This document provides a summary of a 3-day event hosted by frog titled "Gamification of Healthcare" held in Seattle from May 3-5, 2011. Over the 3 days, participants learned about principles of gaming, engaged in interactive exhibits and discussions, and practiced applying gaming concepts to healthcare. Feedback was generally positive, praising the speakers, venue, and opportunities for networking, though some suggested allowing more time for brainstorming applications and mixing between tables.
7. Companies face intense pressure to innovate more effectively. frog helps clients engage with fresh ideas, technologies, business models, and markets to grow and change in new, meaningful ways. frog drives innovation for the connected world
8. There are no more islands. People, products, networks and markets are connected like never before. Information and ideas flow openly through and around us. All of this creates a fundamental shift in the world and a radical new proposition for frog. frog drives innovation for the connected world
9. We combine research, strategy, design, and engineering to link insights to ideas and bring ideas to markets .
10. Our unique interdisciplinary approach has been transforming companies, product experiences, and customer behaviors for more than 40 years.
12. 1,600 designers, engineers, and strategists with deep insights into the behaviors and technologies that power the connected world Seattle Austin New York Amsterdam Milan Shanghai Johannesburg Chennai Bangalore Gurgaon Munich Boston San Francisco Kiev & Vinnitsa
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17. Seattle View from Space Needle: Experience Music Project (building by Gehry) | A room and a fish at Hotel Monaco | Theatro Zinzanni | ILN Map
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19. Day 2 : Engage Flow & harmony In fighting for change: 1. Find the feeling 2. Grow the people 3. Shrink the challenge
20. Day 2 : Experience SnowWorld: Weapons of mass distraction: using games to distract from pain perception during burn wound treatment Fold-it: out-smarting Science and computers with the brain and gaming power of experts and gamers at all levels Exhibition: playing human Tetris at Kinect Panic Wall
21. Day 3 : Practice Games to break down communication barriers , and help educate/increase awareness Improv-meets game design , on stage
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28. What good games have in common Source: Jane McGonigal | Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Jan, 2011 and http://en.wikipedia.org/wiki/Jane_mcgonigal