;Game&#8221; of No Child Left Behind through Gamification and Monopoly, the World&#8217;s Most Famous Board Game</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Behavior by Design: How to Engineer Behavior in Yourself and Others</title>
		<link>http://gsummit.com/session/behavior-by-design-how-to-engineer-behavior-in-yourself-and-others/</link>
		<comments>http://gsummit.com/session/behavior-by-design-how-to-engineer-behavior-in-yourself-and-others/#comments</comments>
		<pubDate>Fri, 18 May 2012 18:54:47 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[Sessions]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1079</guid>
		<description><![CDATA[<p>In an age of increasing online distractions, companies need form habits to stay relevant in users&#8217; lives. Nir Eyal discusses the latest in Behavior Engineering to explain how businesses create indispensable products. &#160; NIR EYAL is an entrepreneur who has sold two technology companies since 2003. For most of his career. Nir has worked in the video gaming </p><p>The post <a href="http://gsummit.com/session/behavior-by-design-how-to-engineer-behavior-in-yourself-and-others/">Behavior by Design: How to Engineer Behavior in Yourself and Others</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>In an age of increasing online distractions, companies need form habits to stay relevant in users&#8217; lives. Nir Eyal discusses the latest in Behavior Engineering to explain how businesses create indispensable products.</p>
<p>&nbsp;</p>
<p><strong><img class="alignleft" title="nir eyal" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/nir-eyal-150x150.jpg" alt="" width="150" height="150" />NIR EYAL</strong> is an entrepreneur who has sold two technology companies since 2003. For most of his career. Nir has worked in the video gaming and advertising industries where he learned, applied, and at times rejected, the techniques used to motivate and manipulate users. Nir writes to help companies create behaviors that benefit their users, while educating people on how to build healthful habits in their own lives. He is a contributing writer for <a href="http://techcrunch.com/tag/nir-eyal/" target="_blank">TechCrunch</a> and <a href="http://www.forbes.com/sites/ciocentral/2012/01/31/pinterests-obvious-secret/" target="_blank">Forbes</a> and a frequent speaker at industry conferences, universities, and Fortune 500 companies. Nir also is a mentor at several incubators including <a href="http://500.co/" target="_blank">500 Startups</a>, <a href="http://fi.co/mentors" target="_blank">Founders Institute</a> and the <a href="http://www.thielfellowship.org/" target="_blank">Thiel Fellowship</a>. Follow Nir on Twitter <a href="http://twitter.com/#!/nireyal">@nireyal</a></p>
<p>&nbsp;</p>
<p>The post <a href="http://gsummit.com/session/behavior-by-design-how-to-engineer-behavior-in-yourself-and-others/">Behavior by Design: How to Engineer Behavior in Yourself and Others</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Blackjack Superstar Jeffrey Ma, Game Designer Richard Bartle, Stanford Professor Byron Reeves Added to GSummit Lineup</title>
		<link>http://gsummit.com/news/blackjack-superstar-jeffrey-ma-game-designer-richard-bartle-stanford-professor-byron-reeves-added-to-gsummit-lineup/</link>
		<comments>http://gsummit.com/news/blackjack-superstar-jeffrey-ma-game-designer-richard-bartle-stanford-professor-byron-reeves-added-to-gsummit-lineup/#comments</comments>
		<pubDate>Wed, 11 Apr 2012 14:00:49 +0000</pubDate>
		<dc:creator>Ivan</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Andrea Kuszweski]]></category>
		<category><![CDATA[Byron Reeves]]></category>
		<category><![CDATA[Jeffrey Ma]]></category>
		<category><![CDATA[Nicole Lazzaro]]></category>
		<category><![CDATA[Nir Eyal]]></category>
		<category><![CDATA[Richard Bartle]]></category>
		<category><![CDATA[Tim Vandenberg]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=1047</guid>
		<description><![CDATA[<p>Blackjack Superstar Jeffrey Ma, Game Designer Richard Bartle, Stanford Professor Byron Reeves Added to GSummit Lineup Hands-On Gamification Workshops Nearly Sold Out NEW YORK CITY &#8211; April 11, 2012 &#8211; The Gamification Summit (June 19-21, San Francisco) today announced several significant additions to its speaker lineup, including thought leaders, academics and experts from a variety </p><p>The post <a href="http://gsummit.com/news/blackjack-superstar-jeffrey-ma-game-designer-richard-bartle-stanford-professor-byron-reeves-added-to-gsummit-lineup/">Blackjack Superstar Jeffrey Ma, Game Designer Richard Bartle, Stanford Professor Byron Reeves Added to GSummit Lineup</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;" dir="ltr"><strong>Blackjack Superstar Jeffrey Ma, Game Designer Richard Bartle, Stanford Professor Byron Reeves Added to GSummit Lineup</strong></p>
<p style="text-align: center;" dir="ltr"><em>Hands-On Gamification Workshops Nearly Sold Out</em></p>
<p><strong><strong><br />
NEW YORK CITY &#8211; April 11, 2012 &#8211; </strong></strong>The Gamification Summit (June 19-21, San Francisco) today announced several significant additions to its speaker lineup, including thought leaders, academics and experts from a variety of disciplines. New speakers that will take to the GSummit stage to discuss the latest in techniques for engaging employees and customers in the new economy include Tim Vandenberg, one of the world’s top-ranked Monopoly players and inspiring educator; Richard Bartle, renowned game designer and professor; Jeffrey Ma, card game expert and protagonist of the book Bringing Down the House and movie 21; and more. GSummit organizers have also revealed that the hands-on Gamification Workshops featuring experts Gabe Zichermann and Mario Herger are nearly sold out with fewer than a dozen confirmable spots remaining.<strong><strong></strong></strong></p>
<p>Additions to the GSummit speaking lineup include:</p>
<ul>
<li><strong>Tim Vandenberg</strong> &#8211; The #2 ranked Monopoly champion in the world, Tim is an elementary school teacher who uses Monopoly to teach economics in k-12. Hear Tim’s inspiring story and get a chance to play with him in a special, hands-on event.</li>
<li><strong>Jeffrey</strong> <strong>Ma</strong> &#8211; Currently the CEO of Tenxer, Jeff is a poker expert and protagonist of the New York Times best-selling Novel Bringing Down the House and Hollywood hit movie 21, which told the story of a group of MIT students who made millions beating Vegas casinos at their own games. At Gsummit, Jeff will discuss how to think about gaming the system and the power of incentives.</li>
<li><strong>Nicole</strong> <strong>Lazzaro</strong> &#8211; An acclaimed game designer and one of the top women in Gamification, Nicole will discuss the importance of emotionality in Gamification and how to design extraordinary experiences.</li>
<li><strong>Byron</strong> <strong>Reeves</strong> &#8211; Stanford Professor Reeves is also the author of the book Total Engagement. Byron will show attendees how leading enterprises will use Gamification to spur innovation, reimagine their rewards and recognition processes, and attract top talent.</li>
<li><strong>Richard</strong> <strong>Bartle</strong> &#8211; A highly acclaimed game designer and professor, Richard is the developer of Bartle&#8217;s Player Types, a seminal work and core concept in Gamification. In his first ever presentation to the Gamification community, Richard will discuss the evolution of player typology and how we can segment audiences in new and exciting ways.</li>
<li><strong>Nir</strong> <strong>Eyal</strong> &#8211; An expert in behavior design, Nir is a veteran of the tech startup scene and serves as a mentor in several startup incubators, such as The Founders Institute, the Thiel Fellowship, and 500 Startups.  At GSummit, Nir will present on the subject of building irresistible user experiences.</li>
<li><strong>Andrea Kuszewski</strong> &#8211; A researcher and author on the subject of creativity, intelligence and autism, Andrea will discuss the importance of fluid intelligence and designing experiences that speak to intelligence while helping to increase it.</li>
</ul>
<p><strong id="internal-source-marker_0.9646781384944916"><br />
</strong>These exciting thinkers join Dave Anderson of United Airlines, JP Rangaswami, CSO of Salesforce, Dan Porter, CEO of OMGPOP (and designer of Draw Something), Adeo Ressi, CEO of The Founder Institute and nearly 50 other speakers from Google, Cisco, NBC, Oracle, Microsoft, eBay, JD Power, Ogilvy, Mozilla and more. Attendees at GSummit share best practices, knowledge, data and hands-on techniques on customer and employee engagement over the event’s three days.</p>
<p>Attendees interested in GSummit’s Gamification Workshops are encouraged to register right away, as the workshops are filling up fast. These full-day events will allow attendees to get hands-on with a number of gamification principles and techniques, and those who participate can earn a certification in gamified design.</p>
<p>The Gamification Summit will take place June 19-21 in San Francisco’s Councourse Exhibition Center.<br />
<strong id="internal-source-marker_0.9646781384944916"><br />
About Gamification Co<br />
</strong>Gamification Co is the only transmedia company exclusively dedicated to Engagement Science and Gamification. The group publishes the Gamification Blog and related books, organizes The Gamification Summit &amp; Workshops and provides consulting expertise to facilitate this burgeoning industry.</p>
<p>Gamification is the use of game thinking and game mechanics to solve problems and engage audiences, and its power is radically reshaping industries from marketing to HR, education to health care, improving lives, solving problems 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<a href="http://gamification.co/"> http://Gamification.Co</a>.</p>
<p>The post <a href="http://gsummit.com/news/blackjack-superstar-jeffrey-ma-game-designer-richard-bartle-stanford-professor-byron-reeves-added-to-gsummit-lineup/">Blackjack Superstar Jeffrey Ma, Game Designer Richard Bartle, Stanford Professor Byron Reeves Added to GSummit Lineup</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Draw Something Designer Dan Porter, to Deliver Featured Talk at Gamification Summit</title>
		<link>http://gsummit.com/news/draw-something-designer-dan-porter-to-deliver-featured-talk-at-gamification-summit/</link>
		<comments>http://gsummit.com/news/draw-something-designer-dan-porter-to-deliver-featured-talk-at-gamification-summit/#comments</comments>
		<pubDate>Wed, 21 Mar 2012 17:31:42 +0000</pubDate>
		<dc:creator>Kevin</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[constellation research]]></category>
		<category><![CDATA[dan porter]]></category>
		<category><![CDATA[discount]]></category>
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		<category><![CDATA[early bird]]></category>
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		<category><![CDATA[ray wang]]></category>
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		<guid isPermaLink="false">http://www.gsummit.com/?p=960</guid>
		<description><![CDATA[<p>Draw Something Designer Dan Porter, to Deliver Featured Talk at Gamification Summit OMGPOP joins new speakers from Google, Klout, eBay and Mozilla - Early Bird Discounts End March 29th REGISTER HERE   NEW YORK CITY – March 21, 2012 - Gamification Summit has today announced the addition of Dan Porter of OMGPOP, creator of the </p><p>The post <a href="http://gsummit.com/news/draw-something-designer-dan-porter-to-deliver-featured-talk-at-gamification-summit/">Draw Something Designer Dan Porter, to Deliver Featured Talk at Gamification Summit</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p align="center"><strong><em>Draw Something </em></strong><strong>Designer Dan Porter, to Deliver Featured Talk at Gamification Summit</strong></p>
<p align="center"><em>OMGPOP joins new speakers from Google, Klout, eBay and Mozilla -<br />
Early Bird Discounts End March 29th <a title="Register" href="http://www.gsummit.com/register/">REGISTER HERE</a></em></p>
<p><strong> </strong></p>
<p><strong>NEW YORK CITY – March 21, 2012 -</strong> Gamification Summit has today announced the addition of Dan Porter of OMGPOP, creator of the hit game <em>Draw Something</em>, to the list of featured speakers at the third GSummit. Taking place in San Francisco June 19-21 and with limited workshop space selling out quickly, GSummit has also extended its Early Bird pricing, representing $300 in savings, until March 29.</p>
<p>At GSummit, Porter will share OMGPOP’s secrets on how to build lasting, gamified community engagement around well-crafted social game experiences. The hit <em>Draw Something </em>is now the most popular Facebook-connected game, unseating Zynga for the record, and has reached over 20 million downloads in just a few short weeks.</p>
<p>In addition to Porter, a host of additional new GSummit speakers have been announced:</p>
<ul>
<li><strong>Dave Cobb, Thinkwell</strong> – An award-winning theme park and museum experience designer, Dave will speak on how real-world gamification and live action games can be used to engage audiences.<strong></strong></li>
<li><strong>Jeff Atwood, founder of StackOverflow</strong> &#8211; The creator of the #1 technical Q&amp;A site shares the secrets of surfacing experts, encouraging collaboration and creating positive feedback loops.<strong></strong></li>
<li><strong>Nadya Direkova, Google</strong> &#8211; Game and UX designer Direkova shares the 16 most important patterns for user engagement, drawing from her extensive research at the search giant. <strong></strong></li>
<li><strong>Sunny Lee, Mozilla Foundation</strong> &#8211; Project leader for OpenBadges Lee helps us rethink lifelong education, recruitment and credentialing with gamification.<strong></strong></li>
<li><strong>Chris Makarsky, Klout</strong> &#8211; The product mastermind behind the controversial scoring system for influence discusses the power of credibility scores and how to build a system your users will <em>want</em> to game.<strong></strong></li>
<li><strong>Matt MacLaurin, eBay</strong> &#8211; Gamifying marketplaces and global commerce &#8211; the eBay Labs example.<strong></strong></li>
<li><strong>Ray Wang, Constellation Research</strong> &#8211; This research superstar shares the top trends from enterprise gamification and the biggest surprises constellation’s uncovered.</li>
</ul>
<p>These newly announced experts join speakers from United Airlines, Salesforce, NBC/Universal, Microsoft, Cisco, Oracle, Ogilvy and dozens more organizations sharing practical techniques, amazing insights and the latest approaches at GSummit. On the first day of the event, attendees may attend a hands-on gamification workshop and earn their certification in gamified design. Space at GSummit is strictly capacity controlled, and prospective attendees are strongly encouraged to register now.</p>
<p>Gamification Summit 2012 will take place June 19-21 in San Francisco. To receive Early Bird pricing for the conference and workshops, visit <a href="http://gsummit.com">http</a><a href="http://gsummit.com">://</a><a href="http://gsummit.com">GSummit</a><a href="http://gsummit.com">.</a><a href="http://gsummit.com">com</a> by March 29. <a title="Register" href="http://www.gsummit.com/register/">REGISTER HERE</a></p>
<p>&nbsp;</p>
<p><strong>About Gamification Co</strong></p>
<p>Gamification Co is the only transmedia company exclusively dedicated to Engagement Science and Gamification. The group publishes the Gamification Blog and related books, organizes the Gamification Summit &amp; Workshops and provides consulting expertise to facilitate this burgeoning industry. Gamification is the use of game thinking and game mechanics to solve problems and engage audiences, and its power is radically reshaping industries from marketing to HR, education to health care, improving lives, solving problems 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 <a href="http://gamification.co/">http</a><a href="http://gamification.co/">://</a><a href="http://gamification.co/">Gamification</a><a href="http://gamification.co/">.</a><a href="http://gamification.co/">Co</a>.</p>
<p>The post <a href="http://gsummit.com/news/draw-something-designer-dan-porter-to-deliver-featured-talk-at-gamification-summit/">Draw Something Designer Dan Porter, to Deliver Featured Talk at Gamification Summit</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Announcing Gamification Summit 2012</title>
		<link>http://gsummit.com/news/announcing-gamification-summit-2012/</link>
		<comments>http://gsummit.com/news/announcing-gamification-summit-2012/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 02:51:59 +0000</pubDate>
		<dc:creator>Kevin</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[news]]></category>
		<category><![CDATA[releases]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=684</guid>
		<description><![CDATA[<p>Gamification Summit Returns to San Francisco June 19-21 GSummit to showcase top experts, trends and data for engaging customers, employees and the world &#8211; First Keynotes Announced New York City – February 28, 2012 – The third Gamification Summit will take place at the Concourse Exhibition Center in San Francisco from June 19-21, event chair and </p><p>The post <a href="http://gsummit.com/news/announcing-gamification-summit-2012/">Announcing Gamification Summit 2012</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<div>
<div>
<p style="text-align: center;" dir="ltr"><strong>Gamification Summit Returns to San Francisco June 19-21</strong><br />
<em>GSummit to showcase top experts, trends and data for engaging customers, employees and the world &#8211; First Keynotes Announced</em></p>
<p><strong>New York City – February 28, 2012</strong> – The third Gamification Summit will take place at the Concourse Exhibition Center in San Francisco from June 19-21, event chair and gamification visionary Gabe Zichermann announced today, with registration now open to qualified professionals at <a href="http://www.gsummit.com">GSummit.com</a>. Following on the heels of last year’s sold out GSummits, and with the gamification industry on target to generate over $2.5Bn in the US alone by 2015, this year’s conference brings together an unparalleled line up of industry titans, startup pioneers, academic researchers and design experts. Over three days, they will deliver hands-on workshops, share best (and worst) practices, showcase new products and ideas, disseminate data, inspire each other and network to create a more fun and engaging world.</p>
<p><strong>Featured Talks and Keynotes Include:</strong></p>
<ul>
<li>JP Rangaswami, CSO, Salesforce on Using Gamification to Engage Employees and Drive Innovation</li>
<li>Dave Anderson, Director, United Mileage Plus on New Loyalty: How Fun and Gamification Shape the Future of Consumer Marketing</li>
<li>Adeo Ressi, CEO, Founder Institute on Building a Better Entrepreneur with Gamification: The Founder Institute Experience</li>
<li>Seth Cooper, Foldit (University of Washington) on Solving Hard Problems with Gamification and Crowdsourcing</li>
<li>Dan Porter, CEO OMGPOP on Come for the Game, Stay for the Community: Building and Sustaining Lasting Engagement Online</li>
<li>Jesse Redniss, SVP, NBC/Universal on Gamification of TV and Other Big Media: Making the Second Screen Fun</li>
</ul>
<p>“Gamification has long been associated with consumer marketing, but its effects are now reaching much further &#8211; to areas such as Loyalty, Enterprise/HR, Healthcare, Education, Research &amp; Development, and more,” said Gabe Zichermann, chair of GSummit. “This year’s expanded format and our amazing lineup of speakers and workshops gives marketers, designers and strategists the hands-on and inspirational insights they need &#8211; across industries and cultures.”</p>
<p>New this year, GSummit 2012 will feature:</p>
<ul>
<li><strong>Expanded Venue, Times</strong>: With one day of workshops, two full days of world-leading experts plus an expanded venue, GSummit offers more insight and value than ever before.</li>
<li><strong>Inspirational Format</strong>: No Panels! This year’s summit asks top speakers to offer an 18 minute, data and insight filled talk followed by Q&amp;A with the audience and plenty of networking time in person and via the backchannel. Meet the people making gamification happen, get your questions answered and share that inspiration with your team.</li>
<li><strong>Cross-Industry perspective</strong> – Only GSummit brings together experts across a wide range of fields with one common objective: to share best practices for engaging consumers and employees. Synthesize lessons in loyalty, enterprise/HR, consumer marketing, healthcare, education, and more to develop the best practices for your organization.</li>
<li><strong>More Workshops, Get Certified</strong>: Earn your certification in gamification design with GSummit’s choice of hands-on, full day workshops, including a brand new Enterprise Gamification Workshop designed for human capital professionals.</li>
</ul>
<p>For more information or to register for GSummit, visit <a href="http://gsummit.com">http://GSummit.com</a>.  Qualified media may request access at <a href="http://bit.ly/yCP5cZ">http://bit.ly/yCP5cZ</a>.</p>
<p><strong>About Gamification Co</strong><br />
Gamification Co is the only transmedia company exclusively dedicated to Engagement Science and Gamification. The group publishes the Gamification Blog and related books, organizes the Gamification Summit &amp; Workshops and provides consulting expertise to facilitate this burgeoning industry. Gamification is the use of game thinking and game mechanics to solve problems and engage audiences, and its power is radically reshaping industries from marketing to HR, education to health care, improving lives, solving problems 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 <a href="http://gamification.co">http://Gamification.Co</a>.</p>
<p style="text-align: center;" dir="ltr">###</p>
<p><strong id="internal-source-marker_0.08805557270534337"><br />
Media Contact:<br />
</strong>Andrew Karl<br />
TriplePoint PR<br />
<a href="mailto:akarl@triplepointpr.com">akarl@triplepointpr.com</a><br />
(+1) 203 314 6255</p>
</div>
</div>
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<p>The post <a href="http://gsummit.com/news/announcing-gamification-summit-2012/">Announcing Gamification Summit 2012</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>KEYNOTE: Engage Employees and Drive Innovation with Gamification</title>
		<link>http://gsummit.com/session-highlights/engage-employees-and-drive-innovation-with-gamification/</link>
		<comments>http://gsummit.com/session-highlights/engage-employees-and-drive-innovation-with-gamification/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 04:15:26 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Session Highlights]]></category>
		<category><![CDATA[Sessions]]></category>
		<category><![CDATA[enterprise]]></category>
		<category><![CDATA[HR]]></category>
		<category><![CDATA[innovation]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=694</guid>
		<description><![CDATA[<p>Work &#8211; how we do it, why we do it, and what&#8217;s expected of us is changing in companies big and small and around the world. This change is being brought about by the growth of the millenial generation and the ever-increasing demands from employers for innovation, entrepreneurial thinking and outcomes. Using the concepts of </p><p>The post <a href="http://gsummit.com/session-highlights/engage-employees-and-drive-innovation-with-gamification/">KEYNOTE: Engage Employees and Drive Innovation with Gamification</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Work &#8211; how we do it, why we do it, and what&#8217;s expected of us is changing in companies big and small and around the world. This change is being brought about by the growth of the millenial generation and the ever-increasing demands from employers for innovation, entrepreneurial thinking and outcomes. Using the concepts of gamification, innovative companies are reimagining work &#8211; driving unprecedented engagement within teams and entire organizations. Come hear some of the startling insights and opportunities presented by these new techniques from one of the world&#8217;s foremost experts on the future of work.</p>
<p>&nbsp;</p>
<h3> JP Rangaswami, Chief Scientist, Salesforce</h3>
<p><img class="size-thumbnail wp-image-373 alignleft" title="Screen Shot 2012-02-07 at 6.10.21 PM" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Screen-Shot-2012-02-07-at-6.10.21-PM-150x150.png" alt="" width="150" height="150" /><strong>JP RANGASWAMI</strong> is the Chief Scientist for Salesforce.com and a Venture Partner at Anthemis Group. In 2007 &amp; 2008, JP was selected as one of technology&#8217;s 50 most influential individuals in the silicon.com Agenda Setters poll. JP was chosen for &#8220;vision and innovation rarely seen in CIOs.&#8221; Prior to joining salesforce.com he was Chief Scientist at British Telecom and before that Global CIO at Dresdner Kleinwort Wasserstein. He is a Fellow of both the Royal Society of Arts and the British Computer Society. Follow JP on Twitter <a href="https://twitter.com/#!/JOBSWORTH">@jobsworth</a></p>
<p>The post <a href="http://gsummit.com/session-highlights/engage-employees-and-drive-innovation-with-gamification/">KEYNOTE: Engage Employees and Drive Innovation with Gamification</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>KEYNOTE: Reinventing Loyalty: How Gamification Reshapes Consumer Marketing</title>
		<link>http://gsummit.com/session-highlights/reinventing-loyalty-how-gamification-reshapes-consumer-marketing/</link>
		<comments>http://gsummit.com/session-highlights/reinventing-loyalty-how-gamification-reshapes-consumer-marketing/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 04:15:06 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Session Highlights]]></category>
		<category><![CDATA[Sessions]]></category>
		<category><![CDATA[consumer]]></category>
		<category><![CDATA[loyalty]]></category>

		<guid isPermaLink="false">http://gsummit.zippykid.it/?p=658</guid>
		<description><![CDATA[<p>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 &#8211; the economic and behavioral engines for travel, retail and other major sectors. Find out how loyalty programs like </p><p>The post <a href="http://gsummit.com/session-highlights/reinventing-loyalty-how-gamification-reshapes-consumer-marketing/">KEYNOTE: Reinventing Loyalty: How Gamification Reshapes Consumer Marketing</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>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 &#8211; the economic and behavioral engines for travel, retail and other major sectors. Find out how loyalty programs like United&#8217;s industry-leading Mileage Plus program are reinventing the consumer relationship &#8211; online and off &#8211; and what&#8217;s in store for major brands in our fun, consumer-centric future.</p>
<p>&nbsp;</p>
<h3>by Krishnan Saranathan, Managing Director,United Mileage Plus</h3>
<p><img class="alignleft size-thumbnail wp-image-1275" title="Saranathan" src="http://www.gsummit.com/wp-content/uploads/2012/02/Saranathan-150x150.jpg" alt="" width="150" height="150" />Krishnan is a seasoned executive with over 17 years of experience in a broad range of functional areas including P&amp;L management, product development and innovation, marketing and merchandising and business development.  In his current role as Managing Director of MileagePlus at United Airlines, he is responsible for managing the mileage accrual and redemption portfolio, and all aspects of the loyalty currency including program economics, liability and member engagement. He is also responsible for managing P&amp;L for the loyalty subsidiary valued at over $2B.   Prior to his current role, he led an internal consulting group that leveraged modeling, advanced analytics and technology investments to drive sustainable bottom line value in Revenue Management, Network Planning and other operational areas.  He has an MBA from Northwestern University, Master’s degree in Engineering from University of Missouri and Bachelor’s degree from Indian Institute of Technology.  He currently lives in a suburb of Chicago with his wife and two daughters.</p>
<p><strong><br />
</strong></p>
<p>The post <a href="http://gsummit.com/session-highlights/reinventing-loyalty-how-gamification-reshapes-consumer-marketing/">KEYNOTE: Reinventing Loyalty: How Gamification Reshapes Consumer Marketing</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Internet Infidelity: Using Gamification to Cure Online Promiscuity</title>
		<link>http://gsummit.com/session/internet-infidelity-using-gamification-to-cure-online-promiscuity/</link>
		<comments>http://gsummit.com/session/internet-infidelity-using-gamification-to-cure-online-promiscuity/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 04:14:42 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[consumer]]></category>
		<category><![CDATA[data]]></category>
		<category><![CDATA[publishing]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=743</guid>
		<description><![CDATA[<p>80% of Web users ‘log on’ daily, but lack loyalty to even the hottest sites. According to Compete, users visit ‘favorite’ sites less than 2 times a month, spending less than 8 minutes viewing only 7 pages per site. Based on quantitative analysis of best practices and case studies across a wide range of categories, </p><p>The post <a href="http://gsummit.com/session/internet-infidelity-using-gamification-to-cure-online-promiscuity/">Internet Infidelity: Using Gamification to Cure Online Promiscuity</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>80% of Web users ‘log on’ daily, but lack loyalty to even the hottest sites. According to Compete, users visit ‘favorite’ sites less than 2 times a month, spending less than 8 minutes viewing only 7 pages per site. Based on quantitative analysis of best practices and case studies across a wide range of categories, this session will discuss specific strategies and tactics that online publishers can use to increase visitor loyalty &#8211; repeat visits, pages viewed and time on site.</p>
<p>&nbsp;</p>
<h3>Keith Smith, BigDoor</h3>
<p><strong id="internal-source-marker_0.7985888817347586"><img class="alignleft" src="https://lh6.googleusercontent.com/lAn9wMhPnaw7SbUTx0efZhh_MgBaSeycWfa4R2yTnRxRZfh2Sk2xvqKp0-i7lBuHmN74QF03OcoIqPHsfqeKnNIxZY89dF5OEqe3NlNCfTe5I4BsTGg" alt="" width="150" height="150" /><strong id="internal-source-marker_0.7985888817347586">KEITH SMITH </strong></strong>served as the CEO for 10 years and grew Zango from a startup to a multi-national company employing 300 people in six offices in four countries and multiple years was ranked among the Best Places to Work in Seattle. The company grew to $78 million in annual revenue and $24 million in EBITDA and ranked #7 on the Inc 500 list. While at Zango, Keith discovered a true passion for gamification after spending two years building a game-based loyalty program. Wanting to focus on game mechanics and gamification, and feeling the need to again scratch the entrepreneurial itch, Keith co-founded BigDoor with long-time business partner and best friend, Jeff Malek in 2009. A veteran entrepreneur, Keith started and bootstrapped two other tech companies prior to 1999. Follow Keith on Twitter <a href="http://twitter.com/chiefdoorman">@chiefdoorman</a></p>
<p>The post <a href="http://gsummit.com/session/internet-infidelity-using-gamification-to-cure-online-promiscuity/">Internet Infidelity: Using Gamification to Cure Online Promiscuity</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Solving Hard Problems with Gamification and Crowdsourcing</title>
		<link>http://gsummit.com/speaker-highlights/solving-hard-problems-with-gamification-and-crowdsourcing/</link>
		<comments>http://gsummit.com/speaker-highlights/solving-hard-problems-with-gamification-and-crowdsourcing/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 04:11:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[Speaker Highlights]]></category>
		<category><![CDATA[consumer]]></category>
		<category><![CDATA[crowdsourcing]]></category>
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		<category><![CDATA[science]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=741</guid>
		<description><![CDATA[<p>In 2011, the team behind Foldit &#8211; a crowd-work game developed at the University of Washington &#8211; 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. This talk will discuss </p><p>The post <a href="http://gsummit.com/speaker-highlights/solving-hard-problems-with-gamification-and-crowdsourcing/">Solving Hard Problems with Gamification and Crowdsourcing</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>In 2011, the team behind Foldit &#8211; a crowd-work game developed at the University of Washington &#8211; 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. This talk will discuss 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.</p>
<p>&nbsp;</p>
<h3> Seth Cooper, University of Washington (Foldit)</h3>
<p><a href="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/seth.png"><img class="alignleft size-thumbnail wp-image-392" title="seth" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/seth-150x150.png" alt="" width="150" height="150" /></a><strong>SETH COOPER</strong> is the creative director of the Center for Game Science at the University of Washington. He received his PhD in Computer Science and Engineering from the University of Washington, advised by Zoran Popović. His current research focuses on using video games to solve difficult scientific problems. He is the co-creator and lead designer and developer of Foldit. He has also done research in real-time animation for games, often in the mocap lab. He has previously worked at Square Enix, Electronic Arts, Pixar Animation Studios and the UC Berkeley Space Sciences Laboratory (on BOINC).</p>
<p>The post <a href="http://gsummit.com/speaker-highlights/solving-hard-problems-with-gamification-and-crowdsourcing/">Solving Hard Problems with Gamification and Crowdsourcing</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Enterprise User Experience: Making Work Engaging at Oracle</title>
		<link>http://gsummit.com/session/enterprise-user-experience-making-work-engaging-at-oracle/</link>
		<comments>http://gsummit.com/session/enterprise-user-experience-making-work-engaging-at-oracle/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 04:08:59 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[enterprise]]></category>
		<category><![CDATA[UI/UX]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=739</guid>
		<description><![CDATA[<p>Oracle Applications User Experience is getting into the game with research and design on how to gamify enterprise applications, such as the company&#8217;s Fusion. Oracle&#8217;s research with real users helped them change how they design applications to include game mechanics, increasing participation in communities, increasing productivity in workers and making work more engaging for all. </p><p>The post <a href="http://gsummit.com/session/enterprise-user-experience-making-work-engaging-at-oracle/">Enterprise User Experience: Making Work Engaging at Oracle</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Oracle Applications User Experience is getting into the game with research and design on how to gamify enterprise applications, such as the company&#8217;s Fusion. Oracle&#8217;s research with real users helped them change how they design applications to include game mechanics, increasing participation in communities, increasing productivity in workers and making work more engaging for all. Learn the research approaches, design patterns and examples that have made Oracle a leader in gamification of enterprise apps &#8211; and how you can make them work for your organization.</p>
<p>&nbsp;</p>
<h3>Erika Webb, Oracle</h3>
<p><a href="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Erika.jpg"><img class="alignleft size-thumbnail wp-image-401" title="Erika" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Erika-150x150.jpg" alt="" width="150" height="150" /></a></p>
<p><strong>ERIKA WEBB</strong> is a User Experience Manager at Oracle in the Fusion Applications User Experience team. She has been in the field of usability and user experience for 15 years. Erika aims  to be a bridge between the world of technology and world of people and their work. Using a combination of user research to understand the needs and wants of end users and interaction design to accomplish activities in a streamlined and intuitive manner, she works to create software that works the way people think about their jobs. She enjoys solving complex problems by getting at the root issues and applying design thinking to solve them. In User Assistance, Erika focuses on how to help people learn and understand complex interactions, in order to reduce onboarding costs, training needs and support costs. People-centered thinking combined with down to the earth approach to business and technology are the core of her work.</p>
<p>The post <a href="http://gsummit.com/session/enterprise-user-experience-making-work-engaging-at-oracle/">Enterprise User Experience: Making Work Engaging at Oracle</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Big Brands and Gamification: Winning the Marathon</title>
		<link>http://gsummit.com/speaker-highlights/big-brands-and-gamification-winning-the-marathon/</link>
		<comments>http://gsummit.com/speaker-highlights/big-brands-and-gamification-winning-the-marathon/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 04:05:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[Speaker Highlights]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[brands]]></category>
		<category><![CDATA[consumer]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=737</guid>
		<description><![CDATA[<p>There&#8217;s significant potential value to 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&#8217;s promise. In this case study-rich session, we&#8217;ll look at what&#8217;s worked and what hasn&#8217;t with gamifying big brands and ad agencies, and how to make </p><p>The post <a href="http://gsummit.com/speaker-highlights/big-brands-and-gamification-winning-the-marathon/">Big Brands and Gamification: Winning the Marathon</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>There&#8217;s significant potential value to 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&#8217;s promise. In this case study-rich session, we&#8217;ll look at what&#8217;s worked and what hasn&#8217;t with gamifying big brands and ad agencies, and how to make gamification work more effectively in the marketing mix.</p>
<h3>Irfan Kamal, Ogilvy</h3>
<p><a href="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/irfan.jpg"><img class="alignleft size-thumbnail wp-image-397" title="irfan" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/irfan-150x150.jpg" alt="" width="150" height="150" /></a><strong>IRFAN KAMAL</strong> is the SVP, Digital/Social at Ogilvy and Head, Social Products/Partnerships. He&#8217;s responsible for identifying innovative opportunities for brands, introducing new products and services and creating leadership around measurement &amp; analytics. His experience includes work with both B2C and B2B brands, including American Express, Nestle, IBM, Caesars Entertainment and Ford. Prior to his Ogilvy experience, Irfan worked with a social startup and a venture investment firm. He has an MBA from Stanford and a BSE in Computer Science from Princeton. Follow Irfan on Twitter <a href="https://twitter.com/#!/irfankamal">@irfankamal</a></p>
<p>The post <a href="http://gsummit.com/speaker-highlights/big-brands-and-gamification-winning-the-marathon/">Big Brands and Gamification: Winning the Marathon</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Motivational GPS: Understanding the Science of Motivation</title>
		<link>http://gsummit.com/session/motivational-gps-understanding-the-science-of-motivation/</link>
		<comments>http://gsummit.com/session/motivational-gps-understanding-the-science-of-motivation/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 04:01:42 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[psychology]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=732</guid>
		<description><![CDATA[<p>Motivation is complicated &#8211; with a great deal of challenge, controversy and misunderstanding about its dimensions. Intrinsic vs extrinsic, positive vs negative &#8211; none of the research is definitive, and we&#8217;re still only beginning to understand how it affects the design of meaningful systems. In this fast-paced, essential talk, expert gamification designer Kes Sampathar delivers </p><p>The post <a href="http://gsummit.com/session/motivational-gps-understanding-the-science-of-motivation/">Motivational GPS: Understanding the Science of Motivation</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Motivation is complicated &#8211; with a great deal of challenge, controversy and misunderstanding about its dimensions. Intrinsic vs extrinsic, positive vs negative &#8211; none of the research is definitive, and we&#8217;re still only beginning to understand how it affects the design of meaningful systems. In this fast-paced, essential talk, expert gamification designer Kes Sampathar delivers an extraordinary insight into how we can use gamified design to upgrade our natural motivational system from a compass to a GPS.</p>
<p>&nbsp;</p>
<h3> Kes Sampanthar, Cynergy</h3>
<p><a href="http://www.gsummit.com/wp-content/uploads/2012/02/sampanthar.png"><img class="alignleft size-thumbnail wp-image-733" title="sampanthar" src="http://www.gsummit.com/wp-content/uploads/2012/02/sampanthar-150x150.png" alt="" width="150" height="150" /></a></p>
<p><strong>KES SAMPANTHAR</strong> is Director of Media Strategy at Cynergy. Kes is responsible for leading the charge into the Media and Entertainment industry. Additionally, he is Founder and Director of Innovation for Metamemes where he created a new innovation tool called ThinkCube. Follow Kes on Twitter <a href="https://twitter.com/#!/KesSampanthar">@KesSampanthar</a></p>
<div></div>
<p>The post <a href="http://gsummit.com/session/motivational-gps-understanding-the-science-of-motivation/">Motivational GPS: Understanding the Science of Motivation</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Come for the Game, Stay for the Community: Building and Sustaining Lasting Engagement Online</title>
		<link>http://gsummit.com/session/come-for-the-game-stay-for-the-community-building-and-sustaining-lasting-engagement-online/</link>
		<comments>http://gsummit.com/session/come-for-the-game-stay-for-the-community-building-and-sustaining-lasting-engagement-online/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 03:50:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[consumer]]></category>
		<category><![CDATA[publishing]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=728</guid>
		<description><![CDATA[<p>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&#8217;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 </p><p>The post <a href="http://gsummit.com/session/come-for-the-game-stay-for-the-community-building-and-sustaining-lasting-engagement-online/">Come for the Game, Stay for the Community: Building and Sustaining Lasting Engagement Online</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>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&#8217;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 &#8211; and data-rich analysis &#8211; are sure to make a difference in your community development.</p>
<p>&nbsp;</p>
<h3> Dan Porter &#8211; OMGPOP</h3>
<p><a href="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/dan1.jpg"><img class="alignleft size-thumbnail wp-image-399" title="dan" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/dan1-150x150.jpg" alt="" width="150" height="150" /></a><strong>DAN PORTER</strong> is CEO of OMGPOP, the best a place to hang out, play free online multiplayer games, chat and make friends. The Company started in 2006 as iminlikewithyou, a place for people to play games to meet each other and in 2009 changed its name to the shorter OMGPOP where people meet each other to play games. OMGPOP will be bigger than unicorns and wrestling combined. Previously he was SVP of Corporate Development for Virgin USA. He is in charge of starting new companies in North America for Virgin with a special focus on media, music and digital media. He has led investments and realizations in a number of Virgin businesses. Prior to Virgin USA, Porter was VP, Business Development, for BeMusic (part of DirectGroup Bertelsmann) which comprised the world’s largest music club, The BMG Music Service, and one of the leading US online music retailers, CDnow. Previously, Porter was the President of Speedle, a venture funded company focusing on universal authentication technology. Prior to that, he was the President and COO of Ticketweb. Porter led the sale of TicketWeb to Ticketmaster. Porter has also been an investment banker focusing on M&amp;A and private placements; President of Teach for America, a national non-profit organization that recruits teachers for urban and rural public schools; and a high school teacher in the New York City public schools in Crown Heights, Brooklyn. Porter began his career working in A&amp;R for RCA Records. He graduated cum laude with a B.A. from Princeton University and holds a Masters Degree with high honors in Latin American Studies from New York University. Follow Dan on Twitter <a href="https://twitter.com/#!/tfadp">@tfadp</a></p>
<p>The post <a href="http://gsummit.com/session/come-for-the-game-stay-for-the-community-building-and-sustaining-lasting-engagement-online/">Come for the Game, Stay for the Community: Building and Sustaining Lasting Engagement Online</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>The Future Gamer Generation: What Lies Beneath</title>
		<link>http://gsummit.com/speaker-highlights/the-future-gamer-generation-what-lies-beneath/</link>
		<comments>http://gsummit.com/speaker-highlights/the-future-gamer-generation-what-lies-beneath/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 03:49:24 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[Speaker Highlights]]></category>
		<category><![CDATA[millenials]]></category>
		<category><![CDATA[trends]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=726</guid>
		<description><![CDATA[<p>Daniel Brusilovsky is no ordinary young entrepreneur. As the founder of Teens in Tech, he&#8217;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&#8217;s youth, and understanding how they think, play and </p><p>The post <a href="http://gsummit.com/speaker-highlights/the-future-gamer-generation-what-lies-beneath/">The Future Gamer Generation: What Lies Beneath</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Daniel Brusilovsky is no ordinary young entrepreneur. As the founder of Teens in Tech, he&#8217;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&#8217;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&#8217;s young people. In this featured talk, Daniel shares his vision of how &#8220;Generation G&#8221; 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.</p>
<p>&nbsp;</p>
<h3> <strong>DANIEL BRUSILOVSKY, </strong>CEO of Teens in Tech</h3>
<p><img class="alignleft" title="danielbrusuperior" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/danielbrusuperior-150x150.jpg" alt="" width="150" height="150" /><strong>DANIEL BRUSILOVSKY</strong> is the founder and CEO of Teens in Tech Labs, a company dedicated to helping young entrepreneurs by providing them the resources they need to get off the ground. Along with Teens in Tech Labs, Daniel is currently involved in ‘Olive The Movie’ as an Associate Producer, and as the Silicon Valley Evangelist for JESS3.Previously, Daniel was on the founding team of Qik (acquired by Skype), and has worked at TechCrunch (acquired by Aol), Apture (acquired by Google), atebits (acquired by Twitter), and Etude (acquired by Steinway &amp; Sons). In addition to his own startup, Daniel also actively advises Everyme and mezz. Follow Daniel on Twitter <a href="https://twitter.com/#!/danielbru">@danielbru</a></p>
<p>The post <a href="http://gsummit.com/speaker-highlights/the-future-gamer-generation-what-lies-beneath/">The Future Gamer Generation: What Lies Beneath</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Making the Second Screen Work: The Gamification of TV and Big Media</title>
		<link>http://gsummit.com/speaker-highlights/making-the-second-screen-work-the-gamification-of-tv-and-big-media/</link>
		<comments>http://gsummit.com/speaker-highlights/making-the-second-screen-work-the-gamification-of-tv-and-big-media/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 03:46:32 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[Speaker Highlights]]></category>
		<category><![CDATA[media]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[tv]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=724</guid>
		<description><![CDATA[<p>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 </p><p>The post <a href="http://gsummit.com/speaker-highlights/making-the-second-screen-work-the-gamification-of-tv-and-big-media/">Making the Second Screen Work: The Gamification of TV and Big Media</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>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 shares how NBC/Universal has radically reshaped consumer engagement with their brands, and how big media will change with (and because of) gamification in the coming years.</p>
<p>&nbsp;</p>
<h3>Jesse Redniss &#8211; NBC/Universal</h3>
<p><a href="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/jesse.jpeg"><img class="alignleft size-thumbnail wp-image-383" title="jesse" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/jesse-150x150.jpg" alt="" width="150" height="150" /></a><strong>JESSE REDNISS</strong> is the Senior Vice President of Digital for NBC Universal/USA Network. In this position, he oversees all digital efforts for the various USA Network properties. Since joining USA in April 2005, Redniss has played a pinnacle role in the digital restructuring and growth of the usanetwork.com properties, which has driven a major shift in the industry and competitor’s online efforts. During his time at USA Redniss has lead the digital team to achieve unprecedented growth, resulting in triple digit increases in traffic metrics year-over-year. Before joining USA, Redniss worked as a digital supervisor at Tangible Media on the Atari and Midway games accounts and several leading advertising agencies specializing in media planning, buying and interactive strategy. Redniss has also held positions within the music industry at Volatile Media and SONY 550DMV. Follow Jesse on Twitter <a href="https://twitter.com/#!/jesseredniss">@jesseredniss</a></p>
<p>The post <a href="http://gsummit.com/speaker-highlights/making-the-second-screen-work-the-gamification-of-tv-and-big-media/">Making the Second Screen Work: The Gamification of TV and Big Media</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Writing Rollercoasters: Stories, Spectacle &amp; Games in Physical Places</title>
		<link>http://gsummit.com/session/making-the-real-world-fun/</link>
		<comments>http://gsummit.com/session/making-the-real-world-fun/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 03:38:16 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[real world]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=721</guid>
		<description><![CDATA[<p>Hear one of the world&#8217;s leading experience designers Dave Cobb talk about the future of physical space, how we&#8217;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 </p><p>The post <a href="http://gsummit.com/session/making-the-real-world-fun/">Writing Rollercoasters: Stories, Spectacle &#038; Games in Physical Places</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Hear one of the world&#8217;s leading experience designers Dave Cobb talk about the future of physical space, how we&#8217;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.</p>
<p>&nbsp;</p>
<h3> Dave Cobb, Thinkwell</h3>
<p><strong id="internal-source-marker_0.7985888817347586"><img class="alignleft" src="https://lh4.googleusercontent.com/cKPmc6IM1IeW8bWvnmKVJ_0aIk4G4qvz_DKd8r1jLYmTd8zPEF1om6Fe8l2OsDEZ23HgVzdlR-TXuxjaxrfHOfBWTLbc5jV5Su5o9VqTq9i4LUYhUOM" alt="" width="150px" height="150px" /></strong><strong>DAVID COBB </strong>is the Senior Creative Director at Thinkwell and is the Creative Director for the Warner Bros. Theme Park in Abu Dhabi. Also a Creative Director for Universal Studios theme parks, Dave was responsible for the development and production of the Men In Black: Alien Attack ride for Universal Studios Florida. For the Paramount Parks chain in North America, David served as Senior Creative Director for numerous projects including The Italian Job Stunt Track, Tomb Raider: Firefall, School of Rock: Live in Concert, and Survivor: The Ride. As a show writer &amp; director for Landmark Entertainment, Dave contributed to such projects as The Mask 3D for Warner Bros. Movie World in Madrid, Spain, Star Trek: The Experience for Paramount Parks at the Las Vegas Hilton, The M&amp;M’s Academy for M&amp;M/Mars &amp; Will Vinton Productions, T2/3D for Universal Studios, Aliens 3D for Samsung &amp; Twentieth Century Fox, TimeEscape at Chicago Navy Pier, and Caesars Magical Empire at Caesars Palace in Las Vegas. David has consulted on numerous projects for nearly every entertainment medium, for a very diverse range of clients. Follow Dave on Twitter <a href="https://twitter.com/#!/davecobb">@davecobb</a></p>
<p>The post <a href="http://gsummit.com/session/making-the-real-world-fun/">Writing Rollercoasters: Stories, Spectacle &#038; Games in Physical Places</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Building a Better Entrepreneur with Gamification: The Founder Institute Experience</title>
		<link>http://gsummit.com/session-highlights/building-a-better-entrepreneur-with-gamification-the-founder-institute-experience/</link>
		<comments>http://gsummit.com/session-highlights/building-a-better-entrepreneur-with-gamification-the-founder-institute-experience/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 03:32:47 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Session Highlights]]></category>
		<category><![CDATA[Sessions]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[enterprise]]></category>
		<category><![CDATA[entrepreneurship]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=718</guid>
		<description><![CDATA[<p>Educating adults, and helping them achieve their full potential is the mission of The Founder Institute. It&#8217;s the world&#8217;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 </p><p>The post <a href="http://gsummit.com/session-highlights/building-a-better-entrepreneur-with-gamification-the-founder-institute-experience/">Building a Better Entrepreneur with Gamification: The Founder Institute Experience</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Educating adults, and helping them achieve their full potential is the mission of The Founder Institute. It&#8217;s the world&#8217;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 &#8211; 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.</p>
<p>&nbsp;</p>
<h3>Adeo Ressi, TheFunded &amp; Founder Institute</h3>
<p><a href="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Adeo.jpg"><img class="alignleft size-thumbnail wp-image-377" title="Adeo" src="http://gsummit.zippykidcdn.com/wp-content/uploads/2012/02/Adeo-150x150.jpg" alt="" width="150" height="150" /></a><strong>ADEO RESSI</strong> is a Founding Member of TheFunded.com, an online community of 12,000 CEOs to research, rate, and review funding sources worldwide. Adeo also runs the Founder Institute, a mentoring program that helps entrepreneurs launch hundreds of world-class companies each year. The Institute is the eighth start-up that Adeo has founded or built, four of which were acquired and three of which are still operating. Follow Adeo on Twitter <a href="https://twitter.com/#!/adeoressi">@adeoressi</a></p>
<p>The post <a href="http://gsummit.com/session-highlights/building-a-better-entrepreneur-with-gamification-the-founder-institute-experience/">Building a Better Entrepreneur with Gamification: The Founder Institute Experience</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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		<title>Changing Employee Behavior Without Force: Health and Wellness at NextJump</title>
		<link>http://gsummit.com/session/changing-employee-behavior-without-force-health-and-wellness-at-nextjump/</link>
		<comments>http://gsummit.com/session/changing-employee-behavior-without-force-health-and-wellness-at-nextjump/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 03:31:20 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Sessions]]></category>
		<category><![CDATA[enterprise]]></category>
		<category><![CDATA[health & wellness]]></category>

		<guid isPermaLink="false">http://www.gsummit.com/?p=716</guid>
		<description><![CDATA[<p>Improved employee wellness would go a long way to reducing the tens of billions that US companies lose each year in productivity, health insurance premiums and impaired cognition. But efforts to get employee groups to exercise, eat right and take better care of themselves have mostly fallen flat, even when they&#8217;re made mandatory. NextJump radically </p><p>The post <a href="http://gsummit.com/session/changing-employee-behavior-without-force-health-and-wellness-at-nextjump/">Changing Employee Behavior Without Force: Health and Wellness at NextJump</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Improved employee wellness would go a long way to reducing the tens of billions that US companies lose each year in productivity, health insurance premiums and impaired cognition. But efforts to get employee groups to exercise, eat right and take better care of themselves have mostly fallen flat, even when they&#8217;re made mandatory. NextJump radically reimagined the process of employee wellness using gamification, and in the process have leveraged that knowledge to improve all aspects of the company&#8217;s relationships &#8211; with employees and customers alike. Join this inspiring panel to understand how to motivate with well crafted incentives, and the lessons learned on the road to today&#8217;s astonishing fact: over 75% of NextJump&#8217;s employees work out regularly. How it came together will certainly surprise you.</p>
<p>&nbsp;</p>
<h3>Charlie Kim, NextJump</h3>
<p><strong id="internal-source-marker_0.7985888817347586"><img class="alignleft" src="https://lh4.googleusercontent.com/MT5qccfCLje8GQ5gMDe52CZPKGmhL4nJ4KCFzHYJlZdqJKqbVjweu0-Z9ePnjG1YR_xXtPjIcmIe7sju1ZBmuO4tkf2NZCiGq4VIUA2VOGSmIEGSCs4" alt="" width="150px;" height="147px;" /></strong><strong>CHARLIE KIM</strong> serves as Chief Executive Officer and Chairman of Next Jump, Inc. Mr. Kim founded Next Jump in 1994. He worked in the Information Technology and Human Resources groups of Morgan Stanley in New York, Hong Kong and Tokyo from 1995 to 1997. He returned to Boston in April 1997 to grow the business full-time. To grow Next Jump from a one-person operation to a multi-layered corporation, he raised millions in independent investments from Wall Street’s most influential players. He graduated with Honors from Tufts University in 1995, where he earned a B.S. in Computer Science and a B.A. in Quantitative Economics. Follow Charlie on Twitter <a href="https://twitter.com/#!/charlieykim">@charlieykim</a></p>
<p>The post <a href="http://gsummit.com/session/changing-employee-behavior-without-force-health-and-wellness-at-nextjump/">Changing Employee Behavior Without Force: Health and Wellness at NextJump</a> appeared first on <a href="http://gsummit.com">Gamification Summit</a>.</p>]]></content:encoded>
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