Health & Wellbeing Day


9th NOVEMBER 2021


Headline sponsor

Gamification Plus
47
Days
22
Hours
52
Minutes
22
Seconds

Schedule

The Health & Wellbeing day is designed to showcase what works (or doesn’t!) in gamification of health, to discover the latest thinking and thus lead to designing better and more effective gamified health & wellbeing solutions.

Our amazing list of sessions for 2021 Health & Wellbeing Day [Online]:


EVENT RUNS FROM 10AM TO 5PM

All times are uTC (UK time)

10.00 to 10.10

INTRO BY THE CHAIR

Description

TBC

tbc

tbc

Bio

Coming soon


10.10 to 11.00

Gamification vs Social Influence: Which Makes Health Behavior Changes Last Longer?

Is gamification the same as social influence? Are there significant similarities or differences? What social sciences have to say about both? Which of them can make health behavior changes last longer and why? How can we use them to facilitate desired changes towards healthy lifestyles and an overall societal wellbeing? What role plays technology in amplifying the impact of social influence and gamification? How digital innovations can help sustaining behavior change and achieve hyper-performance? What to expect from a smooth integration of human and artificial intelligences? How all of this is related to behavioral economics, nudging, persuasive technology, and other fancy labels? If you are curious, then see you soon!

Prof. Agnis Stibe

Hyper-Performance Advisor

AgnisStibe.com

Bio

4x TEDx speaker, MIT alum, YouTube creator. Globally recognized corporate consultant and scientific advisor at AgnisStibe.com. Provides a science-driven STIBE method and practical tools for hyper-performance. Academic Director on Artificial Intelligence and Professor of Transformation at EM Normandie Business School. Paris Lead of Silicon Valley founded Transformative Technology community. At the renowned Massachusetts Institute of Technology, he established research on persuasive cities for sustainable wellbeing. His change method is helping millions to gain confidence and build resilience against everyday circumstances. It will help you achieving stressless hyper-performance at work and certainty in life. Within this vision, business acceleration and societal wellbeing can be achieved through purposefully designed innovations that successfully blend technological advancements with human nature.


11.00 to 11.30

KEYNOTE

Description

Name TBC

Role

Company

Bio

Coming soon


COMFORT BREAK FROM 11.30 to 11.45

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


11.45 to 12.30

project in Brazil looking at fake news and the pandemic through D&D role play game

In Brazil, a country of 210 million people, a quarter of the population lives below the poverty line. Deprived areas and peripheries in large cities have been disproportionally hit by the effects of the pandemic. These areas have seen fewer efforts to increase awareness about the pandemic risks compared with higher income districts, as well as limited access to specialized care in hospitals. As a result, the average death rate in poor areas is significantly higher. Additionally, local efforts to mitigate the impact of COVID-19 are hindered by fake news. Critical thinking is an effective method to combat misinformation, however most conventional methods of teaching critical thinking make assumptions about knowledge base and levels of education. A game-based approach can play the role of a more intuitive mean to encourage the practise of critical thinking skills. For this project, we have created a role play game with Brazilian heroes embarking on a quest to save the forest from a mysterious blight. To combat misinterpretation and rumour spreading, the players have to describe and interpret the information they have, and sort out inconsistencies between different sources.

Agnessa Spanellis

Programme Director

Edinburgh Business School

Bio

Agnessa is Assistant Professor at Heriot-Watt University in Scotland with a research focus on how gamification can be used to support sustainable development and facilitate sustainable behaviour. She has a PhD in Management Science and teaches systems thinking and contemporary business technology. She coordinates a Gaming research group and leads research on gamification for sustainable behaviour at the Centre for Logistics and Sustainability at Heriot-Watt.


12.30 to 13.00

NETWORKING SESSION

Description

Name TBC

Role

Company

Bio

Coming soon


NETWORKING LUNCH FROM 13.00 to 14.00

Stand up, move around, grab a drink and some lunch. maybe eat your lunch while chatting with a colleague or a new friend


14.00 to 14.20

LIGHTNING TALK

Description

Name TBC

Role

Company

Bio

Coming soon


14.20 to 14.40

LIGHTNING TALK

Description

Name TBC

Role

Company

Bio

Coming soon


14.40 to 15.00

LIGHTNING TALK

Description

Name TBC

Role

Company

Bio

Coming soon


COMFORT BREAK FROM 15.00 to 15.15

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


15.15 to 15.50

KEYNOTE

Description

Name TBC

Role

Company

Bio

Coming soon


15.50 to 16.50

PANEL SESSION

Description

Chair: Name TBC

Role

Company

Bio

Coming soon

Name TBC

Role

Company

Bio

Coming soon

Name TBC

Role

Company

Bio

Coming soon

Name TBC

Role

Company

Bio

Coming soon


WRAP UP FROM 16.50 to 17.00

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


17.00 to 18.00 EVENT PLATFORM STAYS OPEN FOR ATTENDEE NETWORKING

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


With gratitude to our 2021 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!

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.

SUPPORTERS

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 get everything you need to go back to work 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


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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