Sessions
Registration and coffee
Thursday September 28, 2017 08:30 - 09:00
Keynote 1: How to Use the Science of Motivation With the Power of Game design
Dr. Jason Fox
Thursday September 28, 2017 09:00 - 10:00
English
Gamification has matured beyond it’s awkward buzzword years, and is now mature and ready to be of great service to any discerning business or enterprise leader. And so, in this very special keynote presentation, Dr Jason Fox will unpack the pragmatics of gamification through the lens of motivation science and behaviour design. Specifically, you’ll learn how to use gamification to influence culture, drive progress and build for the future of work.
Panel discussion: The future of work
Anders Tufvesson, Dr. Jason Fox, Susanne Fuglsang, Viggo Cavling
Thursday September 28, 2017 10:00 - 10:15
English
Keynote 2: Technologies of the future
Jessica Engström
Thursday September 28, 2017 10:15 - 10:45
Coffee break
Thursday September 28, 2017 10:45 - 11:15
Breakout 1: Gamification in Business
Stefan Thorberg
Thursday September 28, 2017 11:15 - 12:15
Swedish
Breakout 2: Unlock the next level of learning
Jonathan Sterner, Robert Chirico Willstedt, Åsa Fast-Berglund
Thursday September 28, 2017 11:15 - 12:15
Swedish
Åsa frequently uses game based learning in her courses, and will share her experience from this together with Jonathan Sterner from Insert Coin (former Mobile Storytelling).
Chalmers and Insert Coin have been working together since 2015 to enhance and simplify learning with the help of gamification and developed an app game in order to level up the engagement among the students. The app is still active and is called Level of Automation, in the game you take the role as a production engineer who will be responsible for building up a system of production. How and why you could and should unlock the next level of game based learning will be the centerpiece of the joint presentation.
Breakout 3: How to get started and succeed in unkonwn VR-territory
Faviana Vangelius, Niclas Johansson
Thursday September 28, 2017 11:15 - 12:15
English
Trends in VR and AR: How can it be used in companies or society?
VR has been entering the market in the last years offering awesome experiences aimed at the enthusiasts. Now AR is also on its way, and is expected to grow explosively through fun and useful smartphone apps. But the technology is still in it’s early phase. What can we expect in the next few years and even further? And what does AR / VR mean in a larger perspective for the digital transformation and for the whole community?
Lunch
Thursday September 28, 2017 12:15 - 13:00
Keynote 3: Gamification at Duolingo - for fun and profit
Chris D
Thursday September 28, 2017 13:00 - 13:30
English
Duolingo is a free, science-based language education platform that has organically become the most popular way to learn languages online. Duolingo has given Chris permission to share some of their research around the gamification of their app. In this talk, Chris reveals the secrets behind game mechanics that foster effective learning, high user retention, and revenue generation – in a free app. A German native, Chris received his MSc in Computer Science from the University of Koblenz–Landau.
Keynote 4: Unleash Superheroes
Juliette Denny
Thursday September 28, 2017 13:30 - 14:00
English
You can expect to find Juliette taking to the stage wearing a cape and covered in badges, ready to show you how to unleash the superheroes across your organisation. Alongside the rest of the Growth Engineering team, she’s currently at work on a book called, ‘Unleashing Superheroes’. It focuses on Juliette’s firm belief that there’s a superhero inside us all, waiting to get out. It will equip organisations, leaders and L&D professionals to recognise and harness the transformative resources within themselves and their employees.
Breakout 1: Gamified recruitment & Organizational development
Mariah Strengnell, Niklas Jungegård, Victoria Bastide
Thursday September 28, 2017 14:10 - 15:10
English
How to adopts gamification in product and organizational development - for better and for worse...
Breakout 2: Communicate your values with a game & From Gamification to Motification
Anders Tufvesson, Håkan Larsson, Kristian Lundquist
Thursday September 28, 2017 14:10 - 15:10
Swedish
From Gamification to Motification
Breakout 3: Innovation & tools in AR/VR
Josh Naylor, Ricky Helgesson
Thursday September 28, 2017 14:10 - 15:10
English
In a few years, most of us will be wearing smart glasses (AR), which will revolutionize every industry. The smart glasses have cameras that can be used for various computer vision and deep learning tasks to always stay close to the contextual situation of the person wearing the smart glasses. This opens up for fantastic opportunities in gamification. When you know exactly where a person is, what he/she is doing and why, giving the person the correct incentives at all times is much easier than today. In most cases, the system will only be adding instead of also asking the user to provide information.
Workshop: Customer Journey Mapping with gamification
Jan Bidner
Thursday September 28, 2017 14:10 - 15:10
Swedish
Coffee break
Thursday September 28, 2017 15:10 - 15:30
Breakout 3: Games & VR in Marketing
Filip Tröger, Johan Högfeldt
Thursday September 28, 2017 15:30 - 16:30 T4
Swedish
WANT TO ENGAGE YOUR TARGET AUDIENCE? GAMEVERTISING CAN DO THE TRICK
The rapidly changing communication landscape has made it much easier for customers to avoid ads, giving many marketing managers serious headache. The importance of communicating with your target audience at their own terms increases every day.
Breakout 2: Gamification for inclusion, employee engagement & equity
An Coppens, Ida Östensson
Thursday September 28, 2017 15:30 - 16:30 T5
In this talk An will talk about the subtle differences on the gender and age spectrum, how they are reflected in gamification and how this plays out in the workplace with various generations working together. She will share her top tips on creating inclusion by design and facilitating multi role playing.
Ida Östensson explains how she has used play, creativity, color, form and innovation to get more people involved in the struggle for an equal society.
Breakout 1: VR in health care & Deeper states of mind with Virtual Reality
Crystal Beasley, Jakob Johansson
Thursday September 28, 2017 15:30 - 16:30 T6
English
Deeper States of Mind with Virtual Reality
Did you know they heart has 40,000 neurons in it? Recent neuroscience and psychology shows the mind is made up of not just the brain but also the body. Because virtual reality enlists the entire body as the controller, it gives us access to deeper levels of engagement than any medium that's come before it.
Keynote 5: Game about serious games?
Joakim Eklund
Thursday September 28, 2017 16:40 - 17:40
English