In the 1964 classic Mary Poppins, the Bank’s children refuse to
clean up the nursery, so what does Mary Poppins do... she turns the
chore into a game of course! Companies across the globe are using this
same approach to achieve customer loyalty, employee engagement, and even
social benefit.
Humans are wired from birth to play games that are fun and
engaging. Games provide motivation, ability, and trigger and feed our
basic drive for self-accomplishment according to the Fogg Behavior
Model.
We have already seen mobile, social, and simple online games
entice hundreds of millions of people into the gaming world. Will the
next wave of games incentivize us to accomplish goals outside of the fun
of playing the game? Will gamification revolutionize customer
engagement, alter the way we measure and motivate employees, or change
the way we improve our health and educate our children?
Join us at the Stanford Graduate School of Business to Learn More.
Moderator:
Margaret Wallace, CEO and Co-Founder, Playmatics
Panelists:
Courtney Guertin, Co-Founder & CTO Kiip, Inc.
Rajat Paharia, Founder & Chief Product Officer of Bunchball
Amy Jo Kim, Founder & CEO of ShuffleBrain
Joshua Williams, Senior Software Design Engineer at Microsoft Corporation
Andrew Trader, Venture Partner at Maveron