Welcome to the very first edition of the GAITSS (Gamification and Immersive Technology Strategic Solutions) Newsletter. I believe that 2014 will see the beginning of a period of rapid development and very disruptive change in both business and society where Gamification Concepts and Enabling Technologies will act as a big driver for major opportunities and threats. Those organisations who are able to recognise the potential of these developments and implement strategic solutions around them will gain significant competitive advantage and access to rapid growth and development.
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Jan 2014 GAITSS Gamification and Immersive Technologies Strategic Soultions e newsletter
1. Happy New Year and welcome to the very first edition of the GAITSS (Gamification and Immersive Technology Strategic Solutions)
Newsletter. I believe that 2014 will see the beginning of a period of rapid development and very disruptive change in both
business and society where Gamification Concepts and Enabling Technologies will act as a big driver for major opportunities and
threats. Those organisations who are able to recognise the potential of these developments and implement strategic solutions
around them will gain significant competitive advantage and access to rapid growth and development.
The changes I have made to my web site and the introduction of GAITSS as a brand reflect the excitement I feel about the coming
year’s opportunities and my desire to not only enhance existing valued partnerships but also welcome new collaboration
opportunities with individuals and organisations who share this vision of the future.
In this Newsletter
Gamification Developments and Insights – Predictions for 2014
New GAITSS Web Site
The Gamification Cycle
Gamification and the Consumer Electronics Show
Gamification Applications
Strategic Partnership Opportunities
Collaboration and Business Development in South East Asia
Job Opportunity at Totem Learning
Paris iLearn Forum
Aqua Republica UNEP-DHI Eco Challenge 2014
ECTEL Workshop on 21st century Learning in the Health and Emergency sectors
Upcoming Conferences and Seminars
Slideshare Archives
Gamification Developments and Insights - Predictions for 2014
The start of a new year is traditionally a time for making
predictions and I believe that 2014 will see some remarkable
developments in the realms of Gamification and related
technologies. This is why, towards the end of last year, I shifted
my focus away from serious games and now I focus on the
concept of Gamification and its associated Enabling Technologies.
In my view, although I am not keen on the word itself,
Gamification is probably the best description of the concepts
which will create enormous challenges and opportunities over
the coming months and years.
Gamification is a natural and distinctly animal process which has
governed our development since the dawn of time. It is not
unique to human beings and many animal species use
Gamification to learn to understand their environment and equip
themselves with the skills to survive, develop, grow and begin to
shape and influence their world.
From the time we are born, we instinctively gamify our activities
by responding to challenges and opportunities and seeking to
understand and gain control of our world. Parents shape the
development of their children through games and, in the process,
they not only engage and develop their offspring but also
become engaged in game like relationships with their children who quickly learn to use gamification themselves to test and
influence the behaviour of their parents.
The reason why I see 2014 as particularly significant in the emergence of Gamification and Enabling Technologies as a powerful
force for change in both business and society is the rapid development of measurement and feedback technologies that form part
of what I call the “Gamification Cycle”. My eyes have been opened to the significance of this for business and society through my
use of wearable lifestyle tracking technologies that have informed, developed and motivated me to make substantial
improvements in my physical and mental well-being. Without these enabling technologies that provide assessment and feedback,
the barriers to my engagement in my own health would have been too great.
As a result of this, GAITSS has been born and I am now seeking partners in the private, public, voluntary and education sectors to
work with me to use these opportunities to the benefit of all.
GAITSS Web Site
I am pleased to announce the launch of my revamped web site
and a new business initiative called GAITSS (Gamification and
Immersive Technologies Strategic Solutions). I will be proactively
seeking new collaboration partnerships with technology
companies, corporates, research organisations, academia and
the public sector to develop solutions designed to bring
competitive advantage and/or significant improvements in
mission critical areas.
The GAITTS web site contains links to more information with a
whole new section on original Gamification Concepts. Where I
have focused in the past on serious games and immersive
technologies designed to engage our attention, time and money,
I now focus more on the human aspects of Gamification and
Enabling Technologies that tend not to be originated from the
games industry but are far more generic in nature and more
aligned to the “Internet of Things”
I will be pleased to have any comments or feedback on the new
web site, especially around further development of relevant
white papers and presentations. Just contact me on
david@davidwortley.com
The Gamification Cycle
The Gamification Cycle is a new concept I have been thinking
about over the last few weeks. It is designed to work in
conjunction with the Gamification Lens Pyramid and the
Gamification Profiling Matrix to create a toolset that can be used
in my Gamification Workshop to help clients brainstorm
innovative solutions to organisational problems of any kind.
The Gamification Cycle breaks down any human activity into a
series of components which are highly personalised and
interactive. The benefit of breaking down Gamification into these
components is that it becomes easier to develop a holistic
solution in which each component is optimised to engage the
individuals or groups in actions, attitudes and behaviours which
2. are targeted at the primary objective. I intend to develop white papers and video presentations on all these concepts together
with practical everyday examples of successful and sustainable Gamification projects.
Each stage of the Gamification Cycle needs to be designed so that it is attractive, accessible and affordable to the target group
which needs to be engaged, developed or influenced. Enabling Technologies provide the tools to support the attractiveness,
accessibility and affordability as well as personalising interactions within the Cycle
Please look at the Gamification section of the web site and contact me if you would like to discuss how it might be used to address
your organisational and strategic issues.
Gamification and The Consumer Electronics Show (CES)
The Consumer Electronic Show (CES) held earlier this month in Las Vegas revealed some very interesting technology developments
that can provide enabling solution to Gamification applications. Some of the technologies on show that caught my attention on
their web site were :Wearable Lifestyle Technologies
My experience with the Jawbone UP bracelet convinces me that wearable sensor technologies that can be personalised to the
user are going to be ubiquitous and will find a massive range of applications only limited by our imagination. One of the new
products was the Sony CORE bracelet which, like the Jawbone UP, includes motion and activity sensor but can also track many
other daily activities and preferences. Like the Samsung Galaxy GEAR products, these devices are designed to work in conjunction
with a mobile phone or tablet rather than replace them.
MEMS (Micro Electro Mechanical Systems)Based Sensors
MEMS devices are miniaturized mechanical systems produced using a semiconductor fabrication technique. The use of this construction method
not only makes possible the reduction of sensor dimensions (MEMS devices range in size from 20 micrometers to one millimeter) but also allows
the integration of both mechanical and electronic components on a single chip.
Even though adoption of MEMS devices in smartphones did not take hold until Apple used accelerometers in 2008 to detect motion in its iPhone,
these devices now contain as many as 12 MEMS chips each, and along with tablets are expected to remain a growth opportunity for MEMS
devices. For the MEMS industry as a whole, analysts at Yole Dévelopement expect a 12 to 13 percent CAGR through 2018, resulting in a $22.5
billion, 23.5 billion unit MEMS market.
MEMS are a critical component of the Measurement and Feedback Enabling Technologies within the Gamification Cycle and because they will be
embedded into every conceivable device in the future and will communicate with each other and mobile applications, they will create many
opportunities to innovate new Gamification solutions that could totally transform some sectors of business and society.
Gamification Applications
The latest and highly anticipated developments in measurement
and feedback Enabling Technologies will provide platforms for
personalised applications based on the use of these sensors to
track and monitor activity and performance. There will
undoubtedly be some stern opposition, at least in the initial
stages, because tracking location and behaviour automatically
opens up problems with personal privacy.
What we should learn from the success of Facebook and Twitter
is that human beings, especially the latest generation, are willing
to share and publicise their activities with complete strangers in
exchange for the social benefits these applications provide. I
envisage that there will be a need to establish an independent
body to develop protocols and standards that allow the same
rights and responsibilities on privacy as existed before any
technology was in place.
What this will mean in practice is that devices will be developed
that will only function when worn by a specified person and that
the data stored on those devices and associated companion
devices such as tablets and phones will remain the private
property of the user who will be able to easily chose what data is
made available and to whom depending on the application.
There will need to be reciprocal safeguards for society but these types of devices do offer up a chance to protect both individuals
and society with balanced rights and responsibilities.
Currently, I see Health as the most promising application area for these solutions, especially with global challenges like obesity and
diabetes where Gamification and Enabling Technologies could play a major role.
The new GAITSS web site has a whole section on different application are that are of interest to us.
Strategic Partnership Opportunities
This year will be a major opportunity to develop strategic
partnerships across different sectors and disciplines. Gamification
is a highly innovative and creative process that requires out of
the box thinking and trans-disciplinary collaboration.
I am looking to establish collaborative partnerships with
individuals and organisations who share my vision of the
opportunities and are keen to commercialise new products and
services based on Gamification strategies and Enabling
Technologies.
I am especially keen to find partners in the health, well-being and
fitness sector including health and fitness professionals,
technology providers, public and voluntary sector health
organisations and venture capitalists I believe that the ideas I
have in mind for new products and services can transform lives
and public and private health policies.
Collaboration and Business Development in South East Asia
3. From late-March I expect to be spending some time in South East Asia at conferences and events in Malaysia, Singapore, Korea,
Thailand and China. During this period, I will be aiming to develop strategic partnerships and run workshops around Gamification
and Immersive Technologies. If you are interested in making connections in this region or developing business opportunities with
partners in these countries, I will be happy to discuss ways in which I can support your business development to mutual
advantage. Please contact me at david@davidwortley.com for further details.
Job Opportunity at Totem Learning
Could you be Chief Technical Officer of a multi-million pound software company in five years’ time?
Are you excited by how games can be used for purposes other than pure entertainment?
Who are Totem?
Totem Learning Est. Nov 2012 create games for learning and immersive simulations, helping players to reach their potential.
We’re an entrepreneurial and creative company who are growing quickly and have our sights set on world domination! (or at least
to be at the forefront of Serious Game design and development)
What we need
We need a real innovator and problem solver, a genius who can use their knowledge and experience of software development to
create brand new solutions or streamline existing products. We need a revolutionary; someone who’ll enjoy playing with exciting
new technology and making it practical and useable for the masses.
Who are you?
If you’re ambitious and the kind of person who wants to make their mark, get involved in company strategy and lead a
development team to triumphal victory over ‘average’ performance, then that’s a great start.
It won’t be easy, so you’ll need to meet challenges head on, to be stubborn and refuse to give up!
You’ll also fly in the face of the typecast Dev. because you’ll have great communication skills and will be confident liaising directly
with our high profile (FTSE 100, Fortune 500) clients.
In addition, we’re hoping you’ll have all or most of the following:
-
Lead programmer experience
Programming languages including Flash AS2.0 and 3.0, Unity 3D (and 2D)
Back-end, database development, systems architecture
Solid experience of delivering projects on time, evidence of project management
What you can expect from us
-
Plenty of opportunity and flexibility for you to forge your career the way you want it to be
A friendly, fun but professional working environment
A chance to make a name for yourself working with some top global organisations
International travel opportunities
The personal, professional and financial rewards of helping a company expand and flourish
Salary
Let’s start with you telling us what you think it should be…
Location
Totem Learning, Unit 2, Coventry Innovation Village, Cheetah Road, Coventry, CV12TL
Contact
Please email a copy of your CV and a brief covering letter to hr@totemlearning.com
Deadline
COP Friday 24th January 2014
STRICTLY NO AGENCIES
Paris iLearning Forum
iLearning Forum Paris 2014:
The n°1 event in France dedicated to e-learning and Talent Management
Tuesday 11 and Wednesday 12 February 2014 - Espace Champerret, Paris. The access if totally free.
Get your free badge on-line: http://www.ilearningforum.org/
The Conference Programme
With over 350 seats, visitors have the opportunity to attend the best and most comprehensive eLearning conference of the year in
France. The French language program in Conference Room No. 1 is organized around 8 key themes, each with a moderator and 3
or 4 related presentations.
In the VIP room iLearning Forum visitors can attend three specialist conferences
-
on Tuesday 11 February a special conference on language learning in partnership with Vocable
on Wednesday 12 February, morning, a special eLearning conference in English
on Wednesday 12 February, afternoon, a special conference on adult education and long life learning in partnership with
Althia.
Tuesday 11 February 2014
Timetable
Conference Room n°1
9h30
Opening Keynote
From 10h00
to 11h30
Workshop 1 – Case Studies – Large
Companies and Small Businesses
From 12h00
to 13h30
Workshop 2 – On-line Tutoring and
Virtual Classrooms
From 14h00
to 16h00
Workshop 3 – Mobile and Social
Learning
From 16h30
to 18h00
Workshop 4 – Rapid Learning
18h00
Timetable
From 14h00
to 17h00
VIP Room
E-learning et la formation mixte pour
l'apprentissage des langues
End of Day 1
Wednesday 12 February 2014
Timetable
Conference Room n°1
Timetable
VIP Room
4. From 9h30
to 11h00
Workshop 5 – Case Studies – Large
Companies and Small Businesses
From 9h30
to 13h00
e-learning in Developing and
Emerging Countries
(English Conference)
From 11h30
to 13h30
Workshop 6 – LMS State of Art and
From 14h00
to 15h30
Workshop 7 – Serious Games
From 14h00
to 15h30
e-learning in children and adult
education
From 16h00
to 18h00
Workshop 8 – E-learning on demand
and content creation
From 15h30
to 18h00
e-learning in long life training
their convergence with HR tools
18h00
Closing Keynote - End of Day 2
The Conference Programme is now available by clicking on the following link:
Conference Programme
Aqua Republica UNEP-DHI Eco Challenge 2014
UNESCO Hong Kong Association, UNESCO Bangkok, UNEP–DHI Centre (Denmark), Hydroinformatics Society (Singapore), Hong
Kong Digital Game Based Learning Association, Serious Games Association (Singapore), Chiang Mai University and the Tropical
Marine Science Institute, National University of Singapore are jointly organising the 2nd UNEP-DHI Eco Challenge 2014.
The UNEP-DHI Eco Challenge uses an online strategic game “Aqua Republica”, to help raise awareness of the importance and
challenges of managing limited natural resources in the face
of multiple and often competing demands in the drive towards
a sustainable development.
Aqua Republica is a DHI and UNEP-DHI Centre project that
focuses on the development and promotion of a not-for-profit
serious game in collaboration with a number of partners. The
aim is to promote sustainable water resources management
by sharing knowledge, raising awareness and building capacity
in some of the most critical issues in water resources
management. This is achieved through a computer-generated
virtual environment called, “Aqua Republica” where
participants can experience making decisions in managing a
catchment in an interactive and engaging way, and in doing so
learn about the connectivity and importance of water resources, as well as the need for careful management.
To register for this game and find out more, go to http://www.seriousgamesconference.org/unep-dhi-eco-challenge-2014
ECTEL Workshop on 21st century Learning in the Health and Emergency sectors
During the annual edition of the European Conference for
Technology Enhanced Learning www.ec-tel.eu the “21st century
Learning in the Health and Emergency sectors” workshop was
organized around three supporting projects in close
collaboration:
Rehab@Home (www.rehabathome-project.eu) ,
Mirror (www.mirror-project.eu) and
ImREAL (www.imreal-project.eu).
The idea behind the design of this highly interactive workshop
was to build a bridge between research and market needs by
bringing researchers and practitioners in the healthcare and
emergency sectors together to discuss concrete business
scenarios and state of the art technology solutions with the
objective of improving the relevancy of the developments and
increasing their exploitation potential
Various project approaches and developments were presented before the Rebah@home team shared with the participants some
practical tools and knowledge designed to focus on relevant issues such as effective Sales & Marketing techniques and methods of
engaging stakeholders in the R&D process.
Participants reflected on sustainable solutions designed to guarantee a high impact in real work settings; in other words this
workshop was conceived for people creating solutions for this sector to present their work to professional practitioners interested
in these solutions and for the practitioners to share their experiences of the practical issues raised by these applications.
A short video wrapping up results of the workshop can be found on YouTube: http://www.youtube.com/watch?v=SzwiUS6PV9U
The workshop web page offers available materials for download http://i-maginary.it/ec-tel-2013/ec-tel-2013.html
A slide on slideshare recaps the event: http://www.slideshare.net/lpannese/health-emergency-trainingworkshop
Upcoming Conferences
Below is a list of forthcoming conferences – also accessible at http://www.davidwortley.com/events.html
Date
Event Name / Description
Location
Web URL
Feb 3-5
2014
MESM 2014 - Middle Eastern
Simulation and Modelling
Conference
Muscat, Oman
http://www.eurosis.org/cms/ ?q=node/2713
Feb 6-7
2014
2014 Technology, Knowledge and
Society Conference
Madrid, Spain
http://techandsoc.com/the-conference/
Feb 1112
iLearning Forum Paris 2014 for elearning, Training, HR and Talent
Management professionals
Paris, France
http://www.ilearningforum.org/en
Mar 10- ASTEC 2014 - GAME ON’ ASIA - 5th
12 2014 Asian GAME On Conference
Singapore
http://www.eurosis.org/cms/ ?q=node/2632
Mar 10- INTED2014, the 8th International
14
Technology, Education and
Development
Mar 17- SCWS2014 - Science Centre World
19 2014 Summit - Public Engagement for a
Better World
Valencia, Spain
http://iated.org/inted/
Mechelen, Brussels,
Belgium
http://www.scws2014.org
Mar 19- ABSEL 2014 - Association for
Orlando, Florida, USA http://absel2011.wordpress.com/2012/04/03/absels21 2014 Business Simulation and Experiential
40th-annual-meeting-march-6-8-2013/
Learning
Mar 23- EKnow 2014 - Sixth International
Barcelona, Spain
27 2014 Conference on Information, Process
and Knowledge Management
http://www.iaria.org/confere
nces2014/eknow2014.html
5. Mar 24- CGAT 2014 - Computer Games and
25 2014 Allied Technologies
Singapore
http://www.cgames.com.sg/ #sthash.gcLLW3fc.dpbs
Mar 30 - Thaisim 2014 - 6th International
Apr 1
Thaisim Conference - Learning with
2014
Simulations and Games
Bangkok, Thailand
http://www.thaisim.org/ts14/
Apr 7-10 ICTLT - International Conference on
Teaching and Learning with
Technology
Singapore
http://www.ictlt.com/
Apr 2830
Bruges, Belgium
http://www.eurosis.org/cms/?q=taxonomy/term/331
Lausanne,
Switzerland
http://www.medtechinvesting.com
Apr 2930
*FUBUTEC'2014*
10th Annual Future Business
Technology Conference 2014
18th MedTech Investing Europe
Conference
May 14- IEEE 3rd International Conference on Rio de Janeiro, Brazil http://www.ipca.pt/segah2014
16
Serious Games and Applications for
Health
May 23- 1st International Symposium on
Goyang City, South
www.seriousgamesconference.org
24 2014 Simulation and Serious Games
Korea
Jun 6-8
IED 2014 Immersive Education
Summit
Jun 1524
5th Jubilee International Conference Riviera, Bulgaria
on Cartography & GIS & Seminar
with EU cooperation on Early
Warning and Disaster/Crisis
Management
Infotech 2014 – 3rd Annual World
Dalian, China
Congress on Emerging Technologies
Jun 1921
Jul 5 –
Oregon Youth Jamboree
21 2014
Aug 2528
Los Angeles, USA
Oregon, USA
SimTect 2014 Asia Pacific Simulation Adelaide, Australia
Training Conference
www.iccgis2014.cartography-gis.com
http://www.bitcongress.com/InfoTech2014/default.as
p
http://oregonhibbs.com/2013/09/10/eugene-youthjamboree-faq/
http://www.simtect.com.au/
Archived Presentations, Images and Videos
I am archiving as many of my previous presentation, videos and event images as possible. You can access these from my web site
at :- http://www.davidwortley.com/conferences.html or visit my Slideshare page at :- http://www.slideshare.net/dwortley/
If you would like any presentations, videos or documents circulated to my network, I am happy to provide this service free of
charge for any material relevant to readers of this newsletter. If you are interested, contact me at david@davidwortley.com.
Best Regards
David Wortley FRSA
Founder of Immersive Technology Strategies
Email : mailto:david@davidwortley.com?subject=General Enquiry
Skype: davidwortley
Second Life : Hobson Hoggard
Web: http://www.davidwortley.com
New Book: www.gadgetstogodbook.com
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