The University of Waterloo is set to host the Gamification 2013 international gaming conference, Wednesday to Friday of this week.
Gamification 2013 is the premier event to share ideas, collaborate with academics and industry experts, and explore the future of gamification. It’s also the world’s first conference to truly bridge academic research and business opportunity in the area of gamification.
The conference will showcase a blend of academic research and experimental applications with industry and not-for-profit examples, commercialization support and best practices. Research and case study presentations will take place on a range of topics including social game mechanics vs. traditional leaderboards, best practices for applying metrics to educational games, games and the future of retail, “exergames” in the classroom and in the workplace, and much more.
Unfortunately we just heard about the conference and it is already sold out.
Keynote speakers include American author and social game designer Amy Jo Kim, whose design credits include Netflix, Rock Band, eBay, Yahoo! and Ultima Online, as well as Dallas-based designer and consultant Stephen P. Anderson, who wrote the book “Seductive Interaction Design: Creating Playful, Fun and Effective User Experiences.” Kim and Anderson’s keynotes will both be livestreamed via the Gamification 2013 website.
Current research in gamification will be discussed while Waterloo will provide a venue for international and interdisciplinary attendees to discuss the research and the growing gamification industry. The conference program will highlight Canada’s existing and emerging leadership in this sector, and enable the collaboration and planning that will ensure the industry’s continued success. The program streams will feature a blend of academic research and experimental applications with industry and non-profit examples, procedures, best practices, goals and results.
Gamfication 2013’s partners for the event include ACM, the world’s largest educational and scientific computing society; The Canadian Digital Media Network (CDMN), which is dedicated to establishing Canada as a world leader in digital media; Immerse, the Interactive and Multi-Modal Experience Research Syndicate; The Games Institute, which conducts research into the past, present, and future of digital games; GAMER Lab, UOIT’s state-of-the-art graduate student and experimental research space for games; GRAND, a research network and commercialization engine whose goal is to address complex issues in digital media; SIGCHI, the premier international society for professionals, academics, and students who are interested in human-technology; the University of Ontario Institute of Technology (UOIT); and the University of Waterloo.