Date |
Article Title |
Comments |
June 2019 |
Transforming Healthcare through Innovation - |
Reviews of recent events in digital healthcare |
Apr 2017 |
360 Degree Budget Video Making Part One |
Presentation and video on choosing a camera and making 360 degree videos |
Apr 2017 |
360 Degree Budget Video Making Part Two |
Presentation on hints and tips for making budget v360 degree videos |
Apr 2017 |
Games Industry Adaptive Roadmap |
CGAT 2017 presentation of the CRe- |
Apr 2017 |
The Role of Digital Earth Technologies in Digital Medicine |
The ISDE 2017 presentation |
Apr 2017 |
Various 360 degree Videos |
A selection of 360 degree videos illustrating potential applications for this technology |
Apr 2017 |
Business Opportunities in the Digital Age |
The business opportunities and challenges arising from developments in digital photography and video |
Apr 2017 |
Wearable Technologies Case Study |
A personal review of 3 consumer wearable devices and associated mobile applications |
Apr 2017 |
Tackling the Challenges of the Aging Society |
A review of various initiatives using Gamification and enabling technologies to address health and sustainability issues associated with the Aging Society |
Mar 2017 |
Impact of Disruptive Technologies on Creative Education |
Presentation on the challenges created by disruptive technologies on the future of education |
Mar 2017 |
The Consumerisation of Digital Medicine |
Editorial for the Digital Medicine Journal Issue 3 |
Feb 2017 |
Guide to 360in360 Transmedia Storytelling View Article |
A short handbook and guide to making 360in360 Transmedia stories. |
Feb 2017 |
360in360 Transmedia Storytelling |
Launch of a brand new concept combining 360 video with storytelling |
Aug 2016 |
Digital Medicine and the Aging Society |
Editorial for the Digital Medicine Journal |
Aug 2016 |
Pokemon and Mixed Reality, Ian Livingstone Academies, Radio with Pictures Show Community Media Archives, Thaisim 2016 Games and Simulations for Learning, Revolutionary Learning 2016, Blockchains and BitCoins in Education, Drones and 360 degree Video, Impact of Machine Learning and AI on Society, World of Health IT Conference and European Chapter of ISDM, The Future of Digital Medicine in the Aging Society, Upcoming Events. |
August 2016 E- |
July 2016 |
Digital Medicine and 3D Medical Printing, European Chapter of ISDM, Medilink Innovation and Digital Health SIG, Gamification Made Simple, Games for Health UK and EU Conferences, Disruptive Technologies and Education, World of Health IT Conference, Upcoming Events. |
July 2016 E- |
May 2016 |
Power of Gamification – Impact on Business, Social and Economic Development, Leicester Success through the Gamification Lens, Virtual Worlds & the Skinningrove Jetty Story, Asia Pacific Healthcare Simulation, Bangkok International Digital Content Festival, Thailand E- |
May 2016 E- |
Apr 2016 |
Kings of Gamification, Wearable Technologies, Digital Health Initiatives, Robotic Drones, Technology and Society, Creative Industry Roadmaps, Upcoming Conferences |
April 2016 E- |
Nov 2015 |
Wearable Technologies, Creative Industries Roadmapping, EU Research Projects, Meetups, Immersive Education and Gamification, Community Informatics - |
This is the November 2015 GAETSS E- |
Nov 2015 |
Gamification and Lifestyle Technologies for Personal Health Management - |
This paper is a case study on the impact of lifestyle technologies on personal health management and was presented at the ECGBL conference in Norway |
Oct 2015 |
Disruptive Enabling Technologies and Immersive Education - |
This paper was presented at the 2015 IED Conference held at the Sorbonne in Paris |
Sept 2015 |
Gamification, Pandemics, Appropriate Technologies, Classroom Strategies, Rapid Games Prototyping, Data Visualisation, Pattern Recognition, Robot Trust and Big Data Analytics - |
This newsletter covered a variety of technology and societal topics |
Sept 2015 |
The Impact of Wearable Devices on Corporate Health and Competitive Advantage - |
This article was published by the prestigious USA Journal Cutter IT and discusses the impact of wearable technologies on corporate competitiveness and employee health |
Sept 2015 |
The Education Game - |
This paper was presented at Thaisim 2015 in Bangkok and discusses how to deploy gamification in the classroom environment |
July 2015 |
The Dawn of the Personal Digital Health Assistant (PDHA) - |
This newsletter discusses the commercial potential of wearable technologies and digital health |
June 2015 |
The Future of Business and Society - |
This newsletter focuses on the launch of a book edited and compiled by Rohit Talwar and includes a chapter on the future of wearable devices AND applications on personal health management |
Mar 2015 |
Artificial Intelligence, Cloud Computing and Social Media - |
In recent months, a number of technology luminaries have voiced concerns about the potential threat of Artificial Intelligence, echoing the final chapter of my book “Gadgets to God”. Bill Gates is quoted as saying (1) :- "I am in the camp that is concerned about super intelligence," Gates said in response to a question about the existential threat posed by AI. "First, the machines will do a lot of jobs for us and not be super intelligent. That should be positive if we manage it well. A few decades after that, though, the intelligence is strong enough to be a concern." |
Mar 2015 |
RMS Queen Mary - |
This video trailer articulates a vision for the use of the RMS Queen Mary for the development of Long Beach California into a richer digital future |
Mar 2015 |
What's the Big Idea - |
The internet and atomic energy have certain things in common. They are man- |
Mar 2015 |
March 2015 - |
This newsletter includes one of the controversial “Big Ideas” I floated in my “Gadgets to God” book’s final chapter on the future of man’s relationship with technology as well as the usual review of past and upcoming events, Calls for Papers and reflections on recent developments. |
Mar 2015 |
What's the Big Idea - |
Digital storage and communications technologies, combined with the growing array of sensors and tracking devices mean that the “digital trace” of our lives is becoming more and more comprehensive and accessible to future generations with the associated implications for the potential on- |
Mar 2015 |
Gamification, AirMiles, Points, E- |
Today, technology provides a mechanism to purchase goods and services from anywhere in the world and the variety of individual currencies and complexities of exchange rates is a potential barrier to trade. Perhaps an answer for the future of trade is the acceptance of points or e- |
Feb 2015 |
Education in a Nepal Federal State - |
This article is a review of a trip to Nepal for a conference on Education and Federalism and highlights some of the problems faced by the education System and Opportunities to change |
Jan 2015 |
Why the NHS Needs a Fresh Start in 2015 - |
This article looks at the challenges faced by the NHS in the UK in the areas of lifestyle related conditions and argues that a revolution is needed |
Dec 2014 |
FreshStartXX - |
This article describes how lifestyle technologies and gamification could spark a revolution in personal health management |
Jul 2014 |
Tackling the Ageing Society - |
This article explore the potential of enabling technologies and Gamification to address some of the problems of the ageing society |
Jul 2014 |
Gamification and Enabling Technologies for Independent Living - |
This article examines the power of enabling technologies to support independent living using Simon Stevens as a case study. |
Jul 2014 |
Commerce, Culture, Heritage and Tourism in an OMNI World - |
This article looks at the relationship between Culture, Heritage and Tourism and Commerce and reflects on the impact of urban design |
Jul 2014 |
Gamification, Personalisation, Brand Loyalty and Profitable CSR in an OMNI World - |
This article examines how disruptive technologies are impacting brand development and creating opportunities for profitable CSR |
Jun 2014 |
Physician Heal Thyself - |
This article is a review of presentations made at the Medilink Conference in Leicester in June 2014 |
Jun 2014 |
South Korea, Gamification and Enabling Technologies - |
This is an article that was produced as part of a web conference on Gamification and Enabling Technologies for Health in South Korea |
May 2014 |
The Role of Gamification and Enabling Technologies in the Future of Commerce in an OMNI World - |
This article looks at some of the disruptive technologies that are shaping the future of commerce |
May 2014 |
Gamification vs Serious Games for Health - |
This article seeks to compare and contrast the concepts of Gamification and Serious Games for addressing issues in the health sector |
May 2014 |
Kuala Lumpur's Changing Face of Retail and Leisure in an IORMA World - |
This article is a review of Kuala Lumpur's Retail developments and how they compare with current thinking |
Apr 2014 |
The Gamification Glossary of Elements - |
This article seeks to provide a glossary of terms for gamification and seeks to illustrate that some of the implementations of Gamification focus too muc on points and badges and not enough on the behavioural aspects of Gamification |
Apr 2014 |
Education, Gamification and Enabling Technologies - |
This article reflects on how the networked society and digital technologies have disrupted the natural hiearchical society and created challenges for knowledge professionals |
Apr 2014 |
Gamification and Enabling Technologies in Relationships - |
This article argues that Gamification is a vital component in relationship building and maintenance and is a life skill that all humans are born with |
Mar 2014 |
The role of Gamification and Enabling Technologies in Education - |
This paper was produced for the Thaisim 2014 conference in Bangkok and focuses on the impact of gamification and enabling technologies on education policies and strategies. |
Mar 2014 |
Health Gamification, Dallas Buyers Club, Invictus and Wolf of Wall Street - |
This article explores the role of Gamification Strategies and Health Policies through the lens of the film industry |
Mar 2014 |
Gamification for Health White paper - |
This White Paper focuses on the role of Gamification and Enabling Technologies to address global health challenges and influence the role of the citizen in personal health management. |
Feb 2014 |
Gamification Theory and Practice White Paper - |
This White Paper describes some definitions and ideas on what Gamification is and how it is an impoortant concept for addressing Global Challenges |
Jan- |
Cloud – Right or Wrong For Government ? |
What is “The Cloud” and should the Government get involved in its use were the key issues under discussion by a group of professionals from the public and private sectors at the latest Digital Leaders Salon event held in London on Tuesday 21st January at ATOS |
Sept 2013 |
Gamification, Grand Challenges and the (Dis)Connected Society - |
This article looks at the major challenges faced by society in the 21st century and the potential role of gamification in addressing those challenges |
June 2013 |
Immersive Technologies and Personal Healthcare - |
The beginning of a trial of sensor technologies and gamification of my health and weight through the use of the Jawbone UP bracelet and iPad apps. |
May 2013 |
Gamification Concepts and Applications - |
This article describes the concept of gamification and how it might be applied in real- |
Nov 2012 |
Serious Games and Climate Change - |
This paper was written for a European workshop organised by the Club of Rome and held in Vienna in November 2012 |
Sept 2012 |
Immersive Technologies and GIS - |
This paper was presented at the Bulgarian Cartographic Association conference in Albena in the summer of 2012 |
Sept 2012 |
Immersive Technologies and HCI Innovation - |
This paper was written for the South East Asia Ergonomic Network conference in Langkawi and discusses the role of emerging Human Computer Interface Technologies for engaging users. |
Sept 2012 |
Simulations and Serious Games - |
This article seeks to explore whether the emerging technologies used in simulations and serious games represent an evolution or revolution in vocational training applications. |
Nov 2011 |
Personalised Lifelong Learning and assessment - |
Article written for the Training Zone online publication covering the trend to personalised lifelong learning through immersive technologies |
Nov 2011 |
Paper presented at the ICT for Inclusive Learning Conference in Florence - |
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Nov 2011 |
An autobiographical Journey through the technologies which are transforming society. |
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Nov 2010 |
Health Global Article on the use of serious games for medical applications and about the impact of technology on the ageing population. |
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Dec 2009 |
David Wortley takes a look at how the immersive technologies of video games, virtual worlds and social networks might impact learning and development over the next decade. |
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Oct 2009 |
An article exploring the potential of brainwave computer interface devices and their potential application in serious games and other applications |
|
Oct 2009 |
This article looks at the impact of immersive technology on the “Digital Native” generation and whether these technologies are changing the attitudes, capabilities and brain structures of the next generation of learners. |
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Aug 2009 |
SHASPA - |
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June 2009 |
Learning Magazine article discussing the trend in immersive technologies that fundamentally changes our relationship with technology into a highly personalised one with many of the characteristics of human relationships. |
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Mar 2009 |
Learning Magazine article about the use of Brainwave Computer Interface devices to measue concentration levels and their potential importance in the learning process. |
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Dec 2008 |
Learning Magazine article about the role and impact of video games on educations |
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Jul 2008 |
Article about the trends in learning and development and how that affects the way we both teach and learn. |
|
Mar 2008 |
Integrating Real and Virtual Worlds for Next Generation Learning |
Article exploring the potential of 3D immersive environments such as Second Life as a new platform for E- |
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