Fourth Edition, Online 2020 – Gamification Europe Conference

Gamification Europe






23rd to 27th NOVEMBER 2020

Online Edition



Headline sponsor

Gamification Plus

Gamification Europe 2020

Meet our Gamification Europe 2020 speakers

2020 Schedule

Our amazing list of sessions for our 2020 conference online:

  • 23rd Nov

  • 24th Nov

  • 25th Nov

  • 26th Nov

  • 27th Nov

Learning and education

Day sponsor

10.30 to 12.30 – Morning session

All times are CET (Central European Time)

10.30 to 10.35

Intro by the Chair

Rob Alvarez

Rob is an expert, international speaker and advocate for the use of gamification, especially in education and learning. He will be setting the scene for what you can expect today and keeping us on track.

10.35 to 11.05

What a decade! A gamified learning journey in Indonesia

Eko Nugroho

• Introduction about Eko, Kummara group, and the vision to create an impact in Indonesia, and the humble beginning.
• How we start with board-game, setting up Indonesia Boardgame Challenge - a gamified program to socialize the potential of the game as learning media that successfully kickstart the whole industry (Indonesia has received gamification world award nomination (2015) in 2 categories: Best Non-Software Innovation & Best Theoretical Contribution.
• How we implement Fun, Interactive, Natural, and Engaging (FINE) Approach to engage and motivate 30,000 Indonesia Post employees all over Indonesia.
• How we implement the integrated game-based learning and gamification approach to promote peace and tolerance, implemented in 17 cities in Indonesia, motivating the establishment of >1000 agents of peace in Indonesia, and selected as the most innovative program by UNDP.
• How we design and implement the playful learning journey, an online integrated game-based learning and gamification approach. supporting the on-boarding program for 268 new employees of the biggest telecom company in Indonesia.
• What's next? A glimpse of our next adventure:
       o Playful business: an online facilitated game-based learning for start-up and SME's.
       o Playful & Peaceful World - a playful learning journey promoting peace and tolerance.
       o Playful leadership program.

11.05 to 11.30

IT'S FREAKING AMAZING TO LEARN THINGS THIS WAY!

Olga Kożuchowska, Arek Siechowicz

Time to learn more about… The Mystery of the Seal. The captivating storyline in this gamified learning for SWPS University Office Of Career Services generated amazing results. Dive in to hear:

  • It’s freaking amazing to… who said that?
  • Break the secret of the 7 seals - which seven competences, crucial for career development, will we be training during our journey around the world?
  • The preparation camp - how we analyze users' needs and personas BEFORE the main gamification?
  • Data and first results - almost half a thousand users, more than 400 hours spent on learning, absolutely voluntarily, IN THE FIRST WEEKEND!
  • How to be more and more efficient - adaptive Learning and AI inside the elearning gamification platform.

11.30 to 11.40

Comfort Break

Stand up, move around, grab a coffee and a snack and come back refreshed.

11.40 to 12.05

SUPPORTING COMPANY TRANSFORMATIONS WITH AN AI DRIVEN DIGITAL ACADEMY

Dries Dewilde

The world is rapidly changing and many companies relentlessly focus on transforming their business to be able to follow this speed of change. To be able to keep up with the pace of innovation, companies need to adopt an agile mindset where success is heavily depending on the agility of its employees. Agility goes hand-in-hand with embracing life-long learning, since it provides employees with the skills, tools and techniques to enable fast transformation.

Within DigitalScaler, we are developing a ‘Smart Digital Platform’ to support companies in their transformation journey. Supported by an AI-driven engine, we create the most suited learning journeys in the Digital Academy (powered by Bravon) for each employee within these companies, allowing them to execute the company’s strategy in the most effective and efficient way.

12.05 to 12.30 

DISRUPTING THE MARGINALIZED EDUCATION!

Norhan Zahran

I had this amazing opportunity to design a gamified learning experience for children of an underprivileged community in Egypt. The results of what I saw on their behavioural changes, and the influence of the experience on the way they think were mind-blowing! I would love to share this with the community in order to start adopting Gamification with underprivileged communities, to disrupt their world of traditional boring and ineffective education.

12.30 to 13.15 – Lunch

All times are CET (Central European Time)

12.30 to 13.15

CAFÉ AREA OPEN – NETWORKING LUNCH

Stand up, move around, grab a drink and some lunch. Enter the café area and eat your lunch with a colleague or a new friend.

13.00 to 13.15

SPEED NETWORKING SESSION

For those who love a bit of networking at a conference you can join this voluntary session of speed networking. Every 3 minutes you'll be randomly allocated to chat to someone else. Who will you end up meeting we wonder?

13.15 TO 15.30 – Afternoon session

All times are CET (Central European Time)

13.30 to 13.45

Embracing distractions in live virtual sessions

Abhilash Purohit

Learners face a number of distractions in a virtual learning environment. The phone, email, app notifications, children, pets, parents, spouse, neighbours, traffic on the street outside, bad internet connection, nature's call... are all distracting them from a shared learning experience.

In searching for a solution, we built
Dextr.io, developed the GPS framework, and learned a lot about distraction management. In my lightning session, I'll talk about how we developed a tool that empowers learners to manage distractions using the principles of Gamification, Personalization, and Socialization.

13.45 to 14.00

Let's play a game: An experiment on game design and education

Erik Agudelo & Aleksandra Witoszek

Ola and Erik believe in a bold concept: "that we should all have the chance to build a game". With this in mind, the "Toolbox for Creativity" was created. Each and every component of this game was designed to provide the right level of scaffolding in the students' journey of game design and development.

The Toolbox for Creativity was implemented to maximise the learning outcomes of the class Organizational Behaviour. As is usually the case in such stories, an enemy appeared in this narrative. This time, its name is COVID19.

Check how Erik and Ola adapt their idea to the reality of distance learning and what was the result of this experiment.

14.00 to 14.20

Mixed Reality and Simulation Gameworlds: Designing Using Complexity Theory

David Chandross

Education will become increasingly reliant upon virtual reality, augmented reality and simulation and less dependent upon factual content pushing in online learning. New theoretical models for creating self-directed, self-paced learning in virtual learning environments (VLEs) are required in order for this to realize its potential and not descend to entertainment. In this presentation I will discuss the nature of complexity theory in serious game development working with both the United Nations and the World Health Organization designing deep games for learning.

Gameworlds are not games with winners or losing conditions. They are alternative realities with defined boundaries, avatar immersion and multimedia-rich content exploration. They permit the learner to roam through content areas and feature multiple engagement loops, emergent gameplay, fantasy fulfilment and granular progress tracking instruments. We will describe our work in fields as diverse as addressing food scarcity, mass casualty emergency training for physicians, rapid large-scale training of health care workers for COVD preparedness and addiction medicine using these principles. Audience members will leave with a basic understanding of gameworld design and how to begin to implement these ideas using their own learning management software.

14.20 to 14.25

COMFORT BREAK

Stand up, move around, grab a coffee and a snack and come back refreshed.

14.25 to 14.45

Personalized Gameful Design

Gustavo Tondello

Several research studies have been showing that personalized gameful solutions can lead to higher engagement and performance. However, personalized gameful design faces two challenges: deciding how to select game elements and activities that are appealing to different users, and deciding how to adapt the experience to each user. In this talk, Gustavo reports on the latest research and his own experience designing personalized gameful solutions. To solve the first challenge (design), he will show how to use the classification of gameful design elements, the gameful design heuristics, and the user types models to create solutions that are appealing to different users. For the second challenge (adaptation), he will discuss strategies for customization (letting the user adjust their experience at will) or personalization (having the system automatically learn about the user and make adjustments).

14.45 to 15.10

PANEL SESSION: Designing games to explore, address and take action for wicked learning problems

Panel Chair: Sarah Le-Fevre. Panellists: Dave Eng; Antonios Triantafyllakis; Monica Cornetti

The focus of the panel is using games to address wicked problems. Games are often used to create learning experiences (knowledge acquisition, examining values, exploring systemic issues) around wicked problems such as inequality, culture in organisations, the climate crisis – and I’m sure you can add many more. But today’s focus is a little closer to home, looking at wicked problems within learning itself. As learning professionals, we face issues around accessibility, content and quality all the time, so let’s examine just a few of these.

Covid19 has presented us with many challenges, but one of the greatest concerns for many learning providers has been managing the transition from the classroom to online. How might games or gamification play a part, either as content, frameworks for taking advantage of the additional functionality of ‘online’, or as part of our own design/translation processes?

Recent research from the National Foundation from Educational Research has shown that pupils from disadvantaged backgrounds are less likely to be engaged with remote learning, further damaging their prospects during lockdown. If games could be part of the solution to the engagement problem, how do we factor in, for example, unequal access to technology?

A final question, which is somewhat ‘meta’. Although there have been many innovations in platforms and software to help with online, it feels like the field is still so new, that we haven’t yet achieved reliable pedagogies, with firm theoretical and experimental bases. What could we do with games to help explore online learning to build our understanding?

15.10 to 15.15

WRAP UP

Rob Alvarez

Our Chair for the day will take a moment to reflect on the talks and sessions you have all experienced.

15.15 to 15.30

CAFÉ AREA OPEN UNTIL EVENT CLOSES

Your last chance of the day to have a quick chat, share your contact details and then start unwinding from today's event.

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2020 Speakers

Our amazing list of speakers so far for our 2020 online conference:

David Szilagyi

Founder & CEO

Benchmark.games

James Vos

Head of Product Management

Discovery Vitality

Vasilis Gkogkidis

Author & PhD Researcher

University of Southampton

Natalie Denmeade

Founder

Moojoo

Dries Dewilde

Head of traineeships & digital platform, DigitalScaler

Jan Bidner

Chief Executive Officer

Bidnerdonethat

Danilo Bulatovic

Regional Talent Sourcing Manager

Nestle

Norhan Zahran

Instructional designer/Gamification 

Giza Systems Education Foundation

Aleksandra Witoszek

Research Assistant

Cracow University of Economics

Ádám Pusztai

Behavior Designer

Kollektiva

Dominique Mangiatordi

CEO and Founder

ØPP

Gustavo Tondello

Co-founder and researcher

MotiviUX

David Dand

Chief Executive

CoreUs Ltd

Neil Burmester

General Manager

Gamify

Irze Kalkavan

Business Development Lead

Inooster

Monica Cornetti

President

Sententia Inc

Suzanne Kerba

Risk Communications Consultant

World Health Organization

Dave Eng

Host

Experience Points Podcast

Ercan Altug Yilmaz

Gamfed Turkey Representer

Gamification Designer, Inooster

Andrzej Marczewski

Gamification Solution Designer

Motivait

Eko Nugroho

Lead Game Designer/CEO

Kummara Group

Rob Alvarez

Host

Professor Game Podcast

Ben Wilkins

CEO

Good Boost

Michiel van Eunen

Experience Designer

Living Story

David Chandross

Faculty Member

Yeates School of Graduate Studies

Pete Jenkins

CEO

Gamification+

Birce Yılmazkarasu

Gamification & Experience Designer

Inooster

Adam Palmquist

Chief Scientific Officer

Insert Coin

Tamir Bayasgalan

CEO and co-founder

Platform Business LLC

Sarah Le-Fevre

Editor

Ludogogy Magazine

Sabrina Sona Bruehwiler

Senior Gamification Designer

Octalysis Group

Will Stuart-Jones

Head of Solutions Consulting (UK)

3radical

Antonios Triantafyllakis

Director

MYTRAINER

Betty Adamou

Founder

Research Through Gaming

Esra van Beelen

Ninja Honest Dancer

School for Ninja

David Iachetta

Founder

Bravon

David Wortley

Founder and CEO

360in360 Immersive Experiences

Abhilash Purohit

Director

Gentle Bamboo Solutions

Rita Orji

Director, Persuasive Computing
Lab, Dalhousie University

Yu-kai Chou

President

The Octalysis Group

Filip Tomaszewski

Co-Founder

Pracownia Gier Szkoleniowych

Olga Kożuchowska

Head of the Office of Career Services, SWPS University

Amy Jo Kim

CEO & Game Designer

Game Thinking Academy

Elaine McNish

Director

Move Consulting

Ilias Vartholomaios

CEO and co-founder

Owiwi

Tamas Gall

CEO

Motivive

Erik Agudelo

Founder

Play Learn Develop

Tatiana Tacca

Director of Esports

Momentum Worldwide

Toby Beresford

Author

Infinite Gamification

Albert van der Meer

Gamification Consultant

aeStranger

What is Gamification Europe?

Gamification Europe is a 5 day conference that can give you all the necessary tools to use gamification in your organisations. Exceptional speakers online make sure you got everything you need to go back to your everyday jobs and harness the power of games. 

Organised by GAMIFICATION+


“So inspiring and fun to have been part of the Gamification Europe conference in Berlin. We learned, mingled and laughed a lot during the hectic days. Perfectly organized and located! We went back home full of ideas and energy” 

Karin & Mikael Berggren, MMD Games



Disruption Gamification

2020 Theme is 'Disruption'

This conference will showcase ideas and sessions around two key aspects of disruption:

  • How the use of gamification has helped organisations survive, or even thrive through, the events of 2020.
  • How the application of gamification is disrupting industries, people and processes.

Whether it's Marketing, Employee Engagement, Effective Learning, or Culture Change that you care about, join us to learn how to use gamification to achieve your goals. Join our mailing list to be first to know when tickets become available!


With gratitude to our 2020 sponsors

HEADLINE SPONSORS

Gamehill
Gamehill - Gamified Learning Platform. Engaging employees and students since 2015. They are winners of Outstanding Gamification Award as well as Best international implementation of Gamified learning solution form London's LTA. With experience from many corporate clients including Deloitte, Orange, Skanska and Deutsche Bank they are now branching out to the higher education sector. Their recent addition of Adaptive learning module could be a game changer!

Moojoo
Moojoo is an innovative and intelligent consortium of gamification and learning experts who make a difference in the world. We believe the first job of a teacher or a trainer is to make the learner fall in love with the subject. Our gamification approach puts learners on a path to success, using the Hero’s Learning Journey to harness the power of play. The result is instructional design that resonates with learners and meets them where they are – culturally, emotionally, and academically.

Bravon
Passioned about user engagement and how to tweak it, Bravon was born out of necessity. Applying game techniques in non game situations is a complete game changer when it comes to users adoption, motivation and engagement. Companies and digital solutions are struggling with unmotivated, unengaged employees, customers, users that are real brakes to business development and growth.

Bravon is a cloud solution providing an All-In-One gamification platform improving user experience that you can use in few minutes. Our solution allow to create tailor-made journeys according to your expectations and those of your users. These journeys are a fun and unique experience that will motivate them to always take the next step and reach their goal. This game-based method, creates a positive feeling about your business and increases engagement.

The Bravon Partner Program is designed to help you build new experiences, launch faster, and reach more customers.

3radical
3radical provides organisations with an innovative way to achieve unprecedented engagement and earn data directly from their audiences. Using 3radical’s award winning Voco software platform and supported by comprehensive strategy and execution services, business users have the ability to quickly create and publish interactive digital experiences based on a wide array of template mechanics and rewards informed by the latest game science theory. These compelling online experiences are delivered directly to each recipient and optimised by preference data, real-time decisioning, and learning based on billions of interactions. Every exchange results in fully-permissioned, “earned data” provided willingly by the individual in a transparent, mutually beneficial environment – critical to informing the business and elevating communication strategies, especially as other data sources become less effective. 3radical operates globally through offices in North America, the UK and Asia Pac and serves major brands across a broad range of industries.

inooster
Inooster is a technology company that offers performance management and loyalty programs through gamification-based, new generation motivational solutions. We help our business partners reach their goals by placing people and fun in the center of all business processes.

We transform goal-oriented user activities into experiences that trigger internal motivation via game elements such as leader boards, feedbacks, storytelling, etc. via our own methodologies, and products. As Inooster, we offer three product families: Motivist for employee engagement, Bond 1440 for customer loyalty programs and Noos, a flexible and powerful infrastructure tool for customization.

We have helped many businesses from different sectors reach their goals; whether it is making the end-user experience more enjoyable at a mall, motivating the personnel at a call center, helping the sales teams reach their quotas, or working along with municipalities to promote people to become more active. We are there, constantly striving to achieve more in every aspect to help you reach your goals.

SPONSORS

Infinite Gamification: motivate your team until the end of time
The book Infinite Gamification by Toby Beresford tells us how to create sustainable scoring programs to influence behaviour at work and at play. It is aimed at leaders working on small or larger programs and is a practical guide to the methods and pitfalls involved.

MotiviUX
MotiviUX focuses on advising and learning through the creation of captivating digital products and services. As experience design experts, we create gameful applications and serious games, evaluate existing applications, or test prototypes with potential users. As instructors, we help professionals learn and practice personalized gamification and gameful design tailored to their needs. We get inspired by our world-renowned academic work in user experience research, design, and evaluation. Our solutions use distinguished game elements and techniques based on years of experience with game design and research practice. We infuse this with our unique brand of research methodologies created particularly for gameful design and evaluation.

Benchmark.games
Benchmark.games digitalizes the recruitment process using short online game-based assessments that measure cognitive abilities. Algorithms compare candidates against high performing employees to create a shortlist of candidates. The tool is similar to personality tests, but these games focus on behaviour and on-the-job abilities, making the entire process more engaging through game mechanics and predictive via machine learning algorithms.

CoreUs Gamification
CoreUs Gamification specialises in international recruitment of gamification professionals. We offer retained search and recruitment services for permanent and interim appointments taking pride in our careful and person-centred approach. With gamification attracting increasing amounts of attention we work with you, guiding you with sensitivity and professionalism. Your reputation cared for.

SUPPORTERS

Testimonials

Awesome event with lots and lots of stuff to learn and discuss. See you next year - Adam Pusztai

Thanks Vasilis and Pete for organising this amazing event! It was a great success and a pleasure to be part of! Couldn't thank you enough! - Sabrina Bruehwiler


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