Gamification Summit To Offer World’s First Certificate in Gamification Design

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Badgeville, BigDoor, Business, Casual games, Games conference, Games industry, Gamification, Video Games, workshop

New York - August 9, 2011

The Gamification Summit, the only event focused on transforming business through the science of video games, has announced the world’s first program offering a Gamification Design Certificate, which will be offered at the conference September 15-16 in New York City. Attendees will be able to take part in interactive workshops with a brand new curriculum designed by summit chair and industry expert Gabe Zichermann, in consultation with industry partners. By implementing the concepts of gamification hands-on with real business case studies, workshop attendees will gain the expertise to drive consumer and employee engagement for their own organization using the power of games.

“Gamification is delivering unprecedented success in a wide array of industries -- marketing, loyalty, health, education, and the enterprise, to name a few,” said Gabe Zichermann, chair of GSummit. “There is an extraordinary shortage of gamification design experts who understand best practices and have the tools necessary to gamify inside their organizations. We believe there will be demand for 10,000 people with gamification expertise worldwide in the next decade, and are thrilled to be first in offering this program.”

This program will teach the foundations of gamification, uncover player types and what motivates and engages them, and reveal which game mechanics are most effective. Attendees who sign up for the GSummit workshop with a Workshop Pass will be invited to review foundational materials beforehand, and gain access to the complete 2-day curriculum at GSummit, including an unprecedented design intensive on the second day. Thereafter, Gabe Zichermann’s advanced workshop will go hands-on with the principles and techniques necessary to create engagement with gamification design. On-site presentations, Q&A with industry experts and additional video materials will supplement this learning.

Following the workshop, attendees will be able to take a practical exam where they develop a real Gamification Architecture for their own company or project. Successful completion of this practicum will earn a Level Two Gamification Design Certificate. Exams will be peer reviewed by a panel of gamification experts including Gabe Zichermann, Kris Duggan of Badgeville, Keith Smith of BigDoor, Rajat Paharia of BunchBall, Kam Star of Playgen, and others.

“At Badgeville we’re intimately familiar with the power of gamification and what it can do to ignite customer engagement,” said Kris Duggan, CEO and founder. “With all the amazing demand and talent looking to gamify, there’s no doubt this certificate program comes at a great time for our industry. I look forward to seeing what this first group of Gamification Design Certificate holders can come up with!”

The Gamification Summit is the world’s only event centered on the real-world use of game mechanics and design within industries like advertising and marketing, education, the enterprise and wellness. Experts from companies such as Google, Microsoft, Aetna, MLB, Playboy, MTV, GiltGroupe and will share data, best practices and network over two days of lectures, demos, panels and workshops. For more information, including a full agenda or to register for the certificate program, please visit:

About GamificationCo

GamificationCo is the only transmedia company exclusively dedicated to Engagement Science and Gamification. The group publishes the Gamification Blog and related books, organizes the Gamification Summit & Workshops and provides consulting expertise to facilitate this burgeoning industry. Gamification is the use of game thinking and game mechanics to solve problems and engage audiences, and its power is radically reshaping industries from marketing to health care, improving lives, solving problems and generating unprecedented equity. Gartner Group forecasts that Gamification will be used by 70% of the Global 2000 by 2015, spending $1Bn on related products, services and technologies according to M2 Research. For more information on GamificationCo and how to leverage the power of games in real life and business, visit http://Gamification.Co

Andrew Karl, Senior Account Executive, TriplePoint PR



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