
23rd to 27th NOVEMBER 2020
Online Edition
Headline sponsor
Gamification Europe 2020
Meet our Gamification Europe 2020 speakers
2020 Schedule
Our amazing list of sessions for our 2020 conference online:
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23rd Nov
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24th Nov
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25th Nov
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26th Nov
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27th Nov
10.30 to 12.30 – Morning session
All times are CET (Central European Time)
10.30 to 10.35
Intro by the Chair
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
• 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
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!
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
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
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
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
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.
10.30 to 12.30 – Morning session
All times are CET (Central European Time)
10.30 to 10.35
Intro by the Chair
Founder of Research Through Gaming, and Author of Games & Gamification in Market Research, Betty Adamou, is looking forward to guiding us through this day. Betty will be setting the scene for what you can expect today and keeping us on track.
10.35 to 11.05
Arthritis MEMES BUSINESS
What can you do to motivate your audience to do more exercise? What about when half of them are between 59-89 years old? What happens when badges don't work! Could humour, emotion and teamwork be the answer instead?
Hear how Good Boost deliver AI-powered exercise-rehabilitation apps that implement the principles of gamification theory. Building upon patient insight, and with 2 years of co-design, they are exploring how introducing ‘meme culture’ to a less traditional audience can motivate users to new maxed out exercise levels.
Arthritis is a term used to describe a collection of joint conditions associated with pain and stiffness. Arthritic conditions are some of a group of conditions that affect muscles, bones and joints collectively called musculoskeletal disorders (MSKDs). MSKDs affect 18.8 million people in the UK, accounting for 30% of GP appointments and cost the NHS £5b a year to treat and manage. Globally, MSK conditions affect around 1.2 billion people and are the primary cause of disability on the planet with an annual health bill of $100b+. The wealth of published research illustrates that exercise is one of the most clinically and cost-effective interventions for many MSKDs. Yet the numbers accessing and maintaining exercise programs remain low.
11.05 to 11.30
The Discovery Vitality story: How a financial services company is adding years to its customers lives
For Discovery, the key to building a profitable and sustainable business is to motivate our customers to behave in ways that are good for them, and good for society. This is why the Vitality programme exists: to motivate effective health behavior change. The Vitality model has since been extended to help our customers become safer drivers and better manage their money.
The Vitality story is about how a simple idea that originated at the Southern tip of Africa has evolved into a programme that covers over 20 million people across 25 countries. Discussion topics include:
• What is the Vitality programme and how does it work?
• What are the motivation drivers behind Vitality?
• From tracking customer engagement over a year to weekly goals – the power of immediate feedback and instant gratification
• The role of incentives and product integration
• What the data says: does Vitality really work?
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
REDESIGNING CORONAVIRUS METRICS USING INFINITE GAMIFICATION
Our public health teams are distributing the wrong data about Covid. Using the principles of Infinite Gamification Toby explains how public health officials can design a more effective data distribution that drives the right social distancing behaviours.
12.05 to 12.30
GAMIFICATION OF PANDEMIC PREPAREDNESS TRAINING IN WEST AFRICA
Natalie Denmeade, Suzanne Kerba
What do COVID19, Ebola, and pandemic influenza have in common? You got it. They’re all pandemic diseases that originated in animals and jumped to humans – where they’ve caused deadly outbreaks and international upheaval. More than 75 percent of emerging human diseases have their origins in the animal kingdom.
The nature of emerging diseases increasingly calls for an approach that brings together specialists in human, animal and environmental health – a One Health approach – which views the health of every sector through the lens of the interconnectedness of people, animals, plants and their shared environment. Unfortunately, most healthcare workers, veterinary services, and environmental specialists are rarely provided with opportunities for interprofessional learnings and trainings.
Join the Moojoo team on our hero’s learning journey to bring these professional groups together through the structural gamification of both online and face-to-face workshops in One Health. See how a medical doctor from Ghana transformed herself into a humble shopkeeper, hear how a Senegalese veterinarian became a compelling traditional healer, and learn how gamification has the potential to revolutionize global health training through the One Health approach.
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
Gamified Immersive learning and Assessment for Preventative Healthcare – How to make gamification for social good self-financing (or even profitable).
COVID-19 has placed a strong spotlight on preventative healthcare as Governments across the globe struggle to motivate (or force) citizens into adopting health safety measures. Measures such as social isolation and distancing, closure of mass public events, limitation of physical contact, wearing of face masks and use of hand sanitisers are increasingly unpopular and difficult to enforce. Gamification as a strategy has proved to be successful in influencing human behaviour in health management scenarios. This 15 minute lightning talk shares the presenter’s practical experience of gamification for personal health management over the last 7 years and illustrates how a combination of gamification and technology can achieve results such as a weight loss of 21kg in 3 months and a reversal of pre-diabetic symptoms.
This talk will cover :-
• The challenges of gamification applied to personal health management
• The benefits of corporate gamification for health management as a staff benefit
• How to develop effective strategies for gamifying personal health
• A practical example of gamified learning and assessment to tackle coronavirus in a self-sustaining ecosystem
Delegates attending this talk will learn how to make gamification for social good financially self-sustaining or even profitable.
13.45 to 14.15
Tailoring Gamified Persuasive Systems for Health and Wellness
This talk will explore how gamified persuasive systems can be designed to motivate people to action, and tackling real-life problems in various domains with a major focus on improving a wide range of health and wellness behaviours such as sexual and other health risk behaviours, healthy eating, physical activity, mental health, and smoking cessation.
14.15 to 14.25
COMFORT BREAK
Stand up, move around, grab a coffee and a snack and come back refreshed.
14.25 to 14.35
School for Ninja: from mindfulness to playfulness
Esra van Beelen, founder of School for Ninja, analyzes the similarities and differences between mindfulness and playfulness. Her insights can help anyone concerned with reducing work stress and improving the culture of an organization. Three main differences Esra describes are:
1) ‘awareness’ vs ‘imagination’
2) ‘own’ vs ‘culture’
3) ‘passive’ vs ‘active’
14.35 to 15.10
How to gamify support networks to deliver successful health & wellness outcomes
Panel Chair: Elaine McNish. Panellists: Ben Wilkins; James Vos; Esra van Beelen
In this session we look at the role of, and how to gamify the effectiveness of, parents, educators, carers and healthcare professionals in delivering successful health & wellness outcomes. Questions to be looked at:
- How effective is behaviour change without a support network?
- What game elements are most effective in recruiting supporters?
- How do we keep all involved engaged for the duration of the intervention?
15.10 to 15.15
WRAP UP
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.
10.30 to 12.30 Morning session
All times are CET (Central European Time)
10.30 to 10.35
Intro by the Chair
As organiser for the Gamification Europe Conference Pete is looking forward to introducing all the speakers today and learning what gamification we can be using to better look after our community of conference attendees.
10.35 to 11.05
Is gamification the cure to help your community thrive?
How do you as an organisation engage your community and ensure loyalty over the long term? Too often communities are seen as self-sufficient organisms. Give them a platform and they’ll thrive. Perhaps this could be likened to a virus? Unfortunately, once the platform, or host, is exhausted, the community dies away.
Communities are possibly one of the most difficult things to gamify. A community as an organism is so very varied. Each person is there likely because of some shared sense of purpose or desire. But each person is also unique. So how can you gamify an experience effectively enough to engage the majority of a community?
Learn how to treat your community more like a plant. Nurture and care for it until it becomes more self-sufficient. Enough that it can be left alone for long periods. Note, it can never be fully left alone, it always requires some invisible hand to help it along.
The bonus of having a strong, functioning and engaged community is that it can survive any disruption that is thrown at it.
11.05 to 11.30
From individuals to a community: Practical gamification design for growing a community
I have seen many communities start, bloom and fade away in the last few years. When we started our online gamification membership community in mid-2020, we knew we had to design our processes, learning materials and interactions properly.
Because of that we used different strategies
- to form a good onboarding process,
- to use gamified elements to support our members (PBL-parts, content unlock, guilds, and more)
- to help members to visit the community periodically using small nudges
Though gamification is not widely known in our country our membership has grown steadily. We have a strong purpose to let people know about this exciting and useful topic, and I think we made the first baby steps successfully. Now you can go grow the gamification community in your country.
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
COMMUNITY MONETIZATION
Gamification is a technique that you can use to motivate users to take some specific action. However, it's important to understand that gamification is less about technology and more about human psychology. Let’s browse 5 techniques to understand how to boost your conversions.
12.05 to 12.30
CREATING ENGAGED COMMUNITIES THROUGH THE POWER OF MUSIC
Music has been in the forefront of Innovation, pushing technology to another level especially in times of crisis. We have seen this in the past and are experiencing it right now. The Music Industry currently disrupts the ways we can experience and communicate with other fans and will be a main inspiration for the development of online communities in the future. I want to talk about how Music can create communities that relate to each other. This session includes:
- An introduction to how music can be used for community engagement, particularly online communities
- An interactive element, where we co-create some music that brings the gamification community closer together
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
Awesome connections: gamified
Cozy Juicy Real is an online board-game created with a very un-game-like purpose: to kindle fun and engaging conversations.
Jed and Sophia host networking and team-building events for some of the world’s most interesting communities and organisations - including Amazon, Showpad and Miro's virtual conference Distributed 2020. Their specialty is online games that connect teams and communities on both personal and professional levels.
Hear how their extensively play-tested and optimized games:
* Create a sense of community, even among complete strangers
* Cultivate interesting conversations with diverse groups of people
* Connect teams through curated questions, challenging enough to engage
At each event, players are asked to score how they feel before and after playing Cozy Juicy Real. On average, teams share they're 15% happier, 22% calmer and 36% more connected after the experience.
13.45 to 14.00
Experience in building pharmacists' community in Mongolia
- Transforming traditional training seminars into engagement-based gamified training
- Building community of professionals /pharmacists/
- Monetizing and finding sponsors to finance your community
- Online versus offline community and hybrid designs
- User/member generated content
14.00 to 14.15
Designing Game Loops for Octalysis Prime: the world's largest gamification learning community
Octalysis Prime is a real life RPG where you level up your personal and professional life through an epic adventure. In this gamified learning journey covering all of Yu-kai Chou's latest research in behavioral science, gamification and motivational psychology. Octalysis Prime has seen great gamification community engagement everyday since 2016. In this session Yu-kai tells us how he does it.
14.15 to 14.25
COMFORT BREAK
Stand up, move around, grab a coffee and a snack and come back refreshed.
14.25 to 14.40
Women gamers are a big – and underserved – esports & gaming audience
Many know that women make up 47% of the gaming industry. However, most believe that applies to casual and mobile games. For millions of women around the world, this is not simply a casual hobby, but a deep passion point, with significant scale in reaching the core woman gamer and esports fan. This presentation will dive into original research about women esports fans and how to create businesses around this important and largely ignored audience.
14.40 to 15.10
PANEL SESSION: Gamification's power is coming from crowd, then spark it
Session Chair: Ercan Altug Yilmaz. Panellists: Tatiana Tacca; Yu-kai Chou; Sandra Abadir
Questions to be covered by the panel:
- What are the main problems in communities?
- How to, or how not to, gamify a community?
- How to gamify the volunteers and contributors in a community?
- How to boost engagement in a quiet community?
15.10 to 15.15
WRAP UP
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.
10.30 to 12.30 – Morning session
All times are CET (Central European Time)
10.30 to 10.35
Intro by the Chair
Toby is Head of Client Engagement for Veneficus Network and Magic Freebies - the consumer lead generation specialists. He will be setting the scene for the day and guiding us through the great talks ahead.
10.35 to 11.05
The pandemic has broken your marketing - now we're proving the value of gamification
The events of this year have turned the world upside down for most marketers. As consumer behaviour patterns have changed so marketing strategies based on past assumptions have started to fail. In this presentation Will Stuart-Jones, Head of Solutions Consulting at 3radical, will explain how gamification can be used to counteract these prevailing headwinds by adopting an ‘earned data’ strategy that allows brands to capture actionable insight at scale.
11.05 to 11.30
PLAYING TO WIN: GAME THINKING FOR IMPROVED CUSTOMER PARTICIPATION, LOYALTY & ENGAGEMENT
In a time of serious change and serious challenges, is gamification still relevant in serious contexts? We’d argue, yes – we face a greater need for engaging, retaining, and motivating people than ever before across a whole host of sectors, and nowhere is this more evident and possible perhaps than with consumers, retail and loyalty.
From nurturing value and trust, to creating inviting, entertaining customer journeys, join Andrzej’s talk on taking loyalty to the next level, focussing on people centric experiences and how gamification has a role to play in achieving serious business objectives. He’ll build on an amazing client case study on managing and enhancing a 24million strong loyalty programme for a global fashion retailer, and then step through three ways game-design can empower customer engagement and loyalty of the future.
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
A VERY CHALLENGING GAME SERVES US BETTER FOR SALES SKILLS DEVELOPMENT
In this session we will hear three stories about the practical application of FLOW concepts in a B2B setting. These show different aspects of engagement: the engagement of a player in the game, the engagement of a player in the process that he/she takes part in, the engagement in the world of sales.
Story #1
The story of sales executives who underestimated our Archipelago Competence Game for B2B Sales. They were expecting some trivial game/a riddle. Instead they received a mind-blowing experience that stretched them and their skills so much while trying to outsmart the game system.
Story #2
A game used in the recruitment process makes people engaged in it and they show up on the interviews at much better rate than when no game is used.
Story #3
The story about a candidate playing a game and realising that the industry is not a good fit for them. Then saving everyone's time and money by declining the offered interview (as they played the game very well).
12.05 to 12.30
THE EMERGENCE OF "EVENT REPLACEMENT GAMIFICATION"
The effects of the pandemic in 2020 has had an impact on every industry in the world. But it’s impact on the event industry has to be one of the most notable.
At Gamify, we have a history of working closely with organisers to help support aspects of their events but this year has introduced a new level of involvement for our team. For the first time in our company's history, we were faced with “event replacement” game campaigns...
In March, we worked with Dell to completely replace their event efforts in New Zealand. The team approached us just weeks before their deadline, as the event was no longer permitted. So what was traditionally a week long conference, was replaced with a 3 month staggered release arcade experience, in an effort to engage, entertain and learn from their audience.
The company ran a short quiz following gameplay, to which they found incredibly valuable as their end-users submitted honest responses. This resulted in not only an exciting proof of concept for future events but a load of valuable survey data they may not have necessarily captured in the traditional event.
Dell was just one example in 2020 of companies having to expand their creative resources in order to quickly adapt to their current reality, whilst still engaging positively with their customer base.
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
I MET ELON MUSK & GAMIFIED TESLA'S CUSTOMER ADVOCACY IN 30 MINUTES
This is a 100% fictional story with a pinch of humour based on an untrue story where Elon Musk challenges Keith in a dim sum restaurant in a chance encounter to design and gamify the customer advocacy campaign for Tesla before he finishes his lunch.
Keith is a firm believer of the power and organic reach of coupling the concepts of gamification + customer advocacy to engage, recognize, and supercharge any brands' superfans to create exponential marketing impacts with low cost. He will explain the premises that can make this campaign payoff big time, Gametize's 5D framework to approach gamification from a problem solving + design thinking approach, and shows how he created the campaign real-time on Gametize.com to whip out a prototype demo for Tesla.
Disclosure: There will be some subtle and shameless brand placement in this story, and you get to complete part 2 of this script.
13.45 to 14.00
How can a digital moose improve the user experience for tourists?
How did we handle the design challenges for a digital project that aims to get more tourists to come and visit attractions in the rural mid-northern inlands of Sweden? One of the ideas eventually ended up involving a talking moose that guides children and families traveling by car through the area. How do you go about designing gamification features that work with a moose? The moose occasionally challenges them for a quick "car game” or to go visit places where they can participate in on site game challenges and explore new things. Apart from the moose, Gamification played a major role in driving behavior through collecting games, evolving your moose avatar friend and having new experiences checked off while getting clear and fun feedback on your progress. The interaction through voice input/output with fun quirky facts and geo positioning to unlock new challenges on site, has a great potential to meet the goals of the project while also - hopefully - create a buzz in media and help market the experiences in the area.
14.00 to 14.15
GAMIFYING WATER SAVING: THE STORY SO FAR
Save Water Save Money has been on an amazing digital journey to support Water Utilities around the world, helping millions of customers use less water at home.
We’re now revolutionising the way Water Utilities engage and interact with their customers, by enabling their customers to become individually involved with their water use.
We've embarked on a journey of applying gamification mechanics to encourage water saving. The initial results show aspects of the site are working well, but the data is telling us we have some way to go.
14.15 to 14.25
COMFORT BREAK
Stand up, move around, grab a coffee and a snack and come back refreshed.
14.25 to 14.45
The Inverted Storytelling Pyramid: A Framework to Assist Design Engaging Stories for Your Games
Join us for a fast lightning talk where Vasilis Gkogkidis author of "Designing Games and Gamification for Learning" will talk about his Inverted Storytelling Pyramid framework that can assist you to add engaging stories to your games.
In this session Vasilis will go over the framework elements and give a detailed example of how they can be used in practice.
14.45 to 15.10
Build lasting engagement with Game Thinking
Have you ever launched a gamification project and watched your engagement stats go up… only to see them fall off a few weeks later? It’s incredibly frustrating - and all too common. But it doesn’t have to be that way.
There’s no “quick fix” or silver bullet for designing sustained engagement. But there IS a proven, learnable system called Game Thinking that you can use to build deep engagement from the ground up. This system is based on techniques that produced worldwide hits - and it’s now used by Tesla, Google, Netflix, Jam City, Age of Learning and hundreds of startups to develop new products, games and services.
To get started with Game Thinking, you need to first understand three core techniques:
- Superfan Habit Stacking
- Skill-building Learning Loops
- Well-Lit Mastery Path
Come to this session to learn how worldwide hits like Rock Band, The Sims, Netflix, Duolingo and Slack used these Game Thinking techniques to build high-retention products - and you can too. You’ll get practical, actionable tips and hacks to use right away in your work - plus a design framework that’ll improve your outcomes on every project.
15.10 to 15.15
WRAP UP
Our Chair for the day will take a moment to help us reflect on the talks and sessions we 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.
10.30 to 12.30 – Morning session
All times are CET (Central European Time)
10.30 to 10.35
Intro by the Chair
Setting the scene for what you can expect today.
10.35 to 11.05
GARFIElD - Gamification of Automation stRategies For InDustry 4.0
Funded by the Swedish Innovation Agency, Vinnova, GARFIElD, was a two-year scientific demonstrator investigating in what way gamification could contribute to the required mechanisms and proposed strategies for professional success through the workplace digital shift to Industry 4.0. One project segment investigated “The War for Talent” and how HRM processes such as employee pre-boarding and on-boarding might benefit from a gamified approach.
Talk highlights:
- A description of the participatory design and procedure developing the gamified artefact (a gamified on-boarding app for smartphones)
- Game elements, design principles, and heuristic applied in the gamification ecology
- The applications presentation layer (frontend) and interface
- Primary findings regarding the user and initial assumptions on improvement
11.05 to 11.30
High volume recruitment across borders
Involve employees to create a more entertaining recruitment process. Shortlist thousands of candidates without having to read every single resume. Three short recruitment stories in retail, telecommunications, and technology education projects.
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
THE HUNT: A GAMIFICATION PROJECT TOUCHING 50,000 PEOPLE SINCE 2003
The Hunt is a story about disruption of the old and boring way in which we trained retail sales staff in customer service. A story that starts in 2003 with a trainer that is fed up with trainees dozing off during his sessions, and frustration about the fact that his training seems to have had little measurable impact.
It led to a daring plan to drop that very training, and play a game instead – with the complete retail staff of over 1,000 people. A plan that was met with suspicion and accepted with reluctance. (Why would we change the way we train our staff? – we have been doing it like this for ages?)
The Hunt – a project that we would now call Gamification – proved to be a great success. In terms of employee engagement, learning & behaviour change and revenue boost. Building on this experience we ran The Hunt in other retail organisations, supermarkets and banks. We learned that the rise of smartphone-use, social platforms, and the easy spread (and leaking) of information posed new challenges as well as possibilities. In this talk, Michiel van Eunen will tell you all about it. What is The Hunt? What convinced companies to use this gamification project? How has The Hunt been running for 17 years now, touching 50,000+ (retail) staff? What have we learned along the way? And what is the future for The Hunt?
12.05 to 12.30
UNLEASH THE INNER SUPERHEROES IN YOUR WORKFORCE
Irze Kalkavan & Birce Yılmazkarasu
What motivates people to achieve their personal goals? How can companies bring in success by getting to know their employees, see what motivates them, and help them bring out the best version of themselves? Can you imagine the success story written in an inclusive and collaborative office environment full of superheroes? It is time to reimagine the way we work.
We aim for every person to reach their inner superhero and enjoy the path to their goals. We transform goal-oriented activities into experiences that trigger intrinsic motivation via game elements.
Creating an environment that is able to sustain this kind of motivational growth is our passion at Inooster. An evolutionary place for superheroes to continually become a better version of themselves. Join our session to find out what Inooster does to achieve this goal.
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
How we used story to defeat rising customer complaints in just 9 weeks
This story is about a service provider where the number of customer complaints has increased so much that it has been difficult to respond. At the same time, the number of subscribers together with the expected sales revenue started to decrease - initially to a lesser- and later to a greater extent. After an in-depth analysis, it became clear that poor field service delivery caused the problems. The solution is to measure customer satisfaction after colleagues have done the work on site. This metric takes the story forward, the more positive feedback you receive, the more hidden elements are revealed.
Continuous rewarding resulted in a change in behaviour. The service team used the solution beyond working hours, prepared for the next challenge and shared their experiences in the system.
Finally, as a result of the field service team’s efforts, the increase in complaints stopped in a measurable way. It was fun and cool for employees and beneficial for the company.
13.45 to 14.00
Why Work Does Not Work Without Play
Is it possible that the opposite of play is not work – that they are in fact mutually supportive, and when we stop playing, we stop creating and developing? Games are often talked about as if they were a relief from serious learning. But in the make-believe world of games we are in charge, making decisions, as we assess risk to master a range of challenges. Are games and gamification in reality… serious business?
Play helps us deal with difficulties, provides a sense of expansiveness, promotes mastery of our crafts, and is an essential part of the creative process. Most important, true play that comes from our own inner needs and desires is the only path to finding lasting joy and satisfaction in our work. In the long run, work does not work without play.
14.00 to 14.15
THE ROLE OF GAME-BASED ASSESSMENTS ON ORGANIZATIONAL ATTRACTIVENESS
The way that HR and Learning managers structure their recruitment procedures has to change in order to avoid any bias but also to enhance their recruitment/candidate experience; and thus their employer brand. The amount of upheaval that this new trend is creating for organizations is both disruptive but also enlightening. In this session hear:
* How Game-Based Assessments can help you become an Employer of Choice
* Why candidate and recruitment experience is critical to the acquisition of top talent
* The impact of positive and negative candidate experience in recruitment, talent acquisition and ultimately profits
* Why you need to consider Applicant-Reactions when evaluating which Game-Based Assessment you should use
* Insights into our latest journal publication
14.15 to 14.25
Comfort Break
Stand up, move around, grab a coffee and a snack and come back refreshed.
14.25 to 14.40
HOW ESPORTS ARE FAST SPREADING INTO CORPORATES AND BOOSTING ENGAGEMENT
In this session we’ll take an helicopter view of the eSport world, revenues and trends. See how eSport is penetrating Business Events and generating excitement amongst employees. Similarly, we’ll update you with how it is changing the Media and Advertising landscape. How can you get good at eSports? Time to look at the rise of the new eSport schools which are training the new generation of players. Ending with a look at how your organisation can get started in this world too.
14.40 to 15.10
Panel session: Radical recruitment AND gamification
Chair: David Dand. Panellists: Danilo Bulatovic; Michael Deane
This panel session will be a discussion regarding:
* What does gamified recruitment look like?
* Which major employers are interested in gamification and what does this tell us about opportunity and the future of careers in gamification?
* What are latest trends in recruiting and gamification.
* How can gamification in talent acquisition and recruiting make a difference?
* How can gamification help the stakeholders (the employer and candidate) learn more about personality, interest and fit?
15.10 to 15.15
Wrap up
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.
2020 Speakers
Our amazing list of speakers so far for our 2020 online conference:
Head of traineeships & digital platform, DigitalScaler
Director, Persuasive Computing
Lab, Dalhousie University
Head of the Office of Career Services, SWPS University
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

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.
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
































































