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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.
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10.00 - 11.00 |
Morning
Registration
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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
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11.30
- 12.00 |
Networking
Break
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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?
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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?
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1.30
- 2.00
Session
4 (am) |
Transforming
the Sales Channel
Speakers
include: Stuart
Newland, Castrol & Jim Piggott, TPLD
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| 2.00
-3.00 |
Networking
over Lunch Break & Afternoon Registration
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| 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
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| 3.40
- 4.10 |
Networking
Break |
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| 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?
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| 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
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| 5.45 |
Conference
closes
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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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