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Bill Hanifin, Managing Director of Hanifin Loyalty, explains how top companies like Walmart rely on loyalty marketing to hook shoppers and trouble the competition.
Gabe Zichermann, CEO of Gamification Co. and Dopamine, shows how mobile app Tinder is turning dating into a game and how fun is making us healthy.
Dr. B.J. Fogg, Director of the Behavior Design Lab at Stanford University, explains how businesses can ride the "motivation wave" to help users do what they already want to do.
Aaron Price, co-founder of Livecube, describes how the app organizes interactivity and hashtags on Twitter and makes marketing fun and instant-on.
Jane McGonigal, inventor of SuperBetter, describes the academic "firewall" around games and one controversial study that found playing Tetris within six hours after trauma can prevent post-traumatic stress disorder (PTSD).
Nir Eyal, founder of NirAndFar.com and author of Hooked: How to Build Habit-Forming Products, explains why negative emotions and boredom make us turn to technology and sites like Facebook.
Cognitive neuroscientist Andrea Kuszewski explains the ingroup/outgroup bias that makes it difficult to change people's beliefs and behaviors even when supported by facts.
XEOPlay President Nicole Lazzaro explains how to use gamification thinking to conquer hills and challenges by completing life's levels, bit by bit.
Gabe Zichermann, Founder of Gamification.co/Dopamine, reflects on the history and journey that led up to the fifth GSummit.
Brian Burke, Research Vice President at Gartner, shows how Weight Watchers' stock price and membership dropped after fitness monitors and apps like Fitbit and MyFitnessPal launched.
Matt Danna, Head of Product at Fullscreen, gives examples of how companies use deceptive UI design, like Amazon's "throffers" and "Zuckerberging" privacy settings, to be intentionally difficult.
Robert Tercek, president of Creative Visions Foundation, describes the "physical graph," which uses geolocation technology like iBeacons to monitor shoppers proximity and interactions.
Phaedra Boinodiris, Serious Games program manager at IBM, explains how today's workforce stays motivated with self-direction and mastery.
Chief Scientist for Lithium Dr. Michael Wu explains how "baby steps" and flow, the sweet spot between boredom and frustration, makes a game addictive.
Gamification guru Monica Cornetti explains how to add "sizzle" to low-tech gamification and hook addicts like a drug dealer.
Stella Grizont, founder of WOOPAAH, explains why the "loneliness epidemic" is normal but social snacking, especially weak ties within online communities like Facebook, is leaving us unhappy and malnourished.
Peter Heinrich, Developer Evangelist for Amazon, shows designers how to get the most out of app stores and mobile games.
Eileen Bartholomew, SVP of Prizes at XPRIZE, describes how competitions encourage breakthrough technology by promising of big sums of money and big adventure.
Tony Ventrice, Games System Designer for Badgeville, breaks down validation and reward, the two desires of everyone trying to do right.
Ankit Shah, Behavior Strategy and Consulting Lead at Dopamine, describes the switch from models of efficiency to responsiveness and why businesses are entering a new "agile age" of experimentation.
Shufflebrain Creative Direcotr Amy Jo Kim shows how sites like Foldit, Minecraft, and Kickstarter are bringing teamwork and co-op gaming to a new level.
Bron Stuckey, Director of Innovative Educational Ideas, show how a science teacher used gamification techniques on the schools iPads to make learning competitive.
Rajat Paharia, Chief Product Officer of Bunchball, explains why mining data like Amazon, Netlfix, and Facebook can spike sales 9% and learning over 373%.
Boeing's Ryan Kleps shows how to pronounce the Scandinavian word for joy at work, "arbejdsglaede."
RMH Franchise Corp's Robin Jenkins demos BeeBlock, Applebee's app that uses game mechanic and leader boards to motivate its servers.
Roger Sniezek, GM of Loyalty, CRM, and flybuys at Coles Group, talks about the challenges posed in applying gamification principles to the world of supermarkets.
Creative Director of Fiero Todd Young shows brands how to go lean, by delivering and retaining engagement.
Jeff Hawley, Director of the Consumer Experience Group for the Yamaha Corporation of America, explains why gamification is about the story, the trip, before the "big next thing."
Pamela Radford, Senior Director of Global Engagement Marketing at Electronic Arts, shows how EA Games got around paper-work and started small with rewards and swag.
Maarten Molenaar, Gamification Hub Manager at Rabobank, describes how gamifying home mortgages made the long process more interactive and educational.
Ross Smith, Director of Test at Skype Division at Microsoft, describes gamification works best when it's used to expand work and core skills.
Wayne Lin, Senior Director of Product Management for Opower, shows how smart thermostats like Nest use leading questions to prime the users to make green decisions.
Ponch Orendain, Program Manager of Technology for Delta Airlines, describes Delta's game used to motivate employees.
How did loyalty get to where it is today? Ian DiTullio, Director of Loyalty Marketing at Air Canada, outlines the history of airline frequent flyer miles and elite programs.
Barry Kirk, VP of Loyalty Strategy at Maritz Motivation, explains why abnormal, irrational brand loyalty programs succeed.
MOGL's founder and CEO Jon Carder explains why saving money, VIP services, and intrinsic motivations are all that matter in gamification.
Co-founder and CTO of Wikistrat Daniel Green explains how prizes and surprises are a double-edged sword of motivation.
Creative Director for Nissan Karl Dunn shares what he's learned from watching Pokémon and why reality TV shows are a "global genre" primed for gamers.
Jeff Berry, Senior Director of Research and Development of Loyalty One, uses Google, Marriott and Zappos as examples to illustrate what bad gamification looks like.
Wikipedia Editor Jake Orlowitz explains how the site will help its editors with better design and play.
Todd Deery, Communication and Admission at Florida Interactive Entertainment, gives a short list of how a "scrum," a popular gaming tool, works.
Thomas Fuller, Chief of Engineering at Next Jump, Inc. explains how gamifiaction, like boxing, relies on consistency and intensity.
Senior Analyst of Innovation and Gamification at Verizon Wireless William Beegle explains how games forces teams to learn and work together.
Francisco Schnaas, President Club Premier for Aeromexico, describes how to use gamified promotion to engage frequent flyers.
Shawn LaVana, Senior Director of Product Marketing for Virgin Pulse, shares how feedback, recognition, and reminders bring gamification to wearable technology.
Ethan Mollick, Edward B. and Shirley R. Shils Assistant Professor of Management, The Wharton School of the University of Pennsylvania, tells a brief history of gamification.
Guy Halfteck, Founder and CEO of Knack.it, explains how data derived from gameplay can be used as a predictive indicator of future behavior.
Comarch's Jerry Filipiak, founder of IsaaCloud, shows how advertisers can use the engagement equation to reach consumers with short attention spans.
Rocketrip founder and CEO Dan Ruch explains how his business saves companies on travel expenses while creating a loyalty program for employees.