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Details

Starting our partnership with Gamification World, we have planned a special event for March: a one-day conference on Gamification!

Agenda

9:45 - 10:15 Coffee/Tea & Registration
10:15 - 10:30 Intro/Welcome
10:30 - 11:00 Thijs de Vries - Is Sports Gamified?
11:00 - 11:30 Michiel van Eunen - Gamification for Dinosaurs
11:30 - 12:00 Coffee Break
12:00 - 12:30 Esther Oostrom - Gamification: the Engagement Game
12:30 - 13:00 Alexandru Iosup - Gamification Works!
13:00 - 13:45 Lunch
13:45 - 14:00 Welcome Back
14:00 - 14:30 Coline Pannier & Sofia Montuori - Engaging Change
14:30 - 15:00 Sebastian Kersten - Focus, relevance and context
15:00 - 15:30 Coffee Break
15:30 - 17:00 Gamification Jam
17:00 - 19:00 Drinks and Snacks

Please note: We are holding the talks and Gamification Jam at the Treehouse, but we will be having drinks and snacks at a nearby bar after 17:00.

Talks (in order of the schedule)

Thijs de Vries - Is Sports Gamified?

Every sport is a game; it contains rules, has a clear goal and usually a winner. So can it be gamified? Or is it already gamified? In this talk Thijs will show how and when gamification can be an addition to sports.

Michiel van Eunen - Gamification for Dinosaurs

Whether it is the wonderful world of brick and mortar retail, educational institutes, museums & heritage sites or the television industry; they are all losing the interest of a growing part of their customers (students, visitors, viewers). Michiel will discuss how ‘old-school’ institutes are drifting away from engaging nowadays customers, and how gamification can help to get them back.

Esther Oostrom - Gamification: the Engagement Game

Gamification can be used to create customer brand engagement and strengthen the brand. As Esther will show using the study of Speeljetoekomst.nu shows, Gamification increases Customer Brand Engagement as game elements influence three important drivers of engagement: Experience; Involvement; and Meaning. During her talk Esther will elaborate further on the different game elements which influence these three drivers.

Alexandru Iosup - Gamification Works!

In ICT alone, the human-resource gap in Europe exceeds 200,000 this year and will near 1,000,000 by 2020. "Every student counts!", this is the new Grand Challenge in education, horizon 2035. However, every student is also different, in starting skill, in personality, etc. Alexandru posits that gamification will help solving the Grand Challenge. Reporting on his experience using gamification in the classroom for difficult BSc and MSc courses, with high passing rates and student satisfaction, and high student activation.

Coline Pannier & Sofia Montuori - Engaging Change

The impact of human activities on the environment is widely documented and communicated, yet the profusion of information doesn't seem to be able to trigger a radical change in behaviors. An extra step is needed to bridge the gap between awareness and action. Games can be a powerful tool to help people engage with the abstract problems of sustainability and feel empowered to take action. How can we use the power of game design to influence real-life behavior?

Sebastian Kersten - Focus, relevance and context

While designing De Correspondent, a Dutch initiative with a focus on author centered and investigative journalism, we look at new methods of presenting our content in ways that fit our mission. Join Sebastian in discussing these methods.