by Jane McGonigal
May 3–4, 2011
• Gamification and game principles
• Team building and collaboration
• Experiences and interfaces
• Training and retraining
• Game and simulation dynamics
• Shaping and influencing behavior
• Leveraging gaming data
• Solving complex problems with games
• Innovation and rapid prototyping
Is there evidence to suggest that games, especially networked games, work better than real life? Future workforces may find more incentive to join organizations with significant virtual and game-based environments. We're entering an era in which games will affect our work (and play) lives in profound and possibly imperceptible ways.
Are we hardwired to play games? In this conference, we'll examine the future of games and serious fun, as well as the organizational benefits we can derive from games and gaming in the workplace. What strategies can we employ to further integrate gaming into the enterprise world and embed games into the culture? We've learned the business value of storytelling; will the integration of "fun" be as beneficial?
Intelligence gathering, analysis, manufacturing, marketing, and management will feel the impact of new games and game dynamics. We’ll look at how to harness unpaid armies of players to get very useful work done. The future of serious fun may result in inspired, motivated individuals and inventive enterprises.