GEU2023: THE BREAKOUT - SCHEDULE
Get ready for two days of experiencing gamification, intense learning, great networking and a lot of fun
Two jam packed days
One hundred percent in person excitement and experience
Timings | Thursday 26th October | Friday 27th October | ||
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Cell | TALKS: Expedition Room Chair: Betty Adamou | WORKSHOPS: Gym Room Chair: Pete Baikins | TALKS: Expedition Room Chair: Pete Baikins | WORKSHOPS: Gym Room Chair: Betty Adamou |
9am | Registration & Coffee | Networking & Coffee | ||
10am | Roos van Dujinhoven GETTING TRAPPED IN OVERHYPED GAMIFICATION ELEMENTS - AND HOW TO BREAK OUT | Sian Guthrie & Emma Owen I’M A DOCTOR... GET ME OUT OF HERE | Cell | |
10.30am | Stefania Hernik HOW A GAME ABOUT GLOBAL WARMING BOOSTS EMPLOYEE ENGAGEMENT AND EMPLOYER BRANDING | Cell | Snjezana Slabek PLAYING TO WIN: HOW GAMIFICATION SHAPES INNOVATION CULTURE AND FUELS D.E.I. | Cell |
11am | Coffee Break | Coffee Break | ||
11.30am | Jan-Willem Manenschijn REDEFINING PLAY: THE IMPACT OF SERIOUS GAMING ON ILLITERACY | Bruno Setola GAMIFYING EMPOWERMENT - TRANSFORMING THE EXPERIENCE OF THE SELF-EMPLOYED | Karen Sikkema THROW OFF THE SHACKLES: HOW TO ESCAPE FROM BORING LEARNING | Edgar Solano A GAME TO HELP PEOPLE DESIGN GAMES |
12pm | Kimia Edrissi LEVEL UP: EMPOWERING OLDER ADULTS THROUGH THE ADOPTION OF GAMIFIED TECHNOLOGY | |||
12.30pm | Lunch | Lunch | ||
1.30pm | Lina Gomes TRIPGAME: GAMIFY YOUR LEADERSHIP TRAINING PROGRAM | Melvin Bell RECHARGE GAME: A GAME THAT BUILDS RELATIONSHIPS, AND DRIVES REHABILITATION | Jes & Pete Baikins GAMIFICATION ISN'T ALWAYS EASY - PROBLEM CLINIC | Nicole de Leeuw LESSONS FROM IMMERSIVE GUEST SERVICE, BOOST YOUR CUSTOMERS' EXPERIENCE! |
2.30pm | Erin Fair POWER PLAY: ENERGIZING THE ENERGY INDUSTRY WITH GAMIFICATION | Antonios Triantafyllakis PLAY FOR IMPACT! | Viktor Krisztián Beregszászi GAME ON: BUILDING A GAMIFICATION ROLE IN A GREEN ENERGY GIANT | |
3pm | Pete Baikins SMALL GROUP NETWORKING | Lavinia Tar UNLOCKING TALES OF TRANSFORMATION - MY JOURNEY INTO GAMIFICATION | ||
3.30pm | Afternoon Break | Afternoon Break | ||
3.45pm | Larry Grutman HOW CAN WE TRANFORM THE SCHOOL LEARNING EXPERIENCE BY MAKING IT MORE ENGAGING? | Antonios Triantafyllakis IMPACT THROUGH... PLAY! | Panel Discussion MY JOURNEY INTO GAMIFICATION | Laxman Murugappan & Annemieke Mintjes A BREAKTHROUGH GAME ON DISCOVERING THE FLOW OF HAPPINESS & LOVE FOR WORK |
4.15pm | Tristan Hupe-Guimarães CREATING SPACES FOR TRUE ENGAGEMENT; ARCHITECTURE, THEATRE AND GAMES | Pete Baikins SMALL GROUP NETWORKING | ||
5pm | Betty Adamou WRAP UP OF DAY ONE | Cell | Betty Adamou FINAL WRAP UP | Cell |
5.15pm | Networking Drinks | Ends | ||
6pm | Networking Dinner | Cell |
Amazing speakers, interactive workshops, games and global case studies
In line with our BREAKOUT theme, all sessions will enable you to think differently about the what, where, who, when, why and how of applying gamification to achieve your aims. Sessions include:
Engaging participants and doctors in the process of healthcare research
Healthcare market research is becoming increasingly complex.
We are often exploring therapy areas that are advancing quickly, and have a significant number of potential future product launches. This can lead to long research discussions for doctors, causing fatigue and impacting the quality of the responses/data they share.
We are even seeing a decline in the numbers of participates who are willing to take part in research!
With the use of case studies, we explore how game principles can be used to help change the way we approach healthcare market research to better engage with doctors. We’ll discuss the challenges that were faced and our experiences of gamifying a research project, along with the impact this had, and our design process, and how we've been able to respond to naysayers who have said – “games aren’t suitable for research with doctors". Join us to listen to our gamification journey, and the outcomes.
Do you want to hear about the biggest heist in history? Combine the benefits of interactive learning with the innovation power of a large corporation aiming to create a world that runs entirely on green energy!
In this captivating talk, Viktor unveils his inspiring journey of bringing the power of games to Ørsted, one of the world’s largest green energy companies.
This session is geared towards game enthusiast seeking to revolutionize corporate training and establish themselves as in-house specialists.
Viktor will highlight critical phases, challenges, and learnings on his journey, levelling up from being a graduate towards becoming a design strategist working full-time with game development.
In the second half of the session, participants will have the opportunity to try, discuss, and share feedback on Viktor’s latest creation, TransferPro, which will teach offshore safety procedures in Ørsted worldwide.
Join and unlock the potential of gamification for corporations, break free of hindering beliefs, and sneak a gameful revolution into corporate training!
Most of us attending the Gamification Europe conference will be self-employed, and we all know the emotional roller coaster this can be. But whether self-employed or in a salaried role, we have all experienced feelings of being overlooked, financially insecure, aimless, or worried we're ineffective.
While it's not always doom and gloom, and there are of course huge rewards in being self-employed, or being part of a company team, we all need something to help us in those low moments.
The Empowerment Kit provides us all with a safe, structured and gamified way to face those times with curiosity and courage.
The game helps us uncover the universal human needs underlying our frustrations, and illuminates the pathways to feeling better, and even thriving.
During this interactive session, we'll pair up, sharing our needs and identifying ways to meet them. We'll conclude by hearing inspiring stories, sharing insights and a short Q&A session.
Let's embark on this transformative journey together, leveraging gamification to unlock our potential and empower our professional lives.
Whether you’re designing an escape room, mobile game, corporate event, immersive theatre piece or an expo pavilion, what it means to be engaged in any of these things is universal.
Our job as disruptors/designers/innovators is to create and hold space for engagement that is felt and experienced in an unforgettable way.
The mechanisms at play in this area transcend the medium: the mediums may look different but they need to cater to the same basic human needs in order push the kind of interactions we want.
Allow me to take you on my journey through all I've learned as a designer of escape rooms, board and mobile games, immersive theatre, and architectural experience design to help you in your own work, and discover a new understanding of what it means to be engaged, and design for true engagement.
Can games have a positive impact on the world? This speaker thinks so. While enjoyable in their own right, games can also be valuable tools for learning and developing essential skills for the future. This combination can create a better world! But what skills, knowledge, and attitudes can be gained through playing games? And if one were to create a project using games as educational tools for sustainability, how would they tackle it? Delve into these questions and learn about Climate for All, a project that explores the intersection of games, sustainability, and education. Join in the discussion!
People who love their work perform better. Deep down we know: it's the people who make the difference in organizations. Yet we often do not act accordingly. That's why it's so important to get themes like love and happiness on the agenda. Now more than ever. Love gives us a framework of principles and goals through which we dare to live our lives. By loving things, we can achieve our goals. If we didn't love anything, then nothing would really have value in life. That's just as true in a business setting. We present a game that helps people to make the concepts of love and happiness in a business context feasible and practical.
Let’s break out of some overhyped gamification techniques. Instead of trapping users in point systems that don’t truly serve their needs or interests, we need to recalibrate and align our approach with true behavioral objectives. In this session, we’ll explore some often-overlooked nuances of popular gamification techniques, and more importantly, how to optimize your design strategy to achieve effective, purposeful behavior change that genuinely benefits your users.
Immersive Guest Service is key to boost your guest experience by helping the guest be the hero in the story and therefore making it even more memorable, more personalised and simply put: PR worthy.
How to create a captivating experience starts with the building of a world, with a narrative you can get lost in whilst all your senses are engaged. Combine this with an excellent guest service that reinforces the immersive experience. The combination should already get your guests excited before arriving, then smoothly welcomes them into the narrative and leaves them with lasting memories they want to share with the world.
Let me inspire you by combining secrets of the hospitality industry, the power of engaging storytelling and the love for immersive game design.
Let’s look closely at your own guest journey to see where you, or your employees, can optimize important service points and how to make them even more valuable to your guests. And great news: details matter! So even with a small budget or with little time you can use quick tweaks to increase the immersive impact.
So let’s step out of our routines, be bold and dare to explore unique guest service points in your guest journey!
An inspiring session in which our speaker draws from their experience in serious games and literacy to demonstrate gaming's potential to address illiteracy. Through interesting discussions, case-studies and a mini-escape experience, they not only enhance understanding of illiteracy, but also inspires participants to be part of the solution in this issue.
This presentation delves into my research on gamification techniques tailored for a super application specifically designed for adults over 60.
My study aimed to foster the acceptance of modern technologies among the elderly population and alleviate their apprehensions by employing effective gamification strategies. Here I will showcase the key findings of my research and outline the potential benefits that these gamification techniques can offer to older adults, leveraging the renowned Octalysis framework.
Furthermore, I elaborate on how I identified and implemented nine distinct gamification techniques within the Octalysis framework to enhance the user experience. By employing these techniques, I aimed to create a more engaging and user-friendly experience for older adults, ultimately encouraging their active participation and adoption of technology.
I'm excited to share all the valuable insights and findings from this study, and the application.
This session will explore the use of serious games to engage hard to reach audiences on difficult and sometimes emotive issues.
During this workshop we will play RECHARGE Beyond the Bars Game. Recharge is a digital card game containing thoughtful, pre-designed questions and interactions which provide an opportunity for incarcerated and formerly incarcerated people to reflect on their lives and many aspects of their incarceration experience.
Explore how players work to improve their lives through transformative reflection, sharing of experiences, connection with others and meaningful dialogue.
We will examine the broader landscape of serious games and their potential to engage, raise awareness and change behaviour, across a wide range social and health topics. Exploring serious games used in diverse communities, transcending barriers of age, ethnicity, geography, and education level.
Let's play K2 Pioneer City, a cooperative board game for 3-4 people that addresses the topics of environmental change, pollution, decision making and sustainability debate. As a cooperative board game, the players play against the game, attempting to accomplish a mission with limited time and resources. Come ready to play!
In this session we'll hear how and why to educate employees to make sustainable decisions, both professionally and personally. There is a pressing need for businesses to highlight global warming concerns and raise awareness on the ecological impact of employee decisions. It is a challenge to make ecological education attractive to employees and you will see (and play) Green Town our solution to this issue. As well as having fun you'll learn:
* Current challenges for companies in building sustainability strategies and attracting new employees
* How an eco game can increase employee engagement and build employer branding
* The statistics from the first organisations to roll out the game
* Discover how to get this game for your organisation (if less than 50 employees) for free
I'm really excited about the chance to share our journey of creating a top-notch gamification solution from scratch for the energy industry. This adventure was no small feat – we had to tackle a bunch of challenges, like figuring out the right MVPs for our gamification system despite competing features and navigating resistance from clients. Oh, and let's not forget managing and recalibrating our leveling system to fit new paths and awards. But you know what? We came out stronger. And the cool part? We hit the jackpot with our alignment to cultural initiatives. Our operators are all about the social impact of collaborative games and they're totally vibing with the whole "rockstar effect" of our recognition tools. The result? We've cranked up engagement and productivity by a whopping 30%. During the session, I'll walk you through our rollercoaster ride, spilling the beans on lessons and best practices we picked up along the way. Plus, we're spicing things up with a bingo game – as I chat about different aspects of our journey, you can tick them off on your bingo sheet. We've got some awesome ResNet Swag up for grabs as prizes, so get ready to play!
This talk offers a gateway to unlocking tales of transformation from player to master. Join me as I unveil the secrets, quests, and power-ups that propelled my journey beyond the confines of traditional learning. In this session each attendee is a potential escape artist, armed with their unique insights and experiences. Thus, let's forge a guild of storytellers, uniting our collective wisdom to craft an epic compass to gamification mastery. A panel discussion will follow this session where we discuss how others also ‘got into’ Gamification.
Join a panel of Gamification designers, at different levels of their experience and at different stages of their journeys to understand how they ‘fell’ into gamification, how they levelled up their knowledge, and top tips for anyone who wants to get started learning and applying, and measuring the impact of, gamification.
Embark on an exhilarating journey where the worlds of gamification and diversity and inclusion strategies seamlessly merge to ignite innovation within organizations, cultivating truly dynamic learning environments poised to tackle future challenges. In this engaging presentation, we'll delve into the dynamic interplay of game dynamics and mechanics, wielding the power to not only transform workplaces but also redefine the very essence of work. Picture workplaces brimming with teamwork, creativity, and a sense of enjoyment, serving as the foundation for agile, learning-focused organizations ready to conquer the ever-evolving landscape. But our exploration doesn't end there. We'll venture deeper, shedding light on the profound connection between gamification and DEI, emphasizing the immense value of embracing diverse perspectives. Envision the array of benefits as gamification seamlessly integrates into innovation processes, leading to heightened enthusiasm and engagement among employees from diverse backgrounds, collectively crafting a tale of success. Join us for this captivating journey—a narrative highlighting gamification's pivotal role in shaping an innovation-driven culture. Discover the harmonious synergy between DEI strategies and a future where inclusivity fuels the fires of innovation, all within the span of this compelling presentation.
When it comes learning, we still do what we did 150 years ago: We put people in classrooms, training locations and dark conference rooms, drilling them with lectures and PowerPoint presentations.
Is it the most effective, powerful, motivating, and most fun way to learn? Does it work? And if not, what does?
In the last 20 years, Karen Sikkema and Michiel van Eunen have designed, developed, and played over 100 different serious games, ARG’s and escape rooms, (with over 300.000 people) because they concluded: Playing Works.
Their book, with the same title (Spelen Werkt), was voted ‘Management book of the Year’ in The Netherlands in 2023.
It’s packed with solid theories and models, great examples from their own experience, and the tool they crafted to create awesome experiences: The Game-based Learning Design Wheel.
This talk will show in 5 inspiring examples the development of Game-based learning in The Netherlands and their own growth in design skills, team and expertise on the subject. Which culminated in their serious game designs having growing intricacy and refinement in translating learning goals into innovative, interactive and game-based learning experiences. And of course in the development of the Game-based Learning Design Wheel, which is the basis for the book and the basis for their designs.
Get inspired in this talk about one of the most interesting new (actually not so new) disciplines out there: game-based learning and the way it can be applied to get people motivated, interested and enthusiastic again about learning in all aspects of life.
Have you ever found it hard to get buy-in from your team around gamification? How about convincing funders this isn’t just a fun game? Have you found it hard to implement gamification in your target market or is there some other niggling problem on your mind about how to make what you know about gamification work best?
Come along to this friendly, supportive, judgement free peer support clinic where together we can work in small groups to bring fresh eyes to your dilemmas. Hopefully leaving you ready and raring to try new ideas out to push through your barriers. Everyone is welcome to attend in order to provide advice, regardless of whether you have a problem to share.
Come and join this facilitated networking session where we reflect on what we have learnt so far at the conference and how we can implement it into our own lives and workplaces. We can spend time discussing how gamification has changed over the recent years and where we see it going in the future. We can think about how we can work together with our new connections post conference in order to have the biggest impact possible.
How can we transform any content into a gamified training? How can we save time in preparing a gamified training? We'll start by putting Artificial Intelligence at the service of trainers.
Using a gamified Leadership training program as a demo, we'll take a trip together on gamification in corporate training. This will be a gamified talk experience.
Throughout our presentation, we will use TripGame, which is more than a game created for a training, it is a whole transformation of the entire training into a game experience. While attendees are invited to participate in the gamified experience, we will be showing how we use gamification in this experience.
In this session we will share case studies of some of our clients, who used Hybrid Gamification, taking advantage of the combination of gamification in the room and gamification in a mobile App, using the discovery strategy to increase the retention of knowledge and the motivation of their employees to learning, obtaining more interactive group dynamics and greater sharing of experiences.
What is the secret of the success? Which best practices can we imitate? Which risks should we avoid? The end of this game will be "do's' and 'don't" tips
Your speakers, session leads and game masters
Learn about our fabulous contributors here. Confirmed so far (and in no particular order):
Emma Owen
Director
Narrative Health
10 years of experience in pharmaceutical market research, with broad experience across a range of therapy areas, with particular expertise in haematological malignancies and dermatology
Specialising in qualitative research approaches, with a keen interest in understanding human behaviour and decision-making, and a passion for getting to the heart of a business challenge
Stefania Hernik
Strategy & Product Development Manager
Oskar Wegner
An Art Historian by education, Stefania has an experience of 7 years in the HR departments of global companies like IKEA and Booking.com. However, it was marketing that truly captivated her passion. Since then, she has spent the past 2 years at Oskar Wegner, a company with specialization in relationship marketing. Stefania today draws on her diverse experience in creating loyalty and gamification programs, creating digital products and business strategies. With a keen interest in strategy building, product design, and all things marketing, she seamlessly merges her knowledge and enthusiasm to drive innovation and results.
Roos van Dujinhoven
Behavioural Scientist & Co-Founder
Nuance
Roos is a behavioural scientist and co-founder of Nuance. Her expertise lies in behaviour change and neuropsychology. She uses this knowledge to create (digital) behaviour change solutions that address societal challenges. Roos has experience with applying behavioural science across diverse sectors — from cyber resilience and digital literacy to mental health and habit formation. Her goal is to have a lasting and positive impact on society — one behavioral step at a time.
Annemieke Mintjes
Chief Happiness Officer
Gelukwerkt.frl
A communication expert and a trainer and facilitator in agile working and happiness at work from the Netherlands. She supports organisations in developing their human capital in a volatile world. Annemieke uses many methods to reach this goal among which are LEGO® SERIOUS PLAY®, storytelling, and serious gaming. During the first year of the pandemic Annemieke, together with two colleagues, wrote a book about how to organize effective and inspiring hybrid meetings. In 2023 she wrote a book about love as a motivational factor and for having impact in the corporate world.
Lavinia Tar
Instructional Consultant in Gamifying products
Lavinia Tar is a versatile professional with a strong academic foundation and expertise in gamification, user experience design, and quality assurance. Holding a PhD in Public Relations, Advertising, and Applied Communication from "Babeș-Bolyai” University in Romania, along with master's degrees in PR and Advertising, and HR Psychology and Organizational Health, she has honed her research skills.
With a passion for merging creativity and technology, Lavinia currently thrives as a game tester and an Instructional Consultant in Gamifying products and services, offering valuable insights into UX design and gamification-related knowledge. Naturally, she enjoys playing video-games in her free time, as well as drawing and hiking.
Tristan Hupe-Guimarães
Creative Business Development
Tellart
Tristan Hupe-Guimarães (currently traveling the world for international Experience Design studio Tellart) is an award-winning experience designer and entrepreneur from The Netherlands. Co-founder of Hotel Wonderland (2022), the first large-scale immersive theatre experience in The Netherlands and Sherlocked - Mystery Experiences (2014), highly acclaimed escaperoom experiences. Tristan produced dozens of large-scale real life experiences such as escape rooms, serious games and thought-provoking art installations. Working independently as well as commissioned by brands like Google, Adyen, Rijksmuseum and The Next Web. With a background in jazz music and composition (Royal Conservatory, 2010 cum laude), Tristan is both an artist and a business innovator. In the evenings he likes to work on his emerging philosophy of the "re-enchantment of the world", preferably with a glass of good wine from Portugal, his motherland.
Melvin Bell
Director
Focus Games
Melvin Bell is the founder and director of Focus Games. Having started Focus Games in 2004 Melvin has many years of game design and development experience with a particular interest in health and social issues. Prior to setting up the company he spent 20 years in a number of international management roles within the pharmaceutical industry.
Erin Fair
Head of Experience and Gamification Design
ResNet AI
Erin calls Salt Lake City, Utah home but has also spent a significant part of the last decade in London and Windsor, England. Her journey into gamification began with a love for strategy board games and MOBA games, igniting her passion at a young age.
She authored her Master's Thesis, "Level Up Your Learning: A Study of Gamification in the Corporate Environment," during her studies at Westminster University. Erin honed her craft at Growth Engineering, collaborating with product teams and delivering gamified solutions to clients.
Returning to her alma mater, she now teaches gamification at Westminster University's graduate school of education. Erin founded her Gamification consultancy, 'Level Up your Learning,' named after her thesis.
Currently, Erin serves as Head of Experience and Gamification Design at ResNet AI, an Energy Tech Company in Texas, USA. She loves infusing gamification into user experiences.
Beyond her career, Erin excels in aerial hoop and pole fitness, golfing, singing, and dancing. She loves traveling the world with her family and enjoys trying new food where she goes.
Snjezana Slabek
Senior Director
Cognite
Snjezana's journey is an eclectic tapestry woven with international experiences across diverse sectors, fueled by her passion for applying gamification and design thinking to real-world challenges in the realm of learning and innovation. Currently, she explores new frontiers at Cognite AS, a Norwegian unicorn revolutionizing industries through AI and data contextualization. Her forte is crafting global strategies that transform the landscape of learning and innovation. She's worn various hats, from corporate leadership to entrepreneurial ventures, architecting diverse learning and innovation frameworks and always wielding gamification as her secret weapon. Snjezana's adaptable skill set, rooted in a computer science background and fortified by NLP and behavioral science certifications, has made her a catalyst for change. Her TEDx talk on gamification's potential in shaping digital organizations underscores her dedication. Being on the "Movers and Shakers" top 100 list for two consecutive years, recognized by the British Press Release and Elearning Industry, showcases her international impact. Beyond her professional endeavors, she's a devoted music lover and philosophy enthusiast, resolute in her belief in the transformative potential of games in shaping a brighter world.
Viktor Krisztián Beregszászi
Design Strategist
Ørsted
Meet Viktor Beregszaszi, a passionate creative within Ørsted, one of the world’s largest green energy companies aiming to create a world that runs entirely on green energy. Viktor leverages the power of custom-made games to spark innovation and positive behavior change. His approach is refreshingly unconventional combining design thinking and interactive learning to infuse challenging fun and memorable engagement into his training programs. One notable achievement of his is a Hotel Manager game, used to educate over 500 employees about user research. Though he is a few years beyond his master’s degree, Viktor’s impact is undeniable. At his talk, he will introduce the ups, downs, and learnings of building a path for gamification in a big corporation. And you will also have the chance to try his latest creation which will teach safety procedures for offshore workers worldwide. Do not miss this opportunity!
Karen Sikkema
Author of 'Spelen Werkt' - Management Book of the Year 2023
Entrepreneur, game based learning expert, serious game / gamification designer and Escape room owner.
Author of Spelen Werkt, handbook on Game-based Learning, Dutch Managementbook of the Year 2023.
With my great team, we design games and physical experiences helping companies, trainers, museums and education institutes to make LEARNING adventurous, innovative, interactive and connecting.
Michiel van Eunen
Owner & Experience Designer
Living Story
Seasoned player in the field of gamification & game-based learning. Since running his first project (The Hunt) in 2003, he made and played over 50 different formats with thousands of people, groups, teams and companies worldwide. Ranging from serious games to escape rooms, Michiel loves to design games that use the immense power of play in the real world. He has the privilege witnessing tons of teams playing games and he loves to inspire others with what he learned from that.
I make games. (serious games, business games, team games, training games, kick-offs & ARG’s)
I talk, inspire & advise about gamification. (at conferences, workshops & strategic sessions with companies).
I design Escape Rooms.
* Rise Global Top 25 Gamification Guru
* Gamfed Member
* Public Speaker at Gamification World Congress
* Public Speaker at Gamification Europe Conference
* International Speaker on Gamification
* Gamification Expert at Performance Solutions
* Gamification Trainer at Dutch Training Professionals
* Ambassador for Mission Start - Platform for Gamification & Game Based Learning
* Facilitator of LEGO® SERIOUS PLAY® method
Antonios Triantafyllakis
Head of Learning
All for Climate DAO
I combine experiential learning with gamification to make learning fun and effective. This ensures a holistic, playful and impactful approach to learning and development, adaptable to the learners' needs.
I believe in a world of equal rights and opportunities, where young people are active global citizens that embrace diversity with empathy and are ready to build an innovative, inclusive and sustainable future, today.
I've been working with the best international trainers and organisations for over a decade with that dream in mind, providing high-quality learning opportunities for youth, and preparing them for the 21st century’s demand in skills, knowledge and attitudes.
I multiply that impact by training trainers, facilitators, educators and youth workers, consulting (social) entrepreneurs, EdTech startups, and purpose-oriented businesses on how to best utilize experiential learning, games-based learning and gamification.
Let's change the world together!
Larry Grutman
Operational Manager
ØPP Studio
Graduated from HEC Liège business school, Larry is a geek passionate about sport, video games and crypto. He is the operational manager of ØPP studio. He has a proven track record in project management, application development and mobile game design. He also advised companies on building gamification strategies from various industries (TEC, Sudinfo, Hey!, JTI, Studytracks, Gaming 1, Daikin…).
Nicole de Leeuw
Experience Creator
Emmelocked
Experience creator specialised in excellent hospitality service. Immersive Guest Service is a combination of two things I’m very passionate about. On one side the love for an grappling immersive experience; a world building with a narrative you can get lost in whilst all your senses are immersed, and on the other side: an amazing guest service, which supports the immersive experience in a way that it already gets me excited before getting there, smoothly welcomes me into the narrative and leaves me with lasting memories which I want to share. Immersive Guest Service is the key to boost your guest journey by helping the guest be the hero in the story and therefore making it even more memorable, more personalised and simply PR worthy. After my studies International Hospitality Management I had the pleasure to work in multiple five star hotels in London and Amsterdam before I became a professional hospitality trainer. Having a creative mind I kept searching for ways to make each training more engaging, so triggered by gamification I opened Emmelocked Escape Room. Quickly I learned that combining games and learning was a hot commodity, as I was asked to build several on- and offline learning experiences for companies like Coolblue or KLM (creators united).
Laxman Murugappan
Founder
PlayThinkTransform
Founder of PlayThinkTransform & co-founder of the Academy of Customer Experience Consultancy. Laxman is at home in many markets and helps clients as an advisor, coach and mentor in a playful way. He works with methodologies such as design thinking, customer experience management, serious play, games, gamification, and learning-by-doing-and-thinking principles. He also has a solid foundation in technology. He is one of the driving members of the LEGO® SERIOUS PLAY® Community in India and a pillar of support to the Global Community of LEGO® SERIOUS PLAY® facilitators. Like many experiential change agents, he is a polymath with many strings to his bow and can turn his hand to help his clients, playfully, through coaching and mentoring, consultancy in numerous business areas through the application of design thinking, customer experience management, serious play, games, gamification, and learning-by- doing-and-thinking principles and methods.
Edgar Solano
Group CEO
WakeUpBrain Academy
Author of the book "Playliving" that shows how to take strategies used on games into the business world and the day to day life. Creator of the Toolkit and the book WakeUpBrain to accelerate innovation using games. His blog: “Play to innovate” has become one of the most influential in Spanish. He has been Commercial and Marketing Manager in tech companies such as Hewlett Packard, Compaq and Lexmark. He is the director and host of the Podcast “Square heads club”. He is the director of the WakeUpBrain Academy and gamification consultant for the World Bank. He is also the creator of i-Tournaments, innovation tournaments designed to transform culture in companies.
Sian Guthrie
Director
Narrative Health
Great stories have the power to connect us. To fire off our imagination. To inspire action and enable you to picture what you don’t see. Great stories start with Narrative Health.
Bruno Setola
Game Thinking Consultant, Speaker and Facilitator
Playspace
I am a game thinker.
I see everyday interactions between people as games. I see these games through the eyes of a game designer and I know how these interactions can be made more fun and engaging.
As a gamification consultant at Playspace and practical researcher at Rotterdam University of Applied Science I offer more than 10 years of hands-on experience in applying ideas from games to improve the game of living, learning and working together.
Lina Gomes
Co-Founder & CEO
Mindflow
Lina Gomes is the CEO and Founder of Mindflow, where her passion lies in making Learning & Development an engaging experience. She specializes in helping companies swiftly create enjoyable training programs. A pioneering force in introducing gamification in Portugal, Lina established Mindflow Academy, a cutting-edge Learning Management System equipped with its own Artificial Intelligence Assistant, transforming content into captivating Learning Games. The Mindflow Academy mobile app has garnered users from over 30 countries and offers content in 15 languages. Holding a master's degree in Social and Organizational Psychology, Lina not only trains professionals in Gamification but also crafts innovative gamified training programs. She maintains collaborative relationships with several universities, contributing to the fields of gamification teaching and research.
Jan-Willem Manenschijn
Creative Director & Co-Founder
Raccoon Serious Games
Jan-Willem Manenschijn, founder of Raccoon Serious Games, combines the worlds of technology, education, and creativity. His energy and creativity makes for inspiring talks, showcasing how games and education can make an societal impact. With a background of computer science and a lot of common sense, he bridges the gap between the tech and the people.
Kimia Edrissi
User Experience & Gamification Researcher
I am a professional graphic designer and researcher specializing in gamification. With a focus on empowering older adults, I have conducted extensive research in this field over the past four years. One of my significant achievements is the development of a groundbreaking gamification program designed exclusively for older adults, incorporating nine innovative techniques based on the Octalysis framework.
My research demonstrates the potential of gamification in reducing fear and anxiety about technology among older adults. By providing a clear step-by-step approach, I believe we can bridge the digital divide and equip older individuals with the confidence to embrace modern applications. In my speech, we will explore the transformative impact of gamification and its ability to enhance the lives of older adults in today's digital age. I am excited to share my expertise and vision for a future where technology is accessible and enjoyable for people of all generations.