Gamefully Employed: Innovation at Play
What does it mean to “play”? Families enjoying board games, children facing off in the street, or users staring glassy-eyed into virtual landscapes delivered via arcade, console, desktop or hand-held device?
“Play” refers more to engagement than traditional notions of entertainment. We can no longer ignore the utility of games in areas as divergent as customer loyalty and protein synthesis.
Game-inspired design delivers value that vastly exceeds its entertainment aspect. Designers and developers are increasingly employing techniques found in game theory and production. They win the hearts and influence the minds of consumers through manipulation that’s subtle to outrageous.
2015 Speakers and Events
Play Matters
January 7, 2015
David Galiel, Elbowfish
Playing is the Thing
February 4, 2015
Kent Nichols, Beatbox Giant LLC
Creating Enjoyable Frustration
March 11, 2015
Mike Selinker, Lone Shark Games Inc.
If It Isn’t Fun, No One Will Care
April 1, 2015
Grant Roberts, E-Line Media
Gamers Succeed Where Scientists Don’t
May 6, 2015
Seth Cooper, Northeastern University
Mental Health and Social Impact Are No Game
June 3, 2015
Skyler Corbett, U of PDX Online Learning Development
Yori Kvitchko, Sleep Ninja Games
“Outside-In” Engagement
July 8, 2015
Joshua Tanenbaum, Transformative Play Lab, University of California
CHIFOO Game Night!
August 6, 2015
9th Annual CHIFOO Member Appreciation Night
Online Story-Driven Games
September 2, 2015
Rym DeCoster, Fix Flyer, Geeknights, DateNighto
Games That Change Us (For The Better!)
October 7, 2015
Emily Treat, Games for Change
Immersive Design
November 4, 2015
Paul Culp, Super Genius Studio & Rob LaCosse, Intel Games for Change