August 2015
Gamification, Pandemics, Appropriate
Technologies, Classroom Strategies, Rapid Games Prototyping, Data
Visualisation, Pattern Recognition, Robot Trust and Big Data Analytics
Welcome to the GAETSS August 2015 E-Newsletter. This newsletter is a
mixed bag of new presentations, ideas and opportunities that have arisen
over the last month during a trip to Asia for 3 conference events.
·
Gamification is Child’s Play
·
Gamification and
the Development of Appropriate Technologies
· Gamification and Pandemics Webinar
·
The
Education Game – Gamification inside and outside
the Classroom
· Gamification and Rapid Serious Games Prototyping – 3D
Hive and Data Analytics
·
Featured
Recent Events
·
Thaisim 2015
·
Singapore Serious Games Conference SGC2015
·
Malaysia HFEM Seminar – Humanising the Future
· Featured
Upcoming Events
·
Sept 7-9 iED 2015 Immersive Education Initiative Conference
Paris
·
October 5-9 Digital
Earth 2015
·
October 8-9 The 9th
European Conference on Games Based Learning ECGBL 2015
·
Oct 20
Westminster Forum on Video Games Industry
· Calls for Papers
· Recent
Articles and Presentations
· Future
Events Listing
Gamification is Child’s Play
Kids gamifying
a train journey in Malaysia
Whilst
I was in Malaysia for the HFEM Seminar on Humanising the Future, I had a
practical demonstration of gamification delivered
by 2 young children in my carriage. The KTM train from Serdang
to KL Sentral is a 25 minute journey only
punctuated by the occasional buzz of conversation on the more crowded peak
time trains but my attention was caught by shrieks and screams from the end
of the carriage where 2 young children were using the carriage as a
playground. Their uninhibited behaviour without any interventions from
their parents or disapproving passengers reminded me that we are all born
with an instinct to play and to find entertaining ways to explore the world
around us.
These
two young children gamified their train journey
into a fun experience by “repurposing” the support rails as climbing poles
and the strap hangers as an adventure playground. I was fascinated to watch
how they watched each try new games that tested their abilities and built
their relationships with each other and the world around them.
It
reminded me of a presentation that I saw at the Gaminomics
Conference in London earlier this year when a presenter used the film Mary
Poppins to bring home the point that “fun” can be injected into every human
activity with a little bit of imagination. I would perhaps replace “fun”
with “emotional engagement” in my approach to “serious” gamification
applications but the principle is the same. Robert Louis Stevenson said “It
is better to travel hopefully than to arrive” meaning that the human spirit
always needs new goals and destinations to strive for.
There
is also a Taoist saying that “the journey is the reward” and the intrinsic
motivation in gamifying every activity in our
lives brings this philosophy to reality – for these 2 children, the journey
was the rewards – it was child’s play for them but most adults either
forget how to gamify their lives or are too
inhibited to risk trying.
You can
watch a short video of the children gamifying the
journey at http://www.slideshare.net/dwortley/gamification-is-childs-play
Gamification and the Development of Appropriate Technologies
I have been collaborating with Professor Chung Won Cho on the
writing of various articles on Gamification and
the bridging of Arts and Science. Most recently I have written a piece
about the synergistic relationship between Gamification
and the development of Appropriate Technologies. Below is an extract from
the article which is expected to be published next year :-
……………………………………………………………………………..
Gamification and Appropriate Technologies
Driving Human Development and Societal Change
“If you want to build a ship,
don’t drum up the men to gather wood, divide the work, and give orders.
Instead, teach them to yearn for the vast and endless sea.”
― Antoine de Saint-Exupéry
Abstract
This
paper discusses the synergistic relationship between Gamification
and Appropriate Technologies as a combinatorial approach to solving
societal and business problems. It tries to break down the constituent
components of Gamification and demonstrate how Gamification can drive the development of appropriate
technologies and how appropriate technologies can amplify the effectiveness
of Gamification strategies.
Introduction
and Background
Gamification is a relatively new word being used to describe the process of
applying games psychology and mechanics to real world non-game situations
and problems. Gamification is a life skill which
can be applied to influence attitudes, behaviours
and motivation and thereby create an ecosystem of win-win relationships
that help to sustain the achievement of desired outcomes and objectives.
The
mechanics of the Gamification Cycle encourage the
development of appropriate technologies to solve problems or achieve
objectives whilst appropriate technologies can also enhance the effectiveness
of Gamification elements and thus create a
synergistic virtuous circle that can sustain these processes.
…………………………………………………………..
Gamification and Pandemics Webinar
Webinar Screenshot and example
initiatives to tackle serious pandemic problems
Whilst I was at the Thaisim conference in Bangkok, I was invited to
talk about serious games for Pandemics as part of a webinar organised by
the APAN network on the problems encountered in Korea by the MERS virus.
Frequent international travellers will have noticed that in many airports
in Asia there are video cameras and notices about pandemics like Ebola and
MERS. This webinar was put together to use web conferencing technologies to
bring subject matter experts from across Asia together to share ideas an
experiences.
The Vidyo Desktop platform web
conferencing software allowed participants across Asia to connect via an
audio/video link and share presentation files. The agenda for the event
included the following speakers :-
1.
Sung-il
Cho (Korea): “2015 MERS epidemic and public health response in Korea”
2.
David Wortley (UK): “Serious
games, Simulations and Gamification
Solutions and Trends for Viruses and Epidemics”
3. Ji-Young An
(Korea): “A Model Explaining and Predicting Information and
Communication Technology Acceptance by Healthcare Consumers”
4.
Jeonghoon Moon (Korea): “Collaborative platform service for
medical healthcare”
5.
Joey Kwong
(China): “Cochrane, Evidence-Based Medicine, and the Evolution of Health Care
Practice”
It was interesting to me to listen to Sung-il Cho
talking about the spread of MERS within Korea, its morbidity rates and the
difficulties in containing the spread of the disease. My presentation
looked at the potential of gamification
strategies and role playing games to spread awareness and influence behaviours. By coincidence, I also came across a public
awareness campaign in Kuala Lumpur designed to prevent the spread of
Dengue. Gamification strategies based on games
psychology and mechanics have the potential to significantly improve the
cost effectiveness of such campaigns by focusing on the Gamification
Cycle of Challenge, Response, Measurement and Feedback.
My presentation can be downloaded at http://www.slideshare.net/dwortley/serious-games-for-pandemics
The Education
Game – Gamification Inside and Outside the
Classroom
Modern Classroom Education faces many
unprecedented challenges and opportunities as a result of rapid
developments in digital communication technologies since the birth of the
Internet in the early 1990s. Since that time, the generation
of students known as "Digital Natives" have been born into
a world where desktop and home computers are commonplace, video games are
available in homes as well as arcades and mobile phones are becoming ubquitous. As a consequence, for the first time in
history, children have access to electronic devices which they can explore
and interact with, sharing their experiences and problems with their peers.
The
culture in Thailand and across the ASEAN region views the teachers as
important figures in society and my keynote presentation on the Education
Game looked at the impact of technology on knowledge professionals such as
teachers and asked the question “Are Teachers an Endangered Species?”
because of the fast moving world we live in and the ready access to facts
and information via internet and mobile technologies. I made the argument
that simple use of Gamification both within and
outside the classroom can help teachers to shift their role from “Sage on
the Stage” to “Mentor in the Middle”.
This paper and presentation examine the
impact of digital technologies on teaching roles and practices in the
classroom and illustrates how the concept of "Gamification"
can provide a modern day solution to traditional teaching best practices.
My
presentation is available for download at
http://www.slideshare.net/dwortley/the-education-game
and the associated paper can also be downloaded from http://www.slideshare.net/dwortley/the-education-game-paper
Gamification and Rapid Serious Games Prototyping – 3D Hive and
Data Analytics
3D Hive is a serious games rapid
prototyping platform developed by Playware
Studios in Singapore. It is similar in principle to the Thinking Worlds
Platform in that it is designed to enable any to develop their own short “Gamelet” applications without any games development or
programming skills through the use of “Drag and Drop”. 3D Hive is free to
download for both Windows and Mac platform and includes a library of
content assets such as 3D worlds, objects and characters. Games can be
developed and played on the same machine free of charge but there are
charges for publishing and hosting games for multiple users.
I have seen 3D Hive in use at 2 events over recent months and have
been impressed by what can be achieved with 3D hive in relatively short
timescales. In the Asian Eco-Challenge finals in Korea earlier this year,
young students between 11 and 16 years old were given the challenge of
designing a game to teach other children about water resource management.
They only had 2 days to design and develop the gameplay and demonstration
with impressive results. A similar contest took place in Singapore at the
Serious Games Conference held at Nanyang
Technological University where the contestant were teams from the medical
profession tasked to design, develop and present a health related game in 2
days, again with impressive results.
The other very significant benefit of a 3D Hive Playware
hosted solution is that the data can be captured from the gameplay in order
to both assess player competencies and behaviours as well as providing
feedback on the learning outcomes.
If you would like to know more about 3D Hive, please email me at Send
me information about 3D Hive
Featured Recent Events
Thaisim 2015
Delegates and Presenters at
Thaisim2015
The
Thaisim annual conference on games and simulations in education is one of
the most anticipated events in my calendar because, apart from the warmth
and hospitality of my hosts in Thailand, it always brings new ideas and
insights from the organisers, presenters and participants. This year, in
Bangkok, Thaisim 2015 proved no exception. The conference itself had been
preceded by an ISAGA workshop in which participants across the ASEAN region
developed their own learning games and tested them out amongst each other.
The day before the conference was a special “respect” ceremony in which
hundreds of students took part in a ritual to welcome new students to Thonburi University and pay respect to both teachers
and mothers.
The conference began with a “Games Jam” organised by David Crookall
of Nice University who engaged the delegates in playing a game based on
Lego bricks which required collaboration, negotiation, critical thinking
and teamwork. David used the game to illustrate the importance of Debriefing
in the learning process. David’s opening session was followed by Willy Kriz, the driving force behind ISAGA. His fascinating
presentation was an appreciation of the role of Play in Human development
and illustrated how the principles behind many well-known games such as
“Snakes and Ladders” are really a mirror of life.
I have posted images from the conference,
including shots of some presentation slides at
https://www.flickr.com/photos/davidwortley/albums/72157657019255111
Singapore
Serious Games Conference SGC 2015
Images from the SGC 2015
Conference
The Singapore Serious Games Conference SGC 2015 took place at Nanyang Technological University and ran concurrently
with the ICORR Rehablilitation Robotics
Conference, the i-CREATe
International Convention on Rehibilitation
Engineering and Assistive Technology and a showcase exhibition of both
commercial and student solutions to health management. This exhibition and
showcase included live demonstrations of Imaginary’s “Rehab@Home”
application on the Taggle Platform. The
exhibition was graced by the Princess of Thailand on the last afternoon and
she showed a keen interest in all the assistive technology solutions.
The Serious Games Conference began with a Plenary Session from Peter
Ho, Senior Fellow from the Civil Service College
in Singapore. Peter spoke about the importance of Pattern Recognition in
shaping our behaviours and responses to situations. Games and Gamification supported by big data capture, analytics
and visualisation can play a major role in identifying the patterns which
shape our behaviour and using feedback mechanisms to create more effective
learning and development of better pattern recognition. This idea fits very
well with role playing games such as those designed to tackle pandemics
because the players are exposed to the key patterns they need to recognise
and respond to in an emergency. Peter also presented the awards for the
best 3D game development in three categories that used the 3D Hive
platform.
The Plenary Lectures on Day Two of the conference came from Scott
Nicholson via a skype connection with his home in
Canada. Scott specialises in Participatory Games Design and he illustrated
his talk with case study examples of different types of participatory games
design. David Gibson from Curtin University spoke about the role of Serious
Games in Harness Big Data and discussed the exciting project at Curtin
University in Australia designed to use the Internet of Things and Big Data
to personalise education for the masses. Big Data capture and analytics
will be used to develop a deep understanding of student behaviours and
profiles so that the best possible education experience is achieved.
My presentation was on Gamification and
Wearable Technologies in Healthcare and can be downloaded from http://www.slideshare.net/dwortley/gamification-and-wearable-technologies.
I have posted images from the conference,
including shots of some presentation slides at
https://www.flickr.com/photos/davidwortley/albums/72157654884579354
Malaysia HFEM
Seminar – Humanising the Future
Images from the HFEM Ergonomics
Seminar – “Humanising for the Future”
My trip
to Asia concluded with participation in an Ergonomics seminar held near
Kuala Lumpur and organised by my friends Professor Halimahtun Khalid and
Fauzi Yahaya from MIMOS. There were some excellent presentation which
included a talk by Professor Ravi Goonetilleke
from the Hong Kong University of Science and Technology. He spoke about the
challenge of big data visualisation and how artistic creativity and an
understanding of human perception can affect our understanding and response
to data. Prof Ravi showed some insightful examples of airport departure
displays which illustrated the benefit of organising the data display and
improving the impact and effectiveness. His presentation linked very well
with Peter Ho’s presentation an
games and pattern recognition and also David Gibson’s presentation on games
and big data.
Prof
Halimahtun Khalid talked about her recent research project award to study
the influence of Trust in Human-Robot interactions and once again the
notion of the use of games technologies like the Microsoft Kinect to recognise patterns in facial expressions and
postures and determine their influence on trust.
I have
posted images from the conference, including
shots of some presentation slides at https://www.flickr.com/photos/davidwortley/albums/72157657397163582
Featured
Upcoming Events
September 7-10 iED
Immersive Education Initiative 2015, Paris
iED Paris Conference
Building on the success of the
previous 9 years of Immersive
Education (iED)
conferences, the world's leading experts in immersion convene September
7-10 in Paris for IMMERSION 2015. Hosted by Paris-Sorbonne
University ("the Sorbonne") in
collaboration with the Smithsonian Institution and
the global Immersive Education Initiative, IMMERSION 2015 has a
special focus on Arts & Culture.
IMMERSION
2015 addresses the personal and cultural impact of immersive technologies
such as Virtual Reality (e.g., Oculus Rift, Samsung Gear VR, Google
Cardboard), augmented reality (AR), holograms and holography (e.g.,
Microsoft HoloLens), wearable computing (e.g.,
Google Glass, Samsung Gear, Apple Watch), mechanical and neural brain
interfaces, cybernetics, affective computing (systems that can recognize,
interpret, process, and simulate human feelings and emotions), neuro-gaming technologies that are used to create
adaptive and radically compelling game experiences, 3D printing, personal
robotics, telepresence, virtual worlds,
simulations, game-based learning and training systems, and fully immersive
environments such as caves and domes.
As a
special event that is open to the public, the first two days of IMMERSION
2015 will feature general-interest keynote addresses, talks, panel
discussions and exhibits. The event concludes with hands-on workshops and a
2 day technical (research) conference specifically for researchers, academics,
teachers and corporate trainers.
For
only the second time since its inception the global iED
Summit features an exciting new module-based conference format and price
structure. The IMMERSION 2015 modules are: The Age of Immersion, Arts
& Culture, Forms
and Functions of Immersion, Bringing
the Past to Life, Immersive
Education and Business
& Law. - See more at: http://summit.immersiveeducation.org
October 5-9 Digital Earth 2015, Halifax, Nova
Scotia
Towards
a One-World Vision for the Blue Planet
Digital Earth concerns the integrated use of digital
technologies to monitor, map, model, and manage our planet’s environments.
The Digital Earth vision was first proposed by Al Gore in 1998, and has
evolved to keep pace with rapid developments in earth-sensing, cloud
computing, and Big Data. ISDE now espouses a more dynamic view of Digital
Earth as the digital nervous system of the globe, using sensor networks and
situation-aware systems to inform in real-time about events on or close to
the Earth’s surface.
The ISDE Video Competition for Young
People
The 9th International Symposium for
Digital Earth is running a competition for young people :-
The
Video competition is organized by the ISDE Young Scientist Committee. We
will start the 1st competition in 2015 and the winners will be announced in Canada, during the 9th ISDE Symposium.
Aim: We wish to promote
the creative representation of the Digital Earth in virtual form by young
people, in order topublicize and promote the
vision and capabilities of Digital Earth. We aim to involve more young people in Digital Earthactivities, and thereby increase the popularity of the ISDE. The best videos will be distributed
by electronic media to everybody interested in the development of the ISDE.
Award: The ISDE will award
the winner(s) every two years, during the ISDE Symposium.
For more details visit http://www.digitalearth-isde.org/news/744
At Digital Earth 2015 up to 1,000 scientists, engineers,
technologists, and environmental managers from around the world will meet
to share concepts, research findings, technologies, and practical
applications relating to the Digital Earth vision. Our conference will
include themes from the entire spectrum of the Digital Earth vision, and
will highlight applications related to Nova Scotian
expertise in ocean and atmospheric sciences.
Register for ISDE 2015 at http://digitalearth2015.ca/
October 8-9 The 9th
European Conference on Games Based Learning ECGBL 2015
At ECGBL this year we
want to learn more about games and the effectiveness of learning
activities.
- What
games are best suited to different subjects and what works within the
context of different learning environments?
- How can
games and game based technology help us give a better and more
profound learning experience?
- Who are
the gamers of today?
- What
games do they play?
- What can
we learn from the games that they play?
- How can
we bring this knowledge into the learning context?
- The
technology is available, but is the knowledge within the educational
sector good enough to exploit the possibilities of games for better
learning experiences?
To
learn more about the conference, go to http://academic-conferences.org/ecgbl/ecgbl2015/ecgbl15-home.htm
October
20th Westminster Forum Briefing on Video Games Industry, London,
UK
The UK video games industry: technology, policy priorities
and new avenues for growth
TUESDAY, 20TH OCTOBER
2015
CENTRAL
LONDON
THIS
EVENT IS CPD CERTIFIED
Following further investment announced in
the recent budget, delegates will discuss priorities for policy to build on
growth in the UK industry - including issues of funding, tax incentives and
ensuring the UK skills base continues to develop. Further sessions examine
technological developments, including opportunities created by the rollout
of virtual reality games consoles. The agenda will also examine the
commercial opportunities for large businesses and SMEs, at a time of growth
in mobile gaming, convergence between devices and increasing extension of
franchises into new mediums, including films and television.
To learn more, visit http://www.westminsterforumprojects.co.uk/forums/event.php?eid=1079
Calls for Papers
Below is a selection of current calls for Papers, Posters and
Articles that may be of interest :-
………….……………..
GALA (Games and Learning Alliance) Conference 2015 in Rome, Italy. The Games and Learning Alliance conference (GALA
2015) is an international conference dedicated to the science and
application of serious games. The
conference aims at bringing together researchers, developers, practitioners
and stakeholders. The goal is to share the state of the art of research and
market, analysing the most significant trends and discussing visions on the
future of serious games. See http://www.galaconf.org/
……………………………
The 1st ICA European Symposium on Cartography (EuroCarto 2015), which will take place in Vienna
on November 10-12, 2015.
EuroCarto 2015 aims to bring together cartographers,
GI scientists and those working in related disciplines with the goal
of offering a platform of discussion, exchange and stimulation of research
and joined projects.
The call for papers is currently open. The deadline for Full paper
submissions is June 1, 2015, and work in progress submissions is June 29,
2015. High-quality submissions are intended to be published in the
International Journal of Cartography and in a book of the series
Lecture Notes on Geoinformation
and Cartography by Springer. More information can be found at http://eurocarto.org/.
……………………………………
Second Call for Abstracts and Special Sessions 9th Symposium of the International Society for
Digital Earth
DIGITAL EARTH
2015 "Towards a One-World Vision for
the Blue Planet"
Halifax, NS, CANADA, October 5-9
Interested contributors should submit their
abstract or proposal for a special session by April 17. Submission details
can be found under the Program menu tab at digitalearth2015.ca.
Abstracts and proposals will be promptly considered by the Scientific
Program Committee
………………………………………………………..
Recent Articles and Papers
A comprehensive list of archived articles,
presentations and videos can be accessed at my website – http://www.davidwortley.com/listing.html
The most recent updates are shown below :-
Date
|
Article/Presentation
Title
|
Comments
|
August 2015
|
Singapore Serious Games Conference Presentation
on Wearable Lifestyle Technologies
View
Presentation
|
This slide presentation was delivered at the
Singapore Serious Games Conference. It looks at the implications for
business and society of the rapid development of disruptive technologies
such as wearable devices, big data analytics and artificial intelligence
|
August 2015 2015
|
Gamification and Pandemics
Slide Presentation
View
Presentation
|
The slide presentation was delivered as part of
an APAN network webinar to discuss the impact of MERS in Korea and the
potential of Gamification and enabling
technologies to address these challenges
|
August 2015 2015
|
The Education Games – Using Gamification
in the Classroom
View
Presentation
View
Conference Paper
|
This presentation and paper were prepared for the
Thaisim 2015 conference in Bangkok. It seeks to explain the role of gamification in the classroom and provides some
simple examples that can be used by any teacher or educator.
|
Upcoming Events Listing
Below is a list of forthcoming
conferences – also accessible at http://www.davidwortley.com/events.html
Date
|
Event Name / Description
|
Location
|
Web URL
|
Sep 5
|
London Futurists - Digital Disruption within Education
|
London, UK
|
http://www.meetup.com/London-Futurists/events/223622855/
|
Sept 7-10
|
IED 2015 – Immersive Education
Initiative
|
Paris, France
|
http://immersiveeducation.org/events
|
Sep 8
|
Next Steps for Creative Industries in Scotland
|
Edinburgh, Scotland
|
http://www.scotlandpolicyconferences.co.uk/forums/agenda/creative-scotland-agenda.pdf
|
Sep 8-9
|
EEE 2015 2nd International Conference on E-Commerce,
E-Business and E-Service
|
Singapore
|
http://www.eee-conf.net/
|
Sep 16-18
|
SG 2015 Serious Games Conference
|
Novedrate, Italy
|
http://sgamesconf.org/2015/show/home
|
Sep 24-25
|
Immersive Technologies and Learning Session at
CEEC 2015
|
Colchester, Essex
|
http://immersivelrn.org/ilrn-essex-ceec-2015
|
Sep 24-25
|
Innovation in environmental
education: ICT and intergenerational learning
|
Firenze, Italy
|
http://involenconference.com/
|
Oct 1-2
|
7th International Conference
on Science in Society
|
Chicago, USA
|
http://science-society.com/the-conference
|
Oct 5-9
|
DIGITAL EARTH
2015 "Towards a One-World Vision for the Blue Planet"
|
Halifax, Nova Scotia
|
http://digitalearth2015.ca/
|
Oct 8-9
|
9th European Conference on
Games Based Learning ECGBL 2015
|
Steinkjer, Norway
|
http://academic-conferences.org/ecgbl/ecgbl2015/ecgbl15-home.htm
|
Oct 20
|
Westminster Forum - Conference
on UK video games: policy, funding, technology, skills and areas for
growth
|
London, UK
|
http://www.westminsterforumprojects.co.uk/forums/book_event.php?eid=1079
|
Oct
26-28
|
29TH EUROPEAN SIMULATION AND MODELLING
CONFERENCE - ESM'2015
|
Leicester, UK
|
http://www.eurosis.org/cms/?q=taxonomy/term/368
|
Nov 2-3
|
Games for Health Europe
|
Utrecht, Netherlands
|
http://www.gamesforhealtheurope.org/conference
|
Nov 3-5
|
WISE 2015 - World Innovation
Summit on Education
|
Doha, Qatar
|
http://www.wise-qatar.org/apply-attend
|
Nov 10-11
|
SAI Intelligent Systems
Conference 2015 (IntelliSys 2015) -
|
London, UK
|
http://saiconference.com/IntelliSys2015/
|
Nov 26
|
Media for the Millennials:
youth audience insights, content innovations and strategic priorities
|
London, UK
|
http://www.westminsterforumprojects.co.uk/forums/agenda/media-millennials-2015-agenda.pdf
|
Dec 2-4
|
GAMEON'2015, the 16th annual GAMEON Conference
on Simulation and AI in Computer Games
|
Amsterdam, Netherlands
|
http://www.vu.nl/en/
|
Dec 3-5
|
Segamed 2015
|
Nice, France
|
https://segamed.wordpress.com/editions/2015-2/edition-2015/
|
Dec 11-12
|
GALA - Games and Learning
Alliance Conference
|
Rome, Italy
|
http://www.galaconf.org/
|
Jan 26-27
|
iLearning Forum
|
Paris, France
|
http://www.ilearningforum.org/en
|
Feb 18-19 2016
|
Twelfth International
Conference on Technology, Knowledge, and Society
|
Buenos Aires, Argentina
|
http://techandsoc.com/the-conference
|
If
you would like any presentations, videos or documents circulated to my
network, I am happy to provide this service free of charge for any material
relevant to readers of this newsletter. If you are interested, contact me
at david@davidwortley.com.
Best Wishes for a Better Future for all Mankind
David Wortley FRSA
Founder and CEO
GAETSS – Gamification
and Enabling Technologies Strategic Solutions
Shaping the Future of Business and Society through
Human Development and Motivation
Mobile Phone : +447896659695 (UK)
Email : david@gaetss.com
Skype: davidwortley
Web: http://www.gaetss.com
If you no longer
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|