gsummit June 19-21, 2012

Gamification for Social Good: Learning from AT&T

Ivan June 4, 2012 1

As the grasp of gamification spreads in ubiquity, it is no surprise that the use of gamification will become increasingly important for all areas of social responsibility. GameDesk is one such non-profit that has worked to reimagine gamification for many different disciplines and AT&T has partnered up with GameDesk to revolutionize education nationwide. As the Vice President of Sustainability & Philanthropy at AT&T, Beth Shiroishi has worked extensively overseeing the innovative processes at work for social good. Come see Beth speak about the importance of gamification in social responsibility/philanthropy and how companies can leverage gamification in these important categories.

 

BETH SHIROISHI is vice president, sustainability and philanthropy with AT&T and serves as the president of the AT&T Foundation. In her role, she has responsibility for integrating charitable giving and sustainability into a cohesive strategy that creates shared value: long term value both for the company and the communities in which AT&T operates. Ms. Shiroishi is also responsible for integrating sustainable business practices throughout the company’s operations; contributing to initiative development and execution; developing and communicating AT&T’s positions; coordinating community engagement and communications; and managing stakeholder relationships. Ms. Shiroishi was appointed to this position in August 2011 to further align AT&T’s sustainability focus with its philanthropic efforts. Current priorities include energy efficiency, supply chain engagement, privacy and security, and overseeing AT&T’s corporate charitable giving programs, including the company’s signature charitable program, AT&T Aspire.

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