NSW: Gamification Comes of Age

When:
May 10, 2012 12:00 AM
 
Where:
KPMG Auditorium Sydney
 
More:
 

AIMIA is delighted to announce Gamification 2, which brings you exciting new case studies on the application of gamification in the real world.

The use and understanding of gamification has matured since AIMIA ran the first event in 2011. Back then the discussion centred on the philosophy and the theory of the application of gaming mechanics and dynamics. Now there are local real life examples to demonstrate and discuss.

Even though the essential element of gamification is pleasure (it's not called funware for nothing), it's a serious business with fans and detractors. The more cynical might classify gamification as just another tool in a marketer's arsenal to sell more goods and services using glossied-up loyalty. The naysayers calling gamification a fad, or worse even Bull****. In reality though the use of the fun element has delivered a long lasting engagement and loyalty with consumers, and positive changes in behaviour.

AIMIA is delighted to announce Gamification 2, which brings you exciting new case studies on the application of gamification in the real world.
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