Connections: Innovation Friday - Gamification of Our Lives
Even if you’ve never played a video game in your life, video game design and gamification are still shaping our lives. More than 155 million Americans spend over 20 billion dollars a year on video games, so is it any wonder that computer games are influencing our experiences of healthcare, human resources, education and business?
Video Games are often blamed for all kinds of social ills, but there’s a lot more to the influence of gaming culture than you might expect.
And we’ll start with a conversation with Michael Clune, author of his new memoir GameLife – Clune argues that the computer games he played growing up were actually crucial to his spiritual education. And we’ll look at how gamification is helping upstate businesses collaborate more effectively.
- Michael W. Clune, English professor at the College of Arts and Sciences at Case Western Reserve University
- JP Dyson, director of the International Center for the History of Electronic Games at The Strong National Museum of Play
- Jeremy Saucier, assistant director of the International Center for the History of Electronic Games at The Strong National Museum of Play
- Deborah A. Gears, associate professor at Rochester Institute of Technology's Golisano College of Computing and Information Sciences