Upcoming Speaking Gig: “Let the NeuroGames Begin” [From @Venturebeat]

Fr0m Venturebeat. http://venturebeat.files.wordpress.com/2013/01/brain-games.jpg?w=558&h=9999&crop=0

“We are still just scratching the surface of neurogaming, but it’s obvious from conversations with leading game design thinkers from shops like Playmatics, LudusLab, SailByte, ShuffleBrain, XEODesign, and Engine Co. 4 that there is broad interest in accelerating the neurogame design discussion. Thought leaders are working to understand, visualize, show, and tune the interactions of an ever-increasing number of tools and systems.”


10 Immutable Truths of Entrepreneurship (Updated Keynote)

These are UPDATED slides from a keynote I delivered on January 20, 2011 at GameOn Finance in Toronto. Enjoy!

[slideshare id=6662876&doc=10immutabletruthsslideshare-110122094756-phpapp01]

Rules of Engagement: How Gamification is Changing the World

A keynote on the potential of gamification that was delivered at the MindTrek 2011 Conference in Tampere, Finland in October 2011.

[slideshare id=9600465&doc=margaretwallacekeynote-111007193529-phpapp01]

Durga as Slayer of the Buffalo Demon Mahisha (Mahishasura Mardini) Date: 14th–15th century The Metropolitan Museum

“This eighteen-armed version of the goddess (devi) Durga originally stood on a pedestal upon which she vanquished the buffalo-demon Mahisha, trampling him with one foot while transfixing him with Shiva’s trident. This display of the victory of good over evil followed a battle in which Mahisha had defeated the male gods. In despair, they invited Durga to serve as their champion, each lending her a magical weapon. In killing the buffalo-demon, Durga liberated the universe from darkness.

Durga is the supreme expression of the power of the devi, represented as “the unassailable, the unconquerable.”

Source: Metropolitan Museum of Art).

Here I Talk with Women’s Wear Daily on Fashion & The New Digital Economy

Game On: Createthe Group Social Fashion Foray

My interview with Women’s Wear Daily on Playmatics’ work on The Game of Taste and the  new digital economy.

The Game of Taste, Photo by Kyle Eriksen for Women’s Wear Daily


“The Game of Taste is not one where users create looks and shop, nor is it intended to be something that users play and then forget about. It’s a skill based, fashion-centric social network and gaming experience developed with gamification mechanics and dynamics, according to Wallace, Playmatics’ ceo, who worked closely with Gardner and Slavin to envision how the moment-to-moment interaction in the game would occur. By making certain fashion choices in varying contexts and situations, players are able to compare their decisions to those of experts in the industry — all the while measuring, comparing and achieving better results over time.”

Gamification is best for ‘influencing and impacting behaviors:’ Wharton panel event

A great panel at Wharton that I got to be a part of. Philadelphia is my home-town so it was an especially auspicious event for me as my mother, aunt and cousin came out to see me. First time ever they’ve seen me speak in person.

Gamification is best for ‘influencing and impacting behaviors:’ Wharton panel event (Technically Philly)

The following is a report done in partnership with Temple University’s Philadelphia Neighborhoods program, the capstone class for the Temple’s Department of Journalism.

“A Place for Women Tech Entrepreneurs to Network” – Margaret Wallace’s Interview with Crains

CEO at ConsumerBell, Ellie Cachette, pictured below in blue, was co-host with Margaret Wallace, CEO of Playmatics at this event.

CEO at ConsumerBell, Ellie Cachette, pictured below in blue, was co-host with Margaret Wallace, CEO of Playmatics at this event.

“When Margaret Wallace, founder and chief of online gaming startup Playmatics, moved to New York from Silicon Valley in 2005, she had already launched two tech companies, both backed by venture capitalists along Menlo Park’s famous Sand Hill Road.

But in trying to raise funds for her third startup, called Rebel Monkey, Ms. Wallace found the Big Apple a tougher nut to crack. ‘New York is wonderful, and Silicon Alley is such a vibrant community,” she said recently.

#Gamify Everything — A Panel at MIT / Stanford Venture Lab [Video]

Here’s a really well-received panel at which I presented and moderated, called  Gamify Everything: From Monetization to Social Benefit.


Five Predictions on Where #Gamification is Going

Here’s a fun review of a panel I moderated at Stanford back in September 2012. Read all about it on VentureBeat: http://venturebeat.com/2012/09/21/where-gamification-is-going-next/

Speaking at the MIT / Stanford Venture Lab in September 2012 on #Gamification

“At the close of the MIT/Stanford Venture Lab event on gamification, moderator Margaret Wallace (pictured), chief executive of Playmatics, asked where gamification, or the use of game-play mechanics in non-game applications, is going next. In 15 seconds or less, the panelists answered.”

Read more at http://venturebeat.com/2012/09/21/where-gamification-is-going-next/#rbttFIArmTmC95bV.99


#Gamification: Can Treating Your Life As a Game Make You a Better Person? [Interview]

Here’s a fun interview that Nicholas Fortugno and I gave for a cover story for “Popular Science” magazine. How cool is that?

“To help design my gamified life, I enlisted Nick Fortugno and Margaret Wallace, the co-founders of Playmatics, a New York game-development firm. Together we created a plan for the week, part of which I would be spending in Durham, North Carolina, visiting my fiancée, Katie. We resolved to examine the results at the end of the week.”

“One full week of keeping track of absolutely everything, to see if gamification can net you a win in the game of life,” By Matthew Shaer, February.09.2012