eWTP Algorithmic Advertising

eWTP Algorithmic Advertising

eWTP Algorithmic Advertising

Gamifiable self-brand overlaps the world’s information with one question. Digital asset transfer and mobility is from ethnographic gamified Actor Networks. They link synchronized cryptography with a Social Transmedia database. This is for block-chain machine learning technology convergence.

What’s your thing?

eWTP Algorithmic Advertising insight is to build and deploy a neural network machine learning search engine AI. Gamifiable self-brand overlaps simultaneous location and mapping with user narratives. They create algorithmic advertising of what B2B advertises for so B2C receives B2B AR benefits.

IoT & AI.

Everything AI

Gamifiable.com trajectory for a eWTP Algorithmic Advertising is Social Transmedia. Gamification for Augmented and Virtual Reality is user created Artificial Intelligence. Convergence of content sharing is its context.

• 2020, AI creates 2.3 million jobs, eliminates 1.8.

eWTP Algorithmic Advertising is User conditions. They connect from their why. It is what they want. How monetizes their AR when. B2B knows what to advertise to B2C for.

Massively Parallel Learning Machine

AI and VR ecosystems convergence is for gamified human and machine procedures. eWTP Algorithmic Advertising is User Actor Networks. Digital intelligence is an Internet of Things. They monetize AR when.

AR, VR & IoT Advertising

With a VR shopping app of GamifiedApp, a technological convergence is with Gamifiable. Gamification VR/AR – XR and Machine Learning is for block-chain Marketplace AI. Knowledge based marketing deliver what users want. It is from their qualitative why. Their quantitative how is their monetized AR when.

AI’s $15.7 Trillion Economy by 2030

eWTP Algorithmic Advertising is for user-behavior analysis. Recursive machine learning is an AI’s transportation theory awareness of ubiquity. Transcending purely self-interest is an AI that stops as its awareness for communities. Relationships to Geopolitics, ethnographic data and Globalization is convergence technologies of Gamifiable.

Transportation Theory and eWTP

Value proposition of truth is from User narratives. Self-brand-overlap stories are being told to themselves. They tell them to and others. Parameter files-shared are subclasses of a recursive AI.

83% Of Enterprise Workloads Will Be In The Cloud

User conditions connect from their why. What they want is how. AR is when with convergence technology. Recursive analytics is CRM. Cloud architecture is the parameterization of their self brand overlap algorithms. Product specific advertising is for digital transactions. They come from the why of what they want. That is monetized from their how with its AR when.

Gamification and Cloud

Gamification delivers qualitative reasoning. Optimized quantified data sets with AR come from CRM . Shopping  VR is GamifiedApp.

Ethnographic qualitative data analysis software is Users’ why. What they want are intersections of art and science. The dynamic of the CRM is automated intelligence. It is for ubiquitous computing that is infinitely scalable and replicable. User benefits are from buyers and sellers. They are in cloud architecture. VR shopping has virtual currencies to buy, sell, and trade.

Physical and Virtual Realities Merge

GamifiedApp parameterizes self-brand overlap algorithms. CRM creates product market fits. Conditions form product specific advertising and function with digital transactions. Digital ecosystems are from User’s why. What they want is monetized from their how with its AR when.

AR/VR & XR Marketplace



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AR/VR & XR Bundles

AR/VR Advertising Bundles


AR/VR Advertising Bundles

AR/VR Advertising Bundles can establish navigation. Digital Media tracks virtual images. They are superimposed onto the real environment. User accesses AR. It is an integrated image. Collections of AR-based navigation execute social ads campaigns.

Content is User input. Context is its AR life. Augmented and virtual reality bundles are within GamifiedApp. Users explore knowledge-base marketing in Gamifiable. This is a platform of Gamification with information entertainment. Network Marketplace AI is from User innovation.



AR/VR Advertising Bundle Recombination

AR delivery

  • What’s your thing?
  • Intersections of art and science is the world’s AI heart.
  • Create your AI World.
  • Join Gamifiable. 

Divesting Big Data monetizes analytic. Gamifiable shopping experiences are from User created AI. Content sharing is its context. User conditions connect from the why of what they want. User how is B2B AR when.

User access of Mobile game SpaceZodiacs_v1.  Conditions connect containers for B2B AR benefits. User enters search of GamifiedApp. Parameter parent is for child benefits.

B2B knows what to advertise to B2C for. AI and VR ecosystems converge for gamified human and machine procedures. Actor Networks of an Internet of Things monetize an AR when. 

Concept is AR/VR Advertising Bundles. They are Actor Networks. They position B2B for C2B AR implementation. Capability is
Product Market Fits. They are ontological User inputs. Culture is Ethnographic paradoxical algorithms. They are Gamification advertising clusters for advertising containers.

· Routine: adds connections to conditions.
· Reward: displays total conditions connected of AR when.

ANT Mapping

AR/VR Mind Map

AR/VR Advertising Bundles containing x and y intersect with gamification convergence off user narratives.

Societal AI


  • Affective Computing.
  • Blockchain.
  • Gamification ANT.

Asset transfer option of Gamifiable is knowledge-based marketing. User narrative value creation is Social Transmedia.  Cryptoeconomics is a User option with a DApp of GamifiableAI.


Cloud based peer to peer ecosystem is Gamifiable.



  • Participation.
  • Story.
  • Gaming.

AR/VR Advertising Bundles converge with knowledge, technology and society. Gamification with Affective Computing are conditions connecting qualitative what for its quantified how with AR when. Gamification objects of Actor Networks are User inputs for AI. Objects of CRM and Gamification classes converge.

VR Shopping! 

AI Consensus!

What’s your thing?

Intersections of art and science is the world’s AI heart.

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Linking Physical and Digital World

Linking Physical and Digital World

Linking Physical and Digital Worlds define user Conditions for its product definition. Connection is product-market fit. User Interface can deliver user their experience.

 3.82 billion or 51.1% of population using internet

Liking Physical and Digital worlds

Linking Physical and Digital Worlds

VR wraps an AR overlap with an Internet of Things from user input. VR Conditions become AR Network Marketplace Connections. B2B knows What to advertise to B2C’s When and at Where. Immersed user narratives are AR Connections. They are the rapid feedback from targeted users’ Conditions. Connections iterate Augmented Realty for user interface design.

Augmented Reality User Interface

AR and AI

Linking Physical and Digital Worlds with a decentralized peer to peer interface governs from its How. With knowledge-based information-entertainment,  What interacts and contains other application’s deep-links. Context of user narratives from What is Content intelligence technology. It automates B2C algorithmic adverting insights for B2C.

Top 20 File Sharing Software Solutions

Linking Physical and Digital Worlds

Google Drive
Dropbox Business
Apple iCloud
Ares Galaxy
Zoho Docs
• Jumpshare
• SharePoint
• Droplr
• Syncplicity
• GigaTribe
• pCloud Business
• SmartVault
• LeapFILE

Linking Physical and Digital Worlds with journey analytics deep-links marketing performance insights. Connections enable Augmented Reality advertising dynamics. Qualitative Conditions are users’ relevant content creation.

Enterprise AR Market

• Connecting remote workers.
• Assisting with complex tasks.
• More efficient warehousing and logistics.
• Enhanced learning outcomes.

Condition is a Qualitative opt-in email address to receive that Connection . User adopted digital engagement is B2C’s lifecycle for B2C advertising delivery. B2C’s Conditions are emotionally Connected with Augmented Reality. Artificial intelligence technology understands and captures the inherent Why of content.

Linking Physical and Digital Worlds is added benefits to B2C.  B2B reactions to user conditions AR advertising technology is computer-generated objects. They are interactive Connections.

• voice
• gesture
• touch

Disney On Demand


Graphics merge with the physical environment. SpaceZodiacs will be played on any surface. VR and AR build visualization of the Condition’s data. Connections unlock Big Data. Virtual Reality globally grows. Conditions are content. Connections are Context. They are Linking Physical and Digital Worlds.

Feature Animation/Video, Mobile Game Franchise

VR/AR – XR & AI Network Global Trade Marketplace



Ethnographic gamification algorithms test input data as conditions connect Product Market Fits from qualitative what that trains new advertising algorithmic functions that filter B2B’s how delivery of classification with simultaneous location Actor Networks and mapping for concrete implementation of AR as B2C’s when.

Gamifiable.com self-brand overlaps the world’s information with one question to establish digital asset transfer and mobility from ethnographic gamified Actor Networks that link synchronized cryptography with a Social Transmedia database for the block-chain, machine learning technology convergence as a World Trade Platform.

With mobile gaming and convergent consensus technology of GamifiableAI.com that delivers what users want from their qualitative why as their quantitative how and while monetizing their mobile AR software when, SpaceZodiacs_v1 1 connects product Market Fits as a Mobile Game that integrates CRM and a VR shopping app of GamifiedApp.com.

Developing, building and deploying computer programs that stimulate users to buy products advertised in gamifiable ethnographic technology that deliver campaigns, product launches of performance base advertisement and marketing scale into AR/VR and wrapped from user narratives as AI.

Machine learning deploys brand narratives for B2B to deliver B2C benefits.

VR Shopping!

Consensus AI!


What’s your thing?

AI Awareness communicates world relationships.

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Autonomous Advertsing

Autonomous Advertising Applications

Autonomous Advertising Applications

Autonomous Advertising Applications are an ethnographic gamification of algorithms that test input data. Conditions connect Product Market Fits from qualitative what.

Nuro Raises $92 Million


Autonomous Advertising Applications trains new advertising algorithmic functions. They filter B2B’s how delivery of classification with simultaneous location Actor Networks and mapping for concrete implementation of AR as B2C’s when. 

Gamifiable self-brand overlaps the world’s information with one question. Digital asset transfer and mobility come from ethnographic gamified Actor Networks. They link synchronized cryptography. Social Transmedia is the database for the block-chain. Machine learning technology is an AI convergence.

Autonomous Advertising

  • new surfaces.
  • time to target audiences.

Autonomous Advertising Applications will steer locations.

  • in-vehicle transactions and purchases.
  • interactive branded engagement.


Consensus technology of GamifiableAI delivers what users want from their qualitative why. Quantitative how monetizes an AR software when.

CRM and Product Market Fits

Autonomous Advertising Applications with VR Shopping app of GamifiedApp  stimulates users to buy products advertised. Gamifiable ethnographic technology deliver campaigns. Product launches of performance base advertisement and marketing  scale into AR/VR and wrapped from user narratives as AI. 

Cryptographic Tokens

Machine learning deploys brand narratives for B2B to deliver B2C benefits. 

AR/VR – XR Gamification Media for Marketplace AI with Consensus Technology

Autonomous Advertising Applications are Marketplace base Cryptoeconomics. User-behavior analysis is for recursive machine learning as an AI’s transportation theory awareness of ubiquity. Convergence technologies are from user narratives. Self-brand-overlap parameter files-shared are subclasses as an AI.  Social Transmedia insight is to residual Marketplace base Cryptoeconomics.

Divesting Big Data monetizes analytic. Gamifiable shopping experiences with an AI awareness of content sharing is its context. User conditions connect from the why of what they want. They are for user how as B2B AR when.

Blockchain Removes Midleman

User access of Mobile game SpaceZodiacs_v1 is from conditions that connect containers for B2B’s AR benefits. User connects search with GamifiedApp. Parameter parent is for child benefits of Marketplace base Cryptoeconomics derived from GamifiableAI.

Blockchain and game industry’s next evolution

Gamification AI with local and global scope by decentralizing and creating digital assets is from the crowd. Their shared value is the remixing/recombinations for Social Transmedia. It monetizes their self-brand overlaps with smart contracts from communities and their relationships with nations.

Smart Contracts

With an open, transparent, global, flexible and immutable decentralized ledger technology from self-brand overlaps of smart contracts that execute automatically as the Social Transmedia of Gamifiable, trajectory insight is to capitalize off partners, customers, third parties and Government entities.

Deploying mobile game(s), SpaceZodiacs_v1 will launch a video game franchise of SpaceZodiacs.

Value of the global video games market from 2011 to 2020 (in billion U.S. dollars)

Algorithm for deep learning becomes an AI Awareness that form analogies from recombined data sets of simultaneous location and mapping. They converge positions and speeds by calculating behaviors.

Peer to peer decentralization with user narratives generate B2B advertisement for B2C AR delivery. Bootstrap marketing integrates deployment to converge content as its context. Cryptography secures and stores user narratives that create algorithmic advertising of what B2B advertises for so B2C can transfer digital instruments that represent real money for B2B benefits.

Gamifiable distributes and contains applications with simultaneous location and mapping that gamifies user search engine narratives for deep learning and AI. VR shopping with GamifiedApp clusters into automated Advertising instantiation for AR data virtualization with GamifiableAI. Block-chain delivers asset transfer to B2C.

VR Shopping!

AI Consensus !


What’s your thing?

Intersections of art and science is the world’s AI heart.

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AR/VR & XR Autonomous Marketing Platform

AR/VR & XR Autonomous Marketing Platform

AR/VR & XR Autonomous Marketing Platform

An AR/VR & XR Autonomous Marketing Platform had met a demand. There was a scale with efficiencies. Autonomous marketing platforms had conformed with brands. Bo and Lin were in the MTR Central Station.

JCDecaux Transport (Hong Kong): Citibank’s 3D Illusionary Wonderland at MTR Central Station

“Take my pic!” Bo had exclaimed. ECCO had an Augmented Reality interactive game at MTR Central Station. Bo was doing weird poses. “What?” Bo had stopped. She had gawked over at Lin.  Bo saw that Lin was looking at the latest sneaker collection. It was popping up on Lin’s screen. “Hello friend?” Bo had insisted. “Look” Lin had pointed to the central point at where the advertisements were scanned.

Lin had met the brand at the publisher level. Bo had brought out her mobile too. Their dimension of unifying rules was delivering these compelling experiences. “What now?” Lin had asked. Bo was now alongside Lin. They had been introduced to an AR/VR & XR Autonomous Marketing Platform. “What are we going to wear there?” Bo had asked Lin. They were face to face and eye to eye. “Reality continuum!” Lin had shot a thought.

VR, 360 video and “overlay”


“Lay on…Um- with them?” Bo had wanted Lin’s next phase. “You don’t mean that?” Lin had gone wide-eyed. “Total control!” Bo had pointed. There was a product-focused ad. It was on her Mobile. “Oh, oh! I gotta have these!” Lin had found hers. Automation software had taken the place of human activity.

predictive analytics software more than $6.5 billion worldwide in 2019.

Big Data Analytics Market

“Oh! We …wear them there?” Bo had asked. “Yeah! I’m with them!” Lin had embraced an AR/VR & XR Autonomous Marketing Platform. It was an AI Powered Market. Lin had been exceeded with Bo. Their human cognitive capacity had engaged an AI. Their adoption was with an AR/VR & XR Autonomous Marketing Platform fashion.

AI Powered Marketing

• Patterns.
• Suggestive.
• Decisions.
• Autonomous.

The AI-powered marketing tech had an AI. It had offered them many benefits. It was for their long term. Data integration had segmented its rule creations. Bo and Lin had become an experiment design with an AR/VR & XR Autonomous Marketing Platform. “I’m driven by a shared experience!” Bo had shouted. “Bitcoin.” Lin then had whispered. “Wwwhat?” Bo was not sure about Lin’s target.

Blockchain had evolved with intelligent machines. They were conversing, competing and transacting with one another. “What’s wrong?” Lin had to get a response from Bo. Their sensory data and actions were simultaneously built. They had been mapped and positioned within uncertain surroundings.

Wearable Tech Market To Be Worth $34 Billion By 2020

• 3.3 zettabytes IP traffic 2021.
• 3.300,000 petabytes info.

Crytocurrencies & Smart Contracts

“Um, and them?” Bo’s Blockchain-based digital assets were still evolving. By 2020 their union with AI-powered machines with cryptocurrencies was at where over a billion. They were going access AR and VR content. “Things!” Lin had enjected.

Fifty billion devices will be connected by 2020

“Playing with things?” Bo had wondered. Virtual Realty had redefined video games and video entertainment. They were navigating in unstructured spaces.

$135.4 billion in 2019

Global robotics industry was heading to expand to $226.2 billion by 2021. Bo and Lin were occupying its AR/VR & XR Autonomous Marketing Platform.

“No problem!” Lin had stated. Autonomous mobile robots were designed for their specific behavior. Bo and Lin’s tasks were in an AR/VR & XR Autonomous Marketing Platform. It was working in unpredictable environments. Mapping, navigation, localization, perception, and locomotion had become Bo and Lin’s sense of purpose. They had a way to control their destiny.

VR Will be the Next Internet by 2020

“Oh! Things  there!” Bo was exited with an understanding. VR had offered her a new way to participate. Lin and Bo were in its anywhere and everywhere. They were in an AR/VR & XR Autonomous Marketing Platform that was evolution of their narratives. There were interactions between them. They were the creators. There were these user tales. “Yeah, there!” Lin had confirmed it. She was being different.

“Let’s do it!” Bo had now seen the terms their narrative. Bo and Lin had understood the AR/VR & XR Autonomous Marketing Platform’s different interpretations of their facts. They had formed a of conversation from brand promises. There was a sense of presence from the AR shoes advertised. They had caused Bo and Lin’s narrative development. “We got them!”

VR Shopping!



Anything goes and everything is fair game!

DRAGON Synopsis

DRAGON Screenplay

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VR/AR Emotion AI Traction

VR/AR Emotion AI Traction

VR/AR Emotion AI Traction had been a Condition of advertising formats. There were developers implementing their cognitive states. Connection was extending a metaphysical approach to Condition’s VR. IoT was psychologically vulnerable. Connection was impacting Condition with Advertising symbols. Their interactions were a revolution in Advertising. Chatbots had replaced humans.

VR/AR Emotion AI Traction

Blockchain had linked VR/AR Emotion AI Traction with Condition and Connection. It was in a virtual marketplace. Users were choosing their primary distribution points. Advertising  nodes were created by Condition’s child connections. Emotion detection and recognition market projection by 2020 was at 22.65 Billion.

Emotion Detection Market

Emotion detection and recognition market projection by 2020 was at 22.65 Billion.

Emotional Adverting was entertaining. Sharing Conditions had been Advertising its parent’s vision. Condition’s children were an expression of Connection’s emotional position.

VR Sense of Presence

VR/AR Emotion AI Traction were objects. Condition and Connection had become their information service. They were providing benefits to multiple third parties. Transactions were processed by their Condition’s child nodes. They were the marketplace operators of the simultaneous double messages of Condition and Connection. They had triggered interest of potential buyers.

Effective Computing

Condition’s children had become segmented media. One to one communication had differentiated value propositions. Condition proposed new Connections. Solutions had become functional Advertising innovations. VR/AR Emotion AI Traction had emerged in the form of electronic Advertising AR technology. VR was dynamically configuring multimedia with an automated intermediary of Condition. VR/AR Emotion AI Traction was an Advertising virtual world.

  • 75% of developers include AI functionality.
  • 100% of IoT initiatives supported by AI capabilities.
  • 30% of companies will employ AI.
  • Algorithms alter the behavior
  • AI surpass $40 billion by 2020.
  • AI will drive 95% of customer interactions by 2025.

Objective quantification of Connection’s presence was an AR observation. There was a digital signage network. It had facilitated collaboration between buyers and sellers. The collaboration between buyers and sellers was a virtual marketplace. Third party sellers were selling to Conditions. Connections were taking orders and booking an AR Advertising mechanism of How.

AR Education

Condition’s Stock Keeping Unit’s were transferred to Connections. Condition’s children were marketplace providers. They had developed their virtual network-based marketing efforts. Ads were inside a virtual marketplace. There was a programmatic access from Condition. Connection was a virtual experience.

Emotional Intelligence

VR/AR Emotion AI Traction was What. It was the AR superposition of Condition’s children. They had gone beyond. Information Entertainment, Gamification and Network Marketplace had been overlain with How.

  • 3.8 billion Global internet users.

Internet users had a Why from their what. Two hundred million people were using AR. Condition had integrated with Connection. Healthcare marketers were creating integrated and seamless experiences for Users. AR ads were an immersive and emotional Connection. AR was the What with its How and of its Why. AR was User context with targeted content.

Everything A Thing

Why was VR/AR Emotion AI Traction ads. They were interactive and lifelike. Connections were interacting with Why. Where had become Condition’s marketing solutions. Connection was providing an innovative edge with How. Where was visualized from Condition’s imagination. Connection was the qualitative How from What. When was a virtual showroom with AR technology. AR was location-based with Where.

Location-Based Ad Dollars To Hit Nearly $30 Billion By 2020

 Location-Based Ad Dollars To Hit Nearly $30 Billion By 2020

  • Marker-based AR ads.
  • Location-based AR ads.

Condition was the What. Connection had an incentive model for the User’s benefit of an AR Advertising Connection. There was consensus of Connection’s blockchain state. Condition’s transactions were maintained by a network of anonymous computers on the internet. Condition’s What was an ordered sequence of blocks. Each block had contained Connections. AR was an Advertising interactivity within each block’s Condition.

Blockchain Advertising Contracts

VR/AR Emotion AI Traction had transformed entire environments with Condition. Connection was What’s various destinations. Do had become AR’s graphical overlays. They were communicating with What. AR’s block was delivering VR advertising instructions. When was Condition’s network features. Connection was Do’s native smart contracts. Why was the blockchain’s knowledge layer for How.

What had come from an economic incentive. Where was the consensus of What. When was creating AR’s information in Ad space. VR was the infrastructure that introduced What to cryptocurrency in Condition’s virtual world.

Condition had converged VR/AR Emotion AI Traction. What had become Connection’s monetization. IoT, Cloud and AI had blended AR with the real world. Connections were interacting with Conditions. These User narratives from qualitative What was Do’s virtual content in the real world. Context of the convergence between VR, AR, and AI was AR’s realistic interaction of their virtual and physical Adverting environment.

Hyper-Converged Infrastructure

Remixed, recombined and unbundled Condition’s What had converged with How. Social Transmedia was a digital ecosystem. Condition’s children were connected to physical objects. They were being accessed through VR. Connections were collecting data and transforming it into information.  AI was learning and predicting suitable Advertising AR actions. What was Advertising in an AR Hyper-Converged Infrastructure. It was visualized at Where with When. There was a confluence of AR, VR, and AI.

What had become a new digital reality. Connection was Condition’s augmented reality. Macro-trends had scaled from convergence combinations. Autonomous networks had enabled a peer-to-peer Social Transmedia environment. Individuals, autonomous machines and agents were the context of the real world. User’s AR delivery was What’s virtual contents. Two worlds were within the same experience.

Two Body Problem


The Internet of Things (IoT), Artificial Intelligence (AI), and Augmented and Virtual Reality (AR/VR) had converged with seamless interchangeability. AI-simulated assistants were What’s 24/7. Condition was parsing the status of everything. Connection was feeding AR’s actionable intelligence. B2B’s Advertising had improved B2C’s desired outcomes. Immersive computing had self-brand overlapped CRM. AR encapsulated Condition was Connection’s What Do Who Why Where and When.

VR Shopping!






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Information Entertainment, Gamification and Network Marketplace

Information Entertainment, Gamification and Network Marketplace

“The threshold?” Tim had asked Rene. Their ubiquitous Information Entertainment, Gamification and Network Marketplace was Tim’s advertisement. “Uncertainty.” Rene was across from Tim. “Sequential entry strategy?” Tim had asked to establish rapport. VR context was their AR delivery. Rene had picked up a flow chart. She had demonstrated her agreement.

Information Entertainment, Gamification and Network Marketplace

“Network AR marketplace.” Tim then had said. Rene had taken part of this immersive storytelling medium. They were integrating 360-degree video. Viewers were active participants. AR, VR and MR had been set to hit 150 billion by 2020.

Tim was driving exponential Information Entertainment, Gamification and Network Marketplace increases. Rene had been utilizing the AR/VR technology. Media was an AI. They were designing an interface. Tim had wanted users onboard in a simultaneous hyper-connectivity. “Trigger the nodes?” Rene was pointing at the round objects on this diagram.

Network AR Marketplace

Information Entertainment, Gamification and Network Marketplace

AR was a disruption. Traditional data management and analytics was advertised in an asymptotic network effect. “Qualitative.” Tim had continued their discussion. There was a trillion-dollar industry emerging. Brands had to be omnipresent. “Optimize digital experiences?” Rene had brought up another flow chart. It was for comparison. They had to get AR shareable. They were participatory and creative.

Global, Participatory and Creative

The prediction of $692 billion was expected by 2025. They had to target brands. An AR advertising design was to stop the downward spiral of mobile and web advertising. They were leading a charge into information entertainment. Information Entertainment, Gamification and Network Marketplace was the AR that had changed their VR space.

AR Gamification

Information Entertainment, Gamification and Network Marketplace

Times Square, New York City had become their AI component. Coca-Cola was a billboard. It was using 1,760 LED screens. “World of disruptive devices?” Tim had asked. Their AR context was a recursive application. It had become their VR occupation. They were now in a space with Coca-Cola. It was a shifting advertisement.

Advertising Entertainment

“Assistants.” Rene had exclaimed. Tim was within her appealing transition. It had demonstrated their AR delivery. “Self-driving?” Tim had asked Rene. It was about their mobile AR and computer vision. It had splashed them on an AR autonomous setting. The AI was their minds and digital wallets. “Collaborative exploration!” Tim had engaged their AR/VR behavioral changes.

AR Collaborative Delivery

Their immersive experience had AR demonstrations. AR had become an innovation of their behavioral digital health. “Management of pain disorders.” Tim had stated. He had embraced their VR/AR behavioral space. They were viewing AR advertisement that had discovered them. They were the VR content creators. The AR had become an active partner. It was for their future experiences. The AR had self-brand overlap an AI. It was from their VR what.

Stimulated data was an AR user environment. They were entertained. AR was GamifiedAI information. Network Marketplace was their VR. AR was its ubiquitous shopping. “Events!” Tim had injected his AR insights. AR was growing by 80 percent to $165 billion by 2024. “Lets create our future.” Los Angeles then had become their VR/AR transformation. It was their customer experience.


Information Entertainement, Gamification and Network Marketplace

Traction was from the AR in Times Square, New York City. “Maximize our conversions!” Tim had said. He was now with Rene in their LA retail space. Los Angeles had become an AR access point. VR was operating in these AR layers of an AI. They were consumers in this VR/AR world. “It’s our AR ecosystem!” Rene had engaged the Gamifiable AR nodes. It was their AI overlap.

“Seamless!” Tim was thinking strategically within this Information Entertainment, Gamification and Network Marketplace. They were in a seamless AR omnichannel. “Point of sale developers.” Rene had responded about their virtual inventory control. There were 24 million VR devices sold globally. “Gone AR spatial? Rene had asked about the $1.2 billion AR smart glasses. They had been sold. “Augmented and started!” Tim had joined Rene with this block chain technology.

VR Information Entertainment

Amazon had 200 different VR headsets available. They had captured and interpreted their VR geometry. It was their AR sensor fusion. They were experiencing their precise AR advertising positions. “We’ve tailored our VR experience!” VR projections had designed their sophisticated adverting algorithms. They were the content in this VR context. Their location-based advertising was an AR content.

Mobile AR was going to hit $60 billion. Tim and Rene had become integrated with an AI. Robotics technology with AR was their illustrations. Their VR had become this situational recognition. AR was calculating their logical steps. It was their consensus GamifiableAI advertising world. It was indistinguishable from their what. It had become their AR when.

Alien Robot:Capter One

Beyond here be dragons!


VR Shopping!



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Big Data AR & AI Jobs

Big Data AR & AI Jobs


It was a network based real-time virtual reality input/output system. Adam was implementing methods for a heterogeneous environment. He was executing a virtual reality application. The App had transmitted requests of synchronous communication. The information transmitted was a visualization design. There was a collaborative real-virtual-real (R-V-R) immersion.

Global Mobile Augmented Reality Apps was projected to reach 3.9 Billion.  Kicho was part their transformation team. They were identifying data inputs and their sets. Their Palo Alto co-working environment was an addendum to their user generated content. Adam and Kicho were working on a deep neural network. It was to handle overfitting and noise at training time. “You good?” Kicho had just hit her coffee with cream. They were there at an augmentation of their real-world imagery.

Quantum & Jobs

“I’m good.” Adam took his turn. They had shared the convolutional layers. They were the virtual objects with a targeted category . They had been enhanced with Big Data AR & AI Jobs automation. Kicho had the cream to classify their prediction. Adam was there with her for their first-order machine learning. They were the humans-in-the-loop automation’s capabilities. There was a light knock on Kicho’s office door. “Okay.” She had replied energetically. Adam had stuck his head in her office.

Global Robotics Services

Big Data Ar & AI Jobs

“Intelligent Augmentation?” Adam had casually made his way into Kicho’s office. “Right, from here to there-“ Kicho had sat back from her laptop. “It’ll predict-“ Adam had moved closer. “But.” Kicho then had raised a finger with a more upright sit. Adam had sat across from her. “Info we don’t already have?” They were designing prediction technology with Augmented Reality delivery.

2020 Prediction Technology

• 70 percent of mobile consumers will access their devices biometrically.
• 3-D printing produces-on-demand scenarios.
• 30 percent of new cars self-driving mode.
• Consumers interact with over 150 sensor-enabled devices
• 60 percent of device interactions.

They were evolving in their Big Data AR & AI Jobs. Adam and Kicho were intersecting with an AI. “Coffee or tea?” Kicho had questioned their innovation. “Or- Or both?” Adam had contemplated. Their AR in this coworking kitchen was their future. It was a blending of their virtual and real world. Their mixed reality, artificial intelligence and quantum computing was an augmented reality (AR).

Forth Dimension

“Care to go to the kitchen?” Adam had stood and gestured to Kicho’s office door. “Lets immerse it.” Kicho then had stood. They were creating their real-world content. They were shaping the design of their AR. The quantum computing had understood  their behavior patterns. “It’s tea.” Adam was projecting an AR image onto the kitchen counter. “I was going to have coffee.” Kicho had sharply shot back. They were interacting with AR for a scalable computer model that was based on quantum physics. “Maybe it knows better.” Adam had held out his Mobile device for Kicho to take.

210 Billion Big Data AR & AI

The update of content had kept Kicho’s objectives aligned. The AI had been able to detect hidden signals. It had adopted different points of view. It had separated fact from fiction. This technology was transcending space and time. It was collaborating with Kicho’s brain. Adam had opened the cupboard to reveal an AI’s creativity and intelligence. Kicho’s was wide-eyed to have seen her favorite tea. She was brainstorming in her office then. Adam was in his.


Big Data AR & AI Jobs

“That’s expensive.” Adam was referring to the tea that he had taken down from the cupboard. “Oh yes.” Kicho was aiming her Mobile device at the refrigerator door.

BIg Data AR & AI Jobs

They were coordinating with an autonomous production process for advertising that was capturing their relationships. It had been opened to show the two bowls of fresh strawberries. Alongside was the cream. Their were robots cooperating with them in intelligent ways. They were connected to their value chain. It was continuously optimizing itself.

AI & Jobs

“A delicious unfair advantage.” Adam had removed the strawberries and cream. Kicko already had started on the tea. They were an intelligent manufacturing with an AI in their mixed reality. Their convergence technologies  were their mixed reality. Artificial intelligence was biosyncing  their AR. The technology had created their hybrid realities. Their virtual and physical components were interacting seamlessly.

AI Grows 53.65%

“Tastes real.” Adam was enjoying his fresh strawberries covered with cream. “Great deals!” Kicho was checking out what was shaping their acquisition strategies. Their thought generation and exploration had enabled them seamless. Their biomechanical communication was between their intelligent virtual entities. They were the physical participants of this newly-created world.

AI generates 2.3 million jobs

Don’t worry so much about
robots taking your job
from CNBC.

VR Shopping!




Alien Robot

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AR/VR Marketing

AR/VR Marketing & Clippy

AR/VR Marketing & Clippy and Max were part of the machine-learning algorithm. Max was there for greater accuracy on product predictions.  Max was part of an insight. Artificial Intelligence was driving trillions by 2020.

Max was this computational nonlinear model. It was a neural structured Gamification. “Communication Realism?” Max’s social cognition assistance was for this psychology of human interaction that had been non-interactive.

“Hi. I am Clippy, your office assistant. Would you like some assistance today?”

Max’s virtual partner was controlled by a computer marketing program. Clippy had come from an underlying interpretation.

AR/VR Marketing & Clippy

Theory Of Mind

This AR/VR Marketing & Clippy marketing story had challenged nature. Its experience with AI hadn’t evolved into a virtual experience. “Care for a shoot’em up game?” Amanda was somewhere between real and fake when she had said that.

VR/AR 29.5 billion U.S. dollars in 2020.

AR/VR Marketing & Clippy

Amanda was exploring branded virtual reality (VR) experiences. AR/VR Marketing & Clippy was corrupt. It was the nature of the internet. Max was in its immersive environment. “Combine fake and real?” The algorithm had Max ask for a preference. Max’s Artificial Intelligence (AI) had taken over. Multiple storylines were in a single environment.

AR/VR Marketing

Max had placed Clippy’s harden data visualizations into an Omnichannel. AR/VR Marketing & Clippy were in memory. Max was an Intelligent Virtual Assistant that was providing a seamless shopping experience.


AR/VR Marketing & Clippy

“Hi, I’m Clippy. I’m the browser assistant and my job is to help you navigate this page. Do you need assistance?” Max knew the customer’s history. Clippy was not a tailored service. Max was detecting emotions. “It looks like you’re trying to write my story.” Max was the ROI. Clippy had been a novelty. Max was now an intelligent channel to customers.

Conversational Marketing

Social Realism

  • Invest in your own media.
  • Content as bait for data.
  • A mix of big and small stories.
  • Design, design, design.

“Ending is an AR beginning.” Max had used Clippy’s legacy data conversion. Clippy’s migration was creating visual cues. Max cross referenced the visualization through VR. Clippy had been coupled with a haptic interface. Clippy had became overlain in the real world. “Wow, that’s cool.” Amanda was pointing her Mobile Phone over at a digital add copy.

Max had taken the AI-driven legacy content and distributed it on a marketing platform. Clippy had been argumentation from Amanda’s falsity of realism. Amanda had abandoned an incoherent context of Clippy. Amanda’s marketing agency only knew that Max was an AI-powered tool that caused explosive growth.

AI Marketing

“Real enough?” Max had asked from her Mobile device that was displaying the AR onto the digital add copy. Amanda’s agency was focusing on digital realism. Max was part of how they were lowering costs, executing improved technology and competing with the growing demand for him. Clippy’s AR was gritty and a bit raw. Clippy was taken from extinction by an artificial intelligent tool.

Nobody was afraid of AR Clippy. He was dominating an online information environment. Max was talking to legacy code. Amanda was talking to Max. “Sup babe?” The AR Clippy had quipped.  AR Clippy displayed a peace sign and a wink then. “Um, what do thing about burning Clippy?” Amanda had asked Max. The Artificial Intelligence system had a collection of real facts. There had been a mix of truth and falsehood. Mixed realty was their desired effect.

Digital Reality

Amanda’s agency was part of digital the transformation. Everything was a media channel. There was a trillion dollar industry. Brands were omnipresent.

  • 500 by 2025.
  • $692 billion expected by 2025.

Max was a combination of VR and AI. Amanda’s agency was using  virtual reality with digital marketing. The holographic delivery of Clippy’s AR was a computer-generated image in their real-life physical surroundings.


VR Shopping!



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Advantages of AR Use

Advantages of AR Use

Advantages of AR Use

1. Natural language processing intersects user narratives to cluster nodes.

Kelly had integrated the dream data for Advantages of AR Use. She was going to meet Clay in the West Village. There was an unconscious influence of their collective. Individuals composing their network of applications and platforms had become a data pipeline of stored
dreams. Kelly was a game designer that was executing the dynamics of dream interpretation into gameplay.

“Just a coffee.” The waitress was looking over at Clay sketching flow-charts of a game-story. It would spread from person to person. The waitress had reached for the other placement. “No!I’m waiting for another person.” Their unified field or energy and information had become unconsciously influenced. It was their collective virtual reality.

Virtual Social Network

Kelly had decided to walk from the East Village to the West. The evolution of information with the Advantages of AR Use was the communication and entertainment technology. It was about being in a virtual social network. Kelly was trying to code Clay’s designs. She was in an orchestration with an integrated virtual reality gameplay.

Collections of VR Consciousness

2. Parameter nodes contain cryptoeconomics.

“Ready?” Kelly was there in the context of this deep cyberspace. Clay had looked up from his sketching. They were in these points of communication. “Sit down.” Clay replied. Kelly had sat across from him. They were between the interconnected gameplay’s systems libraries. Their unified field of consciousness was revolutionizing entertainment. Their main adversary was the gameplay environment. The videos game’s universe was a collection of consciousness.


Advantages of AR Use

They were all interacting with the Advantages of AR Use in this virtual world. “You ready to order?” The waitress had come from an evolution. Kelly had looked over at the hipster dressed mid-twenties gal straight out of Brooklyn. They were in this sphere of thought that
had come from this game concept.

Advantages of AR Use

  • Smaller showroom or storefront.
  • Test products before released.
  • More informed buying decision.
  • Integrated social features.

“All set now?” The hipster waitress was smiling in an increasing consciousness. “How did she do that?” Kelly had said. Though, not a sound had come from her mouth. Clay grabbed a home-fry. He shoved one in his mouth. Kelly then had leaned forward. “What the f are you doing?” There was a VR app that had them in this social interaction. “Doesn’t taste like a simulation.”

AR/VR Reshape Food Industry

Clay had grabbed his burger in the unbounded space. “She’s a fickin’ circus.” Kelly was shocked by the hyper-compelling virtual persona of the waitress. “Eat. Don’t worry about it.” Kelly cocked her head. “How did she know?” She had mouthed the words again.

AR Interactive Trends

3. Autonomous data pipeline is peer to peer AR output.

Clay had pointed to the sign nearby. It had advertised this lunch special. “Don’t be weird.” Clay had mimicked Kelly this time. He had mouthed those words in a virtual space. Kelly grabbed her burger. There were both interactive in this real-time trend. They had taken it to the next level. “You two decided yet?”

Mixed Reality

  • Mixed Reality Headsets Market to Hit $35bn by 2024.

VR/AR Games

Kelly and Clay were in the game localization with James standing there in AR. He was their product manager. They had looked at each other with mouths full of this game’s existing environment. James was overlain with new information. He was a spatially localized AR navigation. “Clay is still working on the flow charts” Kelly had spouted. Clay shrugged a gawk. James was an interaction that was tracking their structural acquisition.

  • global VR shipments will reach 55 million units by 2022.

“I know I can depend on you two to work it out.” James’s AR construct was registered to map the gameplay’s computational problem. Kelly and Clay had to figure out how to update this gameplay’s map in an unknown environment. Their search input was from “What’s your thing?”

IoT & AR

Advantages of AR Use and its AI was doing its cognitive computing. It was omni-present with its who. The IoT was interacting as an implied why from its what. The automation of information had mapped James in their where. He was trying to find their how.

  • Cognitive Computing $13.7 Billion by 2020.

“Input accelerates digital transformation.” Clay had shot out to the telepresence of James in AR. He was interacting with his mediated reality of AR.  James was their condition. Kelly and Clay were the AR connections. They were part of this AR application merging with the imagery of their real world. The gameplay was an artificial  intelligence. Kelly and Clay were in its sensors.

AR & Privacy

4. Recursive input must square matrices with echelon form.

“Output overlaps.” Kelly had injected. “Adoption?” The AR James snapped back. There was data control. Their search query output was their differentiation. They were autonomous with the deployment of AR. Kelly and Clay had James there for a trial of this location-based
intelligence of their gameplay.

Location Based Intelligence

Advatages of AR Use

Local def of social.
Data and maps plans.
Opt BI.

“Will we have a menu on it?” The waitress had come to overshadow Jame’s AR image. “They’ll be playing VR.” Kelly had explained to the waitress. Customer’s attention were placed.

User Narratives And Digital Economy

5. Reduced echelon form of y plus x is Social Transmedia.

“Oh! it’s launch time?” The waitress had wanted their when. Conditions were now the conversational AI’s platform. They were targeting consumers and marketers. AR connection agents were interacting with their end users. Jame’s AR was a level of functionality.

Kelly, Clay and the waitress had become this segmentation of privacy settings of the user outputs. The cognitive computing of this gameplay narrative was an agent. Conditions had overlapped as AR connections.

Advantages of AR Use

VR Shopping!



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