GEU22 Community Engagement Day

Community Engagement Day


23rd MARCH 2022


Headline sponsor

Gamification Plus
02
Days
01
Hours
41
Minutes
21
Seconds

Schedule

The Community Engagement day is designed to showcase what works (or doesn’t!) in gamification of motivating communities to achieve their goals, to discover the latest thinking and thus lead to designing better and more effective gamification for communities.

Our amazing list of sessions for 2022 Community Engagement Day [Online]:


EVENT RUNS FROM 10AM TO 5PM

All times are uTC (UK time)

9.00 to 10.00

Bonus: Cozy Juicy Real: Connect with the Gamification Community

Come play a game to start a great day!

A game that’s as unique as the people who play it. Cozy Juicy Real is an online board game that kindles fun, authentic and connecting interactions. It’s been played by thousands of people in 61 countries - from start-ups to some of the world’s most successful companies including Nike, Volvo, Zoom and more.

“You will connect. Cozy Juicy Real is the best way to foster connection online. On a scale of 1 to 10, I give it a 15.” - Marcia Goddard, Neuroscientist and Head of People at Tony’s Chocolonely

Jed and Sophia Lazar

Founders

Cozy Juicy Real

Bio

Jed and Sophia are group facilitators, coaches, board game designers and the creators of Cozy Juicy Real. More importantly, they’re two people who believe in the power of great conversation to bring us all a little closer. Favorite coffee treat? Frappuccinos with silky soy milk and a pump of something sweet.


10.00 to 10.10

INTRO BY THE CHAIR

Description

Toby Beresford

Head of Client Engagement

Magic Freebies

Bio

Toby is the Head of Client Engagement at Magic Freebies, a community of over 2 million consumers. He runs www.rise.global an online scorekeeping app, consults on gamification design and recently published Infinite Gamification: how to motivate your team until the end of time in English (on Amazon) and in Turkish (Elma Publishing).


10.10 to 11.00

GAMIFICATION FOR ALL: PLANNING AND DESIGNING A COMMUNITY ORIENTED GAMIFICATION STRATEGY

Online communities have emerged along with technological growth, low-cost access to the Internet, and the shortening of physical distances with the World Wide Web. However, a large percentage of its users are not very active - the so-called lurkers. In addition, gamification has been suggested as an important tool to engage and foster users’ participation within online platforms. Therefore, this talk will show the potential of a gamification strategy based on levels and progression, to promote participation and engagement of its users.

Francisco Regalado

Developer and Researcher

University of Aveiro

Bio

Francisco Regalado is a PhD student in Information and Communication in Digital Platforms at University of Aveiro and University of Porto, Portugal, holding a FCT PhD scholarship. The research theme of his PhD thesis is focused on the evaluation of social digital games' impact in the senior citizens' technological learning in online communities. His research interests are Digital Games, Gamification, Digital Platforms, Gerontechnology, Human-Computer Interaction, and Computer-Mediated Communication.


11.00 to 11.30

Gamification which does Good, does it pay off for companies and society?

Gamification as a CSR tool. A few case studies on how we did this:

* Zero waste challenge gamification in Africa and foundations, schools and companies in Poland,
* Wellbeing and children's prohealthy gamification in schools and companies.
* Where did the motivation for charity projects come from?
* Whether it pays off for companies and how it can work.

Anna Jankowiak

CEO

Grywit

Bio

Anna Jankowiak, CEO Grywit, CEO Justmotive, CEO Aminnosys; passionate about gamification, engaging people, ecology and wellbeing. She creates loyalty and incentive programs of the new generation by combining psychology with technology that are recognised as an innovation on a global scale. For over 12 years, she has been using gamification both in business and in changing social behaviour, among children, youth, sick and excluded people. She did among others Zerowaste gamification challenges in 5 African countries, a lot of Wellbeing & Zerowaste Gamification Challenges in schools, foundations and companies . Anna is on a mission to improve the world through technology. Her telemedicine systems in Africa help to save people’s lives, especially those who can’t afford or live too far from hospitals. She is titled as: Gamification Specialist of the Year in Europe 2019, HR Innovations 2019, Strong Woman in IT 2021 (international contest), nominated to Businesswonam of the Year in Poland ( 2017,2018,2019, 2020) and 2021 Central European Startup Awards: Startup of the Year, Founder of the Year, Best Newcomer (for Aminnosys company), Ecosystem Hero of the Year in Poland, Diversity Role Model of the Year (for Grywit company).


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

How to implement gamification components in a professional online community

Online communities can flourish only when users participate by contributing meaningful content. A common problem in most online communities is that only a small number of users generate most of the content. A clear understanding of gamification components is crucial in creating a successful online community. This case study examined user roles and other gamification components in Now Community®—a popular online community for ServiceNow professionals.

Result: Ten user roles and five gamification components were identified. While simply gamifying an online community does not guarantee increased user participation and engagement, learning how user roles and gamification work in a successful and popular professional online community could provide valuable lessons and help others who wish to gamify their online communities.

Assistant Professor of Human Resources Management DB-COLLEGE OF BUSINESS INSTRUCTION

Sohel M. Imroz

Assistant Professor of Human Resources Management

David B. O'Maley College of Business

Bio

Sohel Imroz, Ph.D. is an Assistant Professor at Embry-Riddle Aeronautical University. He is interested in two broad research areas: Human Resource/Organization Development (HR/OD) and IT Service Management (ITSM). In the area of HR/OD, he has completed many projects and conducted research on leadership development, competency model, social network analysis, and team-building. In the area of ITSM, his past projects include various ITIL processes (e.g. Request Fulfillment, Incident, Problem, Change, and Asset Management), information security risk management, and professional online communities.


12.30 to 13.00

NETWORKING SESSION

Chat around the tables.


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

Exhibition game design for community engagement

Learn from our experiences in exhibition game design and ways to boost engagement and community experience. Hear about the results of those games and receive some great tips about competition and cooperation design, using visual attractions and at the end something that Kamran calls "simple stupid hard actions".

Kamran Hatami

Co-Founder and CEO

Mr. Gamification

Bio

Kamran is from Iran and studied software engineering as his BSc and then completed an MBA and both were in the best universities of Iran. After that he found his passion in gamification and has read so many books about it. He has achieved the Level 1 Octalysis certificate and has designed gamification solutions for more than 50 companies in Iran, developed more than 60 websites and applications. He is also the founder of www.MrGamification.com which is the reference for gamification in Iran. He is a boardgame enthusiast and recently immigrated to Hungary.


14.20 to 14.40

The winning-or-earning dilemma: The role of justice in gamified online communities

Description - coming soon

Thomas LECLERCQ

Associate Professor of Marketing

IESEG School of Management

Bio

Thomas LECLERCQ, Ph.D., is an Associate Professor of Marketing at IESEG School of Management (Lille, France). He received his PhD. in Economics and Management Sciences from the Louvain School of Management (Belgium) in 2017. His research interests are in service, innovation, and digital marketing. His work mainly concerns value co-creation, online communities, customer engagement, and gamification. He presented his results in numerous prestigious conferences and won several awards for his research communications. His publications can be found in highly recognized journals such as Journal of Interactive Marketing, Technological Forecasting and Social Change, Journal of Service Management, Journal of Service Research, Journal of Marketing Management, and International Journal of Electronic Commerce.


14.40 to 15.00

NFTs: Converting the player into an owner

The talk will address the NFT gaming landscape / market and risks associated with it.

Anouk Summermatter

Founder

gVentures Consulting

Bio

Video game attorney with +15 years of experience in the entertainment industry, ex Take-Two Games Swiss Board Member the publisher of GTA franchise, former award winning actress and the voice of Maria in GTA V.


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

Local and Hybrid Play: How Games Can Make Neighborhoods Stronger

In his new book from MIT Press, Dr. Stokes traces how neighborhoods and communities can use games to become more connected, support local business, and empower themselves to fight for social justice. This talk will highlight surprising principles from the book for what works at the city and neighborhood level. Learn about the wide range of successful games that you can use as models, from alternative currency games to urban scavenger hunts and mass market adaptations of Pokemon GO. Get a sneak peak at the criteria for "local fit" to ensure games align with local culture to maximize participation and impact.

Benjamin Stokes

Associate Professor

American university

Bio

Benjamin Stokes is a game designer and media scholar with a focus on cities. His 2020 book is "LOCALLY PLAYED: Real-World Games for Stronger Places" from MIT Press. He is a co-founder of Games for Change. His designs for cities have been featured in the Smithsonian and the Guggenheim, from repurposed payphones to crowd-mapping by bicycle. Benjamin is now based in Washington, DC, where he directs the Playful City Lab at American University and teaches game design in the AU Game Center; he is an associate professor in the School of Communication. Benjamin was previously a program officer at the MacArthur Foundation, a producer of educational technology with ProQuest/BigChalk, and a civic technologist with NetAid/Mercy Corps.


15.50 to 16.50

PANEL SESSION: Discover the Metaverse's Real Power : Gamification

Metaverse is a new word but very important for the future of the internet. Many technologies like NFT, DAO, Gamefi, DeFi, SocialFi etc. are going to help our life. But we need more gamify experience at metaverse platforms and we will discuss in this panel with gamification gurus how this can happen.

Chair: Ercan Altuğ Yilmaz

Co-Founder

Oyun Akademisi

Bio

Altug is Turkish pioneer of Gamification for Turkey.
He is GamFed Turkey re-presenter and organising Gamification Meetup Turkey and Gamification Hackathon since 2017.

He is blogging about gamification at his turkish blog : www.oyunlastirma.co
He is lecturing Game Design and Gamification at Bahcesehir and Bilgi University Istanbul /Turkey.
He is doing gamification consultancy for many companies.

Roman Rackwitz

Founder and CEO

Engaginglab GmbH

Bio

Roman Rackwitz - who loves behavioral psychology - is a Gamification Pioneer from Germany. As the founder of Engaginglab GmbH, he leads the first established Gamification Agency within the german speaking countries (D-A-CH). He is rated a Top 10 Gamification Specialist in the World by the agency Rise.Global.

Yu-kai Chou

President

The Octalysis Group

Bio

Yu-kai Chou is an Author and International Keynote Speaker on Gamification and Behavioral Design. He is the Original Creator of the Octalysis Framework, and the author of Actionable Gamification: Beyond Points, Badges, and Leaderboards. He is currently President of The Octalysis Group and the Founder of Octalysis Prime, a Gamified Mentorship Platform. Yu-kai has been a regular speaker/lecturer on gamification and motivation worldwide, including at organizations like Google, Stanford University, LEGO, Tesla, TEDx, Boston Consulting Group, Turkish Airline, Huawei, the governments of UK, Singapore, South Korea, Kingdom of Bahrain, and many more. His work has affected over 1 Billion users’ experiences across the world.

Yu-kai was one of the earliest pioneers in Gamification, starting his work in the industry in 2003. In 2015, Yu-kai was rated #1 among the “Gamification Gurus Power 100” by RISE, and was also awarded the “Gamification Guru of the Year” Award in 2014, 2015 and 2017 by the World Gamification Congress and the Gamification Europe Conference. He has helped a variety of companies, from seed stage startups to Fortune 500 companies such as LEGO, Uber, Volkswagen/Porsche, Sberbank, eBay, Fidelity Investments, AIG Japan, Verizon, and more. His work has been featured in Forbes, The Wall Street Journal, Business Insider, The World Journal, PBS, NBC, and many more.

Previously, Yu-kai was the Chief Experience Officer of the Blockchain company Decentral, working with the Co-Founder of Ethereum Anthony Di Iorio to create delightful Blockchain experiences. Yu-kai sits as a Board Advisor for many organizations and companies throughout North America, Europe, and Asia, including HatchPad.co (crowdfunding site for young entrepreneurs), Capfields (IT Sourcing company based in Luxembourg), DreamsCloud (biggest company that gathers dreams), Ongo (gamified health platform), BALANCE Edutainment (creators of Pacha’s Pajamas), Loki Studios (creators of Geomon and sold to Yahoo), Clade (crowdfunding platform for the superclass), and many more.

Yu-kai is a follower of Christ, and his other hobbies include playing/teaching chess, writing/playing string quartet pieces, supporting his Esports Team, rating high-quality movies, though he rarely has time for these hobbies. Yu-kai is the proud father of his twin daughters, Symphony and Harmony


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.


With gratitude to our 2022 sponsors

HEADLINE SPONSORS

Gamification+
It is our pleasure as an industry leading gamification consultancy to sponsor and bring to you Gamification Europe conference. It is our mission to make a positive difference to the world through gamification. Conferences such as this one help spread best practices through case studies, research, thought leadership and, of course, through networking with each other and supporting the gamification community. Enjoy the conference and apply your learnings in your next project and we will be very happy.

SPONSORS

Hybrid Games and Entertainment
Hybrid is a game and entertainment company that combines the definition of game and business together. We have a great passion for creating and designing games and we believe that the best products are created when talented people increase their productivity with a single touch; adding some FUN!

We have a great passion for creating and designing games for families, small and large groups. Additionally, we design products that gather entertaining game dynamics with your company's corporate identity.

FOR INDIVIDUALS
● Board/Tabletop games
● Card games
● Educational tabletop and card games
● NFT-based games

FOR COMPANIES
● Board and card games for stealth marketing
● Promo games with corporate identity for employees
● Gamified e-training experiences
● Gamified recruitment processes

Cozy Juicy Real
A game that’s as unique as the people who play it. Cozy Juicy Real is an online board game that kindles fun, authentic and connecting interactions. It’s been played by thousands of people in 61 countries - from start-ups to some of the world’s most successful companies including Nike, Volvo, Zoom and more.

“You will connect. Cozy Juicy Real is the best way to foster connection online. On a scale of 1 to 10, I give it a 15.” - Marcia Goddard, Neuroscientist and Head of People at Tony’s Chocolonely

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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