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Work Smarter. Play Smarter. Deliver Powerful Immersive Strategies & Techniques

Book Now! Clocks are Ticking for Early Bird - Just £199** - Limited Number Ends 1 June

 

   
                           

 

IMMERSION FORUM

In a fast-changing, agile, 'always-on' and complex world it pays to learn fast!

Book all day or 1/2 day tickets

Morning: IMMERSION work smarter - How and why leading companies are transforming themselves through Gamification, Social Media, Smartphone, Apps, Design & Innovation in their Business Practice

Afternoon: IMMERSION play smarter y - How consumer entertainment, games & MMO publishers and developers are rising to the challenge of engaging and building on their consumers' loyalty .. and how new technologies are disrupting the retail supply chain

In a 24x7 world it pays to catch up fast - attend all day or half-day. It'll cost you less than the cost of failure or the cost of a research report by an analyst - and it will be more timely.

     

 

 
10.00 - 11.00

Morning Registration

 

           

11.00 - 11.30

Session 1 (am)

IMMERSION work smarter

Introduction: Prof Richard Bartle

Opening Debate - Global Trends in Immersive Media & Technology Roadmap

Panel includes: David Burden, Daden; Raf Keustermans, Formerly of Playfish, Ben Betts, HT2

 

       
11.30 - 12.00

Networking Break

 

     

12.00 - 12.45

Session 2 (am)

Transforming the Enterprise with Immersive & Social Media (Gamification, Virtual Worlds, Social Networks & Smartphones)

Morning Keynote: Joe Little, CIO Office, BP

There are a number of great success stories emerging from the leading Blue Chips and professional organisations, across energy, healthcare and many others. We get to hear all about them, understand the key drivers behind the adoption and learning points around how and why they work.

  • The increasing importance of the CIO role
  • How can more visual platforms (i.e. virtual worlds) transform operational procedures and training, making them more cost-efficient and effective?
  • Why take a games, smartphone apps, virtual worlds and/or social media route?
  • How do you embrace creative thinking from creatives outside your business? Do you intend to create an internal creative innovation team?
  • Will multi-national businesses seek more creative approaches to its core business in the future? If so, why and how?
  • What is the leader board of adoption of new types of techniques and technologies in your organisation and why?
  • Will more home and 'on-the-road' workers drive 'cloud'-based access - sweeping away former 'behind-the-firewall' reservations?

 

         

12.45 - 1.30

Session 3 (am)

Turning the Perfect Storm to Our Advantage - How GenY, the Internet, the recession and globalisation are positive drivers of innovation across the enterprise

Presentations followed by panel discussion

Speakers include:

  • Tim Ringo, Maxxim Consulting
  • Tony Sheehan, Ashridge
  • Ben Betts, HT2

Topics include:

  • Who calls the shots and holds the budget?
  • Who leads the way in delivering what's needed? Lessons learned - and tendering process?
  • What are the leading plaforms that emulate Facebook, Youtube and others within the organisation?
  • Why aren't Facebook, Youtube and other leading consumer platforms adopted. Will they ever be?
  • How important are the new tools and platforms for your quality recruitment?
  • What is your top 10 of platform (and tools) both within your organisation and outside your organisation for meeting company objectives?

 

1.30 - 2.00

Session 4 (am)

Transforming the Sales Channel

Speakers include: Stuart Newland, Castrol & Jim Piggott, TPLD

 

 

2.00 -3.00

 

Networking over Lunch Break & Afternoon Registration

 

   

3.00 - 3.40

Session 1 (pm)

IMMERSION play smarter

What is the Online & Mobile future for the Games Industry?
Will you be in the Right Place at the Right Time in the Next 5 Years?

Disruptive game changers are all around us: the Internet, 3D printing, virtual goods, analytics, 3D model technology, devices .. and they are making the consumer experience more engaging, more rewarding whilst disrupting the supply chain. Revenue models are changing in line with this.

What are the Disruptive Game-Changers? What does this Mean for Key Players in Consumer Interactive Entertainment, Toys and Brands over the Next 5 Years?

Opening Keynote followed by Roundtable with Games, Social Media and Entertainment Brand Senior Executives

Speakers include:

  • Games Publisher: Ian Livingstone, Square Enix (tbc)
  • Broadcast: Tom Reding - BBC
  • Games Consultant : Martyn Brown - Insight For Hire (tbc)
  • Advertising & Brands: Richard Adams, FreeForm London

 

3.40 - 4.10

Networking Break

4.10 - 4.50

Session 2 (pm)

Top Tips in Reaching, Delighting & Monetising the Gamer, Media and Entertainment Consumer Successful eCRM Methods and much more .. Applying gamification successfully

Case studies from leading Online & Mobile Games publishers and developers followed by roundtable

Opening keynote from Raf Keustermans (formerly of Playfish)

Speakers include:

  • PC Games Developer: Dominic Mason, AtomFire Productions
  • Mobile: Oscar Clark, Papaya & Rocket Lolly Games
  • Console & Online Games: Patrick O'Luanaigh, nDreams

Topics include:

  • Reaching your audience wherever they are 24x7
  • Smartphone solutions
  • Successful revenue models: virtual goods, brand tie-ins, freemium/microtransaction
  • How is Facebook changing for 3rd party developers?
  • What works to engage communities?
  • Lessons from Playfish and Zynga
  • How effective are campaigns for brands?


4.50 - 5.30

Session 3 (pm)

What are the Game-Changer Technologies? How are New Techniques Opening Opportunities for Future Market Consumption & Engagement?

Augmented reality. 3D technologies. Intelligent Systems. Player Matching.

Speakers include:

  • The 3d Printing & Toy View: Alice Taylor, Makieworld

3D printing is very exciting because you can print a physical object from a 3D computermodel. You can print objects out of materials like plastic, glass, ceramic and even flesh. Someone recently printed out a kidney live! Makieworld will be printing toys that you can design & customise yourself online. Eventually they will be network-aware.

  • The Play-Matching & Virtual Worlds View: Ian Hughes, Feeding Edge
  • The Augmented Reality & Mobile View: Dr Manfred Bortenschlager, Samsung Electronics

 

5.45

Conference closes

     
               
 
Programme subject to change. The organisers reserve the right to make changes to the conference programme at any time without notice and at their discretion.

             

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©2006 - 2011 Parry Alexander Ltd. All rights reserved. Work Smarter. Play Smarter. is a trademark of Parry Alexander Ltd.