Author Archives: Gamifiable

About Gamifiable

Mobile SaaS Gamification VR/ AR - MR for Machine Learning Marketplace AI

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.



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( mm / dd )

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


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( mm / dd )

AR eCommerce and Blockchain

AR eCommerce & Blockchain


AR & eCommerce

AR eCommerce and blockchain dynamics were the same. There were multiple channels for opportunity. There was interference at this reception point. A mitigation channel was brain locked. Steve wanted to improve his transmission opportunity.


1. Personalization drives engagement.
2. Get to the point quickly.
3. Chatbots go beyond mobile devices.
4. Truly understand your users.

“What’s your thing?” Robotically, it had penetrated from his Mobile phone.

“Take me further.” Steve had spoken into his mobile voice recognition system. Deep Learning algorithms were predominant with a technological experimentation. Online shopping was a recursive data collection.

Ecommerce Growth Strategies For 2018

1. Localization, Personalization & CX.
2. Community Building, Customer Engagement & CRM.
3. New Content Types & SEO.
4. Mobile Optimization.
5. Social Media Advertising, Campaigns & Retargeting.
6. CRO & Data-Driven Optimizations.
7. Technology.
8. Email Marketing, Automation & AOV.
9. Influencer Marketing.
10. Omni-Channel Management.
11. Payment Solutions.
12. Branding.
13. International.
14. Customer Lifetime Value & Referral Programs.
15. Catalog Extension.
16. PR.
17. Shipping + Fulfillment Optimization.
18. Sales Tax Liability.
19. Pricing.

AR eCommerce and blockchain interconnectivity phenomenon was leveraging AI-driven insights. The Data Pipeline carried Steve to sets of source artifacts. Steve detected a hierarchical influence. “Are you from Earth?” Augmented reality could revolutionize retail.  Steve had asked for its search trajectory. “I am from everywhere.”

Permeations of the Bayesian inference was this dynamic of the networked data. Steve’s data set was way out of proportion to his Google map search. Augmentation had been applied in a wide array of domain-specific transformations.

At the other end of the BART (Bay Area Rapid Transit)  platform was Dennis. He was a San Francisco Police Officer. Cops were capturing crime scenes via AR. Dennis had synthetically expanded upon Steve’s training set.

VR & AR Options

The Police Officer approached Steve. “What was that?” He had asked. He closed in on Steve. A virtual simulation was of these movements. It was in a pre-designed template. “I ah?.. I- I don’t understand?” Steve had said. He had come from what was this programmed software. “What?” Dennis was facing Steve. “I, I- I heard something.” Steve had a virtual option with augmented reality for e-Commerce.

“So did I.” Dennis was an overlay in Steve’s network. “Yeah, yeah- What’s your thing?” Steve had gawked for a confirmation from Dennis. Network abstraction had run its multiple separate and discrete virtualized network layers. “You playing games with me?” Dennis had sought refuge on top of their physical network.

“No, No- It’s- it’s …” AR was Steve’s gamification strategy.  Steve had went for a new path to converge their programmability.

VR market worldwide in 2020 and 2025 (billion US)

“Where are you?” Dennis had come from Steve’s VR.

VR headsets 1.8 percent of global population by 2021.

“I- I- I don’t know?” Steve’s photo realism had replied to Dennis. They were in an indistinguishable occupation from virtual reality. Their VR-ready universe simulation was of their collective metaverses and simulations.

Second Life.

“Didn’t you want to play a game?” Gone was Dennis. Technological advances had allowed Steve’s artificial life to be placed within another virtual setting. The BART had reacted in Steve’s virtual environmental parameters.

Steve’s AR eCommerce and blockchain had entered the BART’s mimicked physical counterparts. There were decentralized Artificial life entities.

Decentralized AR eCommerce & blockchain

“Cool.” Donna had a pink mohawk and large ear-rings. She wore her cyberpunk with tight jeans and biker boots. Steve was cognitive computing with the technology. Donna had pointed to the graphic picture on Steve’s T-shirt. It had depicted advanced cognitive analytics.

Danna’s t-shirt was cut up past her navel. Her breasts were barely covered. They had threatened to fall out. Steve stared at her. “You like them?” Donna would ride his geek. “No, no-“ Steve’s machine intelligence had not superseded human intelligence. “You don’t?” Donna came closer to merge with Steve.

“No, I’m- I’m just-” Steve had tried to upgrade their cosmic process. “Could be the end of us you know?” Donna gave Steve some room. Steve wanted her in his consciousness sphere. “We’ll- We’ll figure it out.” Steve had interacted in a metaverse. “Here.” Donna held out the Google cardboard. Steve wanted her for his VR telepresent application.

• $19 billion by 2020.

“I guess it can’t hurt.” Steve took the Google cardboard from Donna. “Not at all.” Donna had moved in closer. “It feels good.” Their virtual worlds had met geospatial maps. No-one could take them away from the virtual world they were in. Their identities had lived on the blockchain. They could not of had been deleted.

eCommerce and blockchain

• 100 million consumers shop AR by 2020.
• Blockchain-based $10 billion by 2022 Billion.

Steve had stood on the BART platform in an AR eCommerce & Blockchain virtual machine. Dennis was at the other end studying the panorama. Donna was at the opposite. They were in a virtualization that was running inside a virtualized environment. “Hello.” Steve had spoken into his mobile device. “How can I help you today?” The mobile phone he had held was operating in this multiple instance.

“Hey.” Donna had come closer to Steve in their virtualization-aware network. “What’s up?” Steve had come on to her. “It’s weird, isn’t it?” She had been efficiently configured to migrate into Steve’s virtual machine. They were part of its coherent self-awareness. “You going there?” Steve had asked. He wanted to establish himelf in those layers. “Yeah, man.” The BART had come. Its doors had opened.

VR Shopping!




Extended Reality

VR/AR Delivery: Mixed and Extended Reality

Extended Reality

John was a virtual worker in an educational extended reality experience. Since by 2020, 50% of the U.S. workforce will be freelancers , Jane had contemplated this conflict-management problem. Their computer based materials were an immersive Virtual Reality. John’s consequence kill was a meet-up in VR that had lacked feedback immediacy.

This VR paradox of an asynchronous media had become an AI agent named Sally. Conversational AI technology adoption rates were set to be as high as %75 by 2020. John loved the multiple algorithms and programming languages. He had wanted the animatronics to make Jane appear real, yet Jane was Sally in this VR task and social-oriented communication.

Sally was for intelligent and ubiquitous machines. With the next Kondratiev wave peak expected to arrive around 2020, Jane and John were learning exponentially. Their VR environment with Sally was self-training and intelligent. They were placed in realistic simulations. Combining them with VR and machine learning with Sally, they created their cloud-based hyper-reality.

AI to create 2.3 Million Jobs by 2020.

Jane had met John in VR. Its immersive minimization inputs gave her no interaction with John in reality. Sally created an interaction between John and Jane. Their consumer oriented reality became a distributed overlay of the two. Their AR existence was in their physical world.

VR revenue $21.8 billion by the year 2020.

AR illusions of John and Jane were separate from their bodies. They were a consciousness of Sally. Outside of their bodies, an AI was a correlation between their movements that produced radical transformations in their body ownerships. Engaged in a Bayesian re-evaluation of their probabilities, and with the Global market for Virtual Reality in Healthcare to reach $3.8 Billion, they had assigned Sally the ownership of their Virtual Reality environment. Their AR extended reality was aimed at treating their body image disturbances.

Ubiquitous Environments

VR Shopping!

Intervening simultaneously, their AR extended reality became the psycho-physiological effects that were provoked on their bodies in their virtual experience, for therapeutic purposes, the AR data modeled their bodies. Dynamically created AR avatars were created from their VR experiences. The AR ownership from their VR bodies were transferred to Sally. Their VR selves were an immersive consciousness intertwined with haptic technology. Jane and John literally felt what they’re were experiencing in VR.

With worldwide revenues for Augmented and Virtual Reality forecast at $160 Billion plus by 2020, their perceptual illusion of AR was used to manipulate their feelings of ownership. Social embodiment of Jane and John’s interactions were within their VR world view. Sally became the empathy of this machine. Jane and John’s VR embodiment were the AR from an AI’s perspective. Jane and John’s first-person VR traversal into an AR third-person view was beyond their bodies and an AI.

Global healthcare spending 8.7 trillion.

Jane saw John’s imperfect human-like character with an eeriness. Sally had to remove this unexpected emotional relationship with John. Their human and robot illusions of life were their AR extended reality interactions. Those aesthetics were perceived from their VR experiences, as empathic characters, they became autonomous artificial intelligences. Deep-learning-generated AR from their VR style transfers became Sally’s AI transformative human-machine experience. Jane saw John from beyond his physical appearance.

With database automation and machine learning through neural networks that simulate human cognitive functions, Sally became a stronger AI. Jane and John were data collections of Sally’s algorithms that created their artificial intelligence.

VR Browsers

With big data analytics to be more that $203 billion by 2020, visualization of Jane and John’s augmented reality was mixed with scalp electrodes that recorded the electrical signals on their brains. Sally’s software translated those signals into commands. Their AR extended reality selves had become this brain-controlled VR browsing of Google Chrome.

Firefox Nightly.
Chrome 56.
• Chromium for Windows.
Samsung Internet Browser for Gear.

Their connection between physical and virtual space with virtual reality and machine learning had started brain-hacking into their health-care futures. The VR context of Jane and John’s AR content was the B2B for B2C AI delivery of Sally. Jane and John were getting online in virtual reality environments that imparted knowledge to their AR advertising selves with information from their web browsing.

VR revenues will total close to $75 billion by 2021.

Intuitively augmented from John and Jane’s Virtual Reality, their occupation became an Extended Reality (XR).  Wearable devices become their ubiquitous and disruptive fashion of computing platforms. The smartphone, mobile VR headsets, and AR glasses converged into XR wearables. Jane, John and Sally converged AR, VR, and AI.

They designed new learning experiences with transformational education. Disconnected by VR, Jane was interacting with John’s AR. Their virtual reality became a mixed reality of their AI. The AI’s augmented space was their physical space overlain with the dynamically changing information of Jane and John’s Virtual Reality.


SpaceZodiacsGDD is developing now…

Creating emotional immersion in VR for an extended reality, Jane and John’s sensory input was superimposed on their physical world by Sally. The technology’s evolution was indistinguishable from their physical world. With their fashionable occupation of extended Reality, Sally was their transformative AR that reconnected them to their physical world.

AR Fashion

900 million AR-enabled smartphones by the end of 2018
• 4% will use AR while shopping.
• 61% prefer AR.

VR Shopping!





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AI Awareness communicates world relationships.

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