Gamification Sydney 2016: Let's Play Again
It's About Engagement #gameaus #gamification
http://www.arkgroupaustralia.com.au/events/gamification-sydney-2016/
8-10 November 2016, Sydney Rydges Central
* Tools and Techniques
* Creating Value and Gaining Buy-In for Gamification
* Engagement through Gamification
* The “Do’s” and Don’ts” of Gamification
1. One Day Forum - Four Types of Sessions
Two Preparatory Pre-event Workshops
One Site Visit
Two Full Day Post Forum Advanced Workshops
www.arkgroupaustralia.com.au
Workshop C: FutureDeck: The Innovation Tool that lets
you Invent
Dr Steffen P Walz, Professor of Design/Art, Curtin
University, WA & Managing Director, gerenwa GmbH,
Germany
Workshop D: Do You Want To Play A Game?
Stephen E. Dinehart IV, Chief Creative Officer and
Founder, The Colorverse™
2 Post Forum Full Day Advanced Workshops
Community, Internal Communication, HR, Learning,
Marketing and Corporate Communication
G a m i f i c a t i o n
S y d n e y 2 0 1 6
G a m i f i c a t i o n
S y d n e y 2 0 1 6
Tools and Techniquesóó
Creating Value and Gaining Buy-Inóó
for Gamification
Engagement through Gamificationóó
The “Do’s” and Don’ts” of Gamificationóó
Take Part in this
Unique Forum with:
Marigo Raftopoulas, Strategic Labs
Stephen E. Dinehart IV., Colorverse™
Consumer Affairs Victoria
KPMG
Millipede
Deakin University
Department of Family and Community Services
(Former Manager Sector Learning)
The Savvy ACADEMIC
Join Gamification Australia on LinkedIn: http://tinyurl.com/prf3kmy *Receive one of the following three
PDF reports for free when you register
Take part and learn
from some of the world’s
leading experts, thinkers,
practitioners and doers in
Gamification Today.
The Second Time In Australia
Welcome To:
It's About
Engagement
These workshops are designed in delivering a solid
understanding of gamification and its uses.
Workshop A: Gamfication 101,
Zac Jacobs, Director, Millipede
Workshop B: Real Life Gamification
KPMG - SITE VISIT
2 Pre Forum Preparatory Workshops
An Interactive Guide to Bringing Innovation and
Engagement to Your Business Across All Areas
8 -10 November 2016, Rydges Sydney Central, Australia
2. Supported By:
TM
Since the last forum held in Melbourne, we have received over whelming requests to
hold the forum in Sydney. Gamification is being used successfully on an international
scale, but even though Australia has one of the most adaptive business cultures in the
world, this one very important new development is underutilised.
This unique interactive guide will combine three distinct types of sessions that will keep
you engaged and learning through-out the two days.
There will also be “Introductory Preparatory Workshops” the day before, for those who
wish to fully prepare themselves into the world of Gamification, one will take you to
their office in Sydney to give you a real hands on demonstration.
Plus a full one day workshop on FutureDecK!
Some Feedback from Melbourne Event
Which features of the conference did you enjoy most?
In short, it was one of the best conferences I've been to
Great new creative thinking process – ANZ
Loved the “reverse brainstorm” – Sportsbet
Topics – the presentations- their content were good
Lego, KPMG Presentation, Consumer Affairs Presentation
Interactive –HK Institute of Vocational Education
Exactly what I needed to get my foot in the door – RACV
Join Gamification Australia on LinkedIn:
http://tinyurl.com/prf3kmy
8 - 10 November 2016, Sydney Rydges Central
3. 8.00 Registration and refreshments @arkgroup
8.30 Chairperson’s opening remarks
How Gamification is Transforming Business
Marigo Raftopoulos, Director Strategic|Games|Lab, Founder, Strategic Innovation Lab
@marigo
9.00 ENGAGE ME
Opening Interactive Module
This session will be a hands-on workshop format and will last one hour, with a 15 minute
wrap-up
Marigo Raftopoulos, Director Strategic|Games|Lab, Founder, Strategic Innovation Lab
10.15 Morning refreshments and networking #GAMEAUS
10.30 Case Study:
Citizen Engagement: using digital to increase your relevance in a crowded marketplace
• Implementing effective digital strategies to engage with the public online
•Successfully integrating social media and apps into communications
• How to foster support for digital citizen engagement strategies through increasing both
employee and management participation
Fiona Symmons, (former)Strategic Planning Manager, Education and Online Services,
Consumer Affairs Victoria @fionasymmons
11.30 Competing for Engagement through Gamification
The Approach, Findings and Implications of a Gamified Pilot Project
• Key findings and implications for others
• Critical project management considerations
Christian Gossan, Director, Global Sales & Markets, KPMG
12.15 Networking lunch
1.15 Re-engaging Learners in a Digital Age
In an ever-changing world, how are education providers responding to the increasing
ways in which their students consume content? Rapid developments in social media and
entertainment distribution are affecting learner expectations. It is becoming clear that
the students of today are disengaging with century old approaches to teaching and
learning. This presentation will touch on future-proof solutions (shaped by leaders in the
field) that reclaim students’ motivations and engagement. Solutions such as accessibility,
personalisation, gamification and digital communities will be discussed.
• Shifting media platforms and the student engagement crisis
• The benefits of gamified, personalised and accessible online learning
• Case study: The story of hemp - a gamified approach to teaching food regulation
Danielle Teychenne, Interactive Media Developer, Deakin University
Delegates will take from this session: How to remain responsive to market trends that
affect student perceptions/motivations and the benefits of personalised, gamified,
accessible and community supported learning.
connected forum DAYTWO agenda
Wednesday, 9 November 2016
4. connected forum DAYTWO agenda
Wednesday, 9 November 2016
2.00 LEGO @ Work
In this session you’ll learn about the internationally renowned LEGO® Serious Play®
method. Find out how companies are using this method to:
• Tackle business problems
• Improve team communication
• Increase employee engagement
• Drive creativity and innovation
This is a hands on session where you will have to play with LEGO!
Alison Schiena(Former Manager Sector Learning) Department of Family and Community
Services
3.00 Afternoon refreshments and networking #GAMEAUS
3.15 Gamification: 3 Tips to Quickly Design Gamified Programs
If you think gamifying your content is too expensive or too time consuming, think again!
In this session, you’ll discover 3 tips to quickly gamify content and engage with
awardwinning ID, Dr Melissa Bordogna. After quickly defining gamification, we will
explore some basics assumptions that hinder the gamification process before delving
into the 3 tips for creating gamified programs.
Dr. Melissa A. Bordogna, Managing Director,
Global Educational Network Technologies Pty Ltd
WINNER LearnX: Learning & Technology Impact Awards 2012
2012 Best Instructional Designer
4.15 Creating Engaging Experiences using a Play Centered Process
In an increasingly experiential world customers are looking for more than a solid
product, they want a story well told, one in which they take part. In this session we’ll focus
on exploring a play centered process that facilitates deep engagement and creates
experiences that engage your audience through play. In addition, participants will also
be tasked to create a game using the process to discover, define and refine a game
that delivers a memorable play experience.
•How Games tell Stories that Stick
• Defining and Creating a the Play Centered Process for big budget video games,
crowdfunding, card games and transmedia
• Case Studies: The Conspiracy for Good, Lego Mixels, Club Colorverse
Stephen E. Dinehart IV, Chief Creative Officer and Founder, The Colorverse™
Stephen E. Dinehart IV is an award-winning writer, designer and artist trained at Detroit’s College for Creative Studies
(BFA) and at University of Southern California’s School of Cinematic Arts (MFA) while on scholarship from Electronic
Arts, Gene Autry and the David Lynch Foundation. A globally recognized expert in art education, game design &
transmedia storytelling. Dinehart has consulted and worked with TED, Saatchi & Saatchi, Warner Brothers, Electronic
Arts, Activision, and more, on franchises ranging from The Marvel Universe, Constantine, F.E.A.R., and The Lord of the
Rings to Batman.
5.15 Closing Remarks
Some Feedback from Melbourne Event
Which features of the conference did you enjoy most?
In short, it was one of the best conferences I've been to
Great new creative thinking process – ANZ
Loved the “reverse brainstorm” – Sportsbet
Topics – the presentations- their content were good
Lego, KPMG Presentation, Consumer Affairs Presentation
Interactive –HK Institute of Vocational Education
Exactly what I needed to get my foot in the door – RACV
5. PRE FORUM PREPARaTORYWORKSHOP WORKSHOP A
Tuesday, 8 November 2016
Registration: 8.30 am
Workshop starts: 9.00 am
Workshop ends: 12.00 pm
Facilitated by: Zac Jacobs, Director, Millipede @_millipede @zacjacobs
A Gamification 101, 102 and a bit of 103
About the workshop:
In this practical hands-on workshop participants will learn about Gamification methodology and
bring back a ready to use blueprint to their organisation.
About the workshop leader:
Zac is the co-director of multi-award winning Millipede, who are one of the
world's most experienced and talented app developers, with experience in
both consumer and enterprise across all platforms. Millipede has developed
innovative projects for clients that include the Australian Government,
Macquarie Bank, KPMG, Metro Trains, Telstra and the ABC.
Millipede is part of STW, Australia’s leading marketing content and
communications services group; and are bringing their expertise into the
enterprise arena, helping governments and corporations engage their staff
and customers.
First Steps
Introduce yourself & share a burning question
You will then go through and gain hands on knowledge about:
Creating Value and Gaining Buy-In for Gamification
Engagement through Gamification
Tools and Techniques
Developing a Strategic Gamification Process
Best Practice in Gamification
The “Do’s” and Don’ts” of Gamification
Mythbuster Session
6. About the workshop leader:
Christian leads a global programme of work at KPMG to help engage staff
and improve their ability to serve clients.
After the successful pilot of a gamified tool in Australia in 2013 he took the
opportunity to build engaging staff learning experiences with a global scale.
As part of this role, he is working with a University on a research project proving/
disproving the link between training and business performance outcomes.
PRE FORUM PREPARaTORYWORKSHOP WORKSHOP B
Registration: 1.00 pm
Workshop starts: 2.00 pm
Workshop ends: 4.30 pm
Facilitated by: Christian Gossan, Director, Global Sales & Markets, KPMG
B
Tuesday, 8 November 2016
Real Life Gamification
SITE VISIT
About the workshop:
Christian will share observations, lessons learned, insights and implications for others from his
experiences leading small pilots and global programmes of work.
The session will cover various topics, including design and trade-offs, procuring vendors, user
motivations and millennials, gamers vs. non gamers and unexpected delighters.
Be prepared as this will be highly interactive and focus on sharing implications of insights for
session participants and will include a hands on component with two unique gamified tools.
About site visits: We are going to take you to the offices of KPMG, so you will gain first hand
knowledge on how their process of Gamification takes place and get your hands on the tools
that make it work.
7. Post Forum Full DayWORKSHOP WORKSHOP C
Thursday, 10 November 2016
C FutureDeck:
The innovation tool that lets you invent
Registration: 8.30 pm
Workshop starts: 9.00 am
Workshop ends: 4.30 pm
Facilitated by: Dr Steffen P Walz, Professor of Design/Art, Curtin University, Perth, WA & Managing Director, gerenwa
GmbH, Germany
About the workshop:
Shaking up Australian economic growth areas from Deloitte's "Building the Lucky Country" report with
key technologies and impacts —amongst the latter, albeit on a less serious note: Zombies!, Beauty,
Armageddon, and select political leaders— this card game can help playfully spawn as well as challenge
the next level of creative ideas, against your set of objectives, whilst assessing how ethical the outcomes
might be. The FutureDeck can also be used to create absolutely ridiculous and silly endeavours with your
new business or product, movie plot, fashion item or party theme – if that feels like a better pastime for
the future.
Endorsed by Deloitte Centre for the Edge Australia and distributed by Steffen’s company gerenwa,
playing with the FutureDeck inspires entrepreneurial, out-of-the-box, critical, reflective mindsets, seeking
to create headspace and 'brain juggling', and to facilitate for a fun (and oftentimes, silly) group and/or
duo player activity. This way, players are led to invent new possible, probable, plausible and impossible
products.
Next to default rule sets, invites players to create own game rules, topics, objectives and futures.
Tried and tested audiences include e.g. design and technology conference participants & organizers;
students & educators; research & digital innovation leaders in organizations; university program leaders
managing programs concerned with business modeling, design and up- and-coming technologies;
entrepreneurs, inventors and start-ups; creative, entertainment and IT industry representatives, as well
as creative agencies; journalists writing about design and technology; and everyone caring about our
futures. That should be ... YOU!
The FutureDeck can be purchased via playfuturedeck.com. FutureDeck play sessions and workshops
have been conducted with many national and international clients, including Deloitte, Sportsbet,
Department of Education and Training Victoria, Daimler, Audi, bizplay Gamification Congress, Code for
Australia etc.
About the workshop leader:
Professor Steffen P Walz is Professor
of Design/Art at Curtin University,
Perth, WA, and Managing Director
of gameful design consultancy &
software engineering firm gerenwa
– All About Connecting The Dots.
Steffen has earned a doctoral degree
in Computer Aided Architectural
Design from the ETH Zurich (CH) and
a MA in Cultural Anthropology from
the University of Tuebingen, Germany.
Between 2011–2016, Steffen had been
serving as Founder-Director of the Games & Experimental
Entertainment Laboratory (GEElab), then based at RMIT
University, at locations in Melbourne and in Germany, see
geelab.rmit.edu.au.
Aside from academia, and from curating game and
gamification-related events nationally and internationally
—including, this year, the 5th anniversay of bizplay.org in
Germany, as well as the Education In Games Summit as part of
Melbourne International Games Week, see www.gamesweek.
melbourne— for more than 15 years, Steffen has been helping
deliver (serious) game and gameful prototypes, products and
services, oftentimes tied to an educational, and/or a health
& wellbeing objective. His portfolio features card games,
smartphone apps, interactive installations as well as city-
wide experiences. He has worked with and for world-leading
organizations and brands, including Novartis Pharma, Audi,
Daimler, LG Display, The University of Zurich’s Dermatology
Clinic and Deloitte Centre for the Edge Australia. In addition,
Steffen has been consulting to a wide variety of national and
international institutions around game industry policy and
strategic topics, for example to VicHealth; Code for Australia;
the Swiss Ministry for Vocational Education and Technology;
Creative Victoria; the Victorian Department of Education and
Training; the German State Ministry in Baden-Wuerttemberg;
the United Nations Population Fund and others.
8. Post Forum Full DayWORKSHOP WORKSHOP D
Thursday, 10 November 2016
D
Define and Refine Compelling
User-Experiences within Budget
Do You Want To Play A Game?
Registration: 8.30 pm
Workshop starts: 9.00 am
Workshop ends: 4.30 pm
Facilitated by: Stephen E. Dinehart IV, Chief Creative Officer and Founder, The Colorverse™
About the workshop:
What is play? What is story? How does one create meaningful and engaging experiences that
deliver on intended outcomes and customers expectations? In an increasingly experiential world
customers are looking for more than a solid product, they want a story well told, one in which
they take part.
In this day long workshop, University of Southern California’s School of Cinematic Arts Transmedia
Scholar and award winning game maker Stephen E. Dinehart IV expounds on the processes he
refined through years in the trenches of interactive media development and deployed on a
range of entertainment properties.
This process is sure to help you iterate more quickly, at lower cost and with stronger outcomes
to deliver compelling user-experiences. If you are looking for stronger employee or customer
engagement this process is sure to help you nail down and deliver a truly meaningful
experience.
In addition, participants will also be tasked to create a game using the play centered (playcentric)
process to discover, define and refine a game that delivers a memorable play experience. Be
sure to come packed with a willingness to play, laugh, and experiment.
About the workshop leader:
Stephen E. Dinehart IV is an award-winning writer, designer and artist trained at
Detroit’s College for Creative Studies (BFA) and at University of Southern California’s
School of Cinematic Arts (MFA) while on scholarship from Electronic Arts, Gene Autry
and the David Lynch Foundation. A globally recognized expert in art education,
game design & transmedia storytelling. Dinehart has consulted and worked with TED,
Saatchi & Saatchi, Warner Brothers, Electronic Arts, Activision, and more, on franchises
ranging from The Marvel Universe, Constantine, F.E.A.R., and The Lord of the Rings to
Batman.
The Colorverse™ is a venture that emerged out of a project crowdfunded last spring,
Pinky Elefante™. Located in Madison, WI and built by a core team of craftsmen, our launch product is
a classic arcade-inspired universe that fictionalises poaching. A portion of proceeds is donated to foster
orphan elephants.
9. Workshop
Pricing -
circle choice
Forum and
Two Half Day Workshops
q A or q B
Forum and
One Half Day Workshop
q A or q B
Forum only Pre Forum Half Day Workshops
q A or q B
Standard Pricing q
$2585 + GST =$2843.50
q
$1890 + GST = $2079
q$1195 + GST = $1314.50 q$695 + GST = $764.50
Early bird
(exp: 10/09/2016)
Not valid with any other offer
qsave $600
$1985 + GST = $2183.50
qsave $400
$1490 + GST = $1639
qsave $200
$995 + GST = $1094.50
qsave $200
$495 + GST = $544.50
Member offer (exp:
10/09/2016)
I am a member of an organisation
supporting this forum Not valid with
any other offer
qsave $850
$1835 + GST = $2018.50
qsave $500
$1390 + GST = $1529
qsave $250
$945 + GST = $1039.50
qsave $250
$445 + GST = $489.50
10 Nov 2016 - FULL DAY
Choose One Only
Workshop C: FutureDeck
q Full Day Post Forum Workshop:
$995 plus gst: $1094.50
or
Workshop D: Do You Want To Play A
Game?
q Full Day Post Forum Workshop:
$995 plus gst: $1094.50
Gamification Sydney 2016 - Australia
8-10 November2016, Rydges Sydney Central
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1st
2nd
3rd
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subject to variation without notice.
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All bookings submitted by e-mail, fax, or over the5.
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Event venue and accommodation
Rydges Sydney Central
(formerly called Sebel Surry Hills)
28 Albion Street, Surry Hills NSW 2010
Hotel: +61 2 9289 0000
Web:www.rydges.com/sydneycentral