GDC 2017 | February 27 — March 3, 2017 | Moscone Convention Center | San Francisco, California


|    Programming

The Game IT Summit is a daylong program focused on the use of videogames to tackle common organizational goals through enterprise-focused game development. Organizations are looking to create new ways to boost productivity and improve customer interactions by utilizing the UI, engagement, and collaborative interactions found in videogames. This "gamification" trend of recent years has, so far, brought an extremely lightweight approach that pitches the rhetorical and visual strength of videogames but often results in feedback loops and decade old industrial psychology. This summit will bring fresh discussions about the integration points between games and technology and highlight inspired, successful case studies from today's forward-thinking organizations.

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Closet Swap
Applying Game and Social Mechanics to Sustainable Fashion: Closet Swap Case Study
Paulina Bozek (INENSU)
This presentation will look at the application of social and game mechanics in a sustainable fashion app Closet Swap - an online fashion community for teens to swap clothes with their friends. Closet Swap applies a game and social layer to the real world of fashion. It is a must-have fashion app that influences behavior in a natural way - by celebrating personal style over disposable fashion and getting users to swap, not shop. This talk will look at the design process, audience research and testing and how game and social mechanics were employed to create an experience that is entertaining and authentic to achieve its goal.
Ian Bogost
Making Games as Fast as You Can Think of Them
Ian Bogost (Persuasive Games LLC)
One of the greatest challenges for making and using games in the enterprise is creating games in the first place. Games are not only complex and expensive, but the tools created by the "traditional" game industry for making them may not match the uses or authoring needs of other sorts of industries. In particular, current methods for making games rely on authoring behaviors and mechanics, which is still an expertise native to game development.

This talk presents a new game authoring tool that creates small, simple games in seconds based on a concept-map based authoring paradigm and a game generation artificial intelligence. The system was created to service journalists and the news media (thanks to funding from the Knight Foundation), but it can also be used in other sectors--or just as an inspiration for thinking about how to make new game authoring tools.
Jane McGonigal
Health IT! Enterprising Approaches to Combining Health and Games
Jane McGonigal (Social Chocolate), Rajiv Kumar (ShapeUp) and Brian Krejcarek (GreenGoose)
At GDC 2011, Paul Tarini of the Robert Wood Johnson Foundation issued a challenge to the game development community: Create games that will give players "Super Mario Health." In other words: Help players collect real power-ups that will make them resilient to any illness or injury. Give them allies who can help in their battles against disease or depression. Send them on adventures that build up their ability to face any personal obstacle with curiosity, motivation and determination. Or just make people feel better and smile...

This session looks at three projects that are doing just that, leading the way for games to become the first-line of defense for individual and organizational health.

First up is an update on Jane McGonigal's SuperBetter, an online game with a mobile app designed to build SuperMario Health with four kinds of resilience: physical, mental, emotional and social. In this quickfire talk, you'll hear insights from a user-driven development process based on user-tests in both clinical and organizational settings -- from Ohio State University's hospital to Zappos Corporation.

Next up is ShapeUp, an exciting startup in the field of employee wellness that uses social networking, gaming and incentives to improve health. ShapeUp's social games promote physical activity, healthy eating, and weight loss among employees of large corporations and members of health plans. The company has expanded rapidly over 5 years, now covering 2 million people in 93 countries and working with clients like Aetna, HP, Cleveland Clinic, and Sprint who are using games to improve the health of their populations.
Supply Chain
Running Supply Chains is Like a Massively Multiplayer Online Game
Michael Hugos (Center for Systems Innovation)
A series of enlightening rants by veteran educators and game scholars. Experience different perspectives on students, schools, pedagogy, the relationship between academia and industry, and the future of game education as presented by a cast of colleagues.


Ian Bogost
Georgia Tech / Persuasive Games
Ian Bogost is Dean's Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, and Founding Partner at Persuasive Games LLC. Bogost is author or co-author of many books, including Unit Operations, Persuasive Games, Racing the Beam, Newsgames, How To Do Things with Videogames and Alien Phenomenology. Bogost's videogames cover topics as varied as airport security, disaffected workers, the petroleum industry, suburban errands, and tort reform. His games have been played by millions of people and exhibited internationally. His most recent game, A Slow Year, a collection of game poems for Atari, was a finalist at the 2010 Independent Game Festival and won the Vanguard and Virtuoso awards at the 2010 Indiecade Festival.
Jane McGonigal
Social Chocolate
Jane McGonigal is the Creative Director of her newly launched company Social Chocolate and author of Reality is Broken: Why Games Make Us Better and How They Can Change the World. Her award-winning alternate reality projects include EVOKE, CRYTOZOO, SUPERSTRUCT, THE LOST RING, WORLD WITHOUT OIL, CRUEL 2 B KIND, and I LOVE BEES. She blogs at and is the founder of the Gameful network. She has a PhD in performance studies from UC Berkeley.
Ben Sawyer
Ben is the producer of VIRTUAL U, a million dollar plus foundation funded project to build a university management simulator. VIRTUAL U, now shipping Version 2.1, was a 2000 Independent Games Festival finalist. Ben is also the author of Serious Games: Improving Public Policy through Game-Based Learning and Simulation Whitepaper for the Woodrow Wilson International Center for Scholars and was a contributor to Game Developer magazine. Ben also is the author of two books on gaming for Coriolis Group Books and is developing a book on simulations with Paraglyph Press. He has published several research reports on the games industry for DFC Intelligence.

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