
This one runs as a masterclass: Manon Beurskens takes your colleagues through the research and the thinking behind it, with live questions throughout.
Gamification is successfully used worldwide by companies and governments for training and marketing purposes, to stimulate innovation or change behaviour. The British gamification agency Growth Engineering recently published that the total gamification market will increase by more than 20 trillion dollars in 2025 compared to 2021.
It is not surprising when you consider that gamification appears everywhere in our daily lives. For example, think of speedometers that show a smiley when you drive safely. But what is gamification? And why is it so popular?
In this session Manon Beurskens explains how game mechanics work and what effect they have on our brain. She uses practical examples to show which goals you can use gamification for. And she teaches you how to work with game scientist Yu-Kai Chou's Octalysis Framework.
After this session you will understand why gamification is a technique, not a game. And you can immediately put your first learnings into practice.
During the expert session, Manon Beurskens explores the concept of gamification and its application in various tools through interactive methods. She engages the audience with real-life cases like Toyota's "Glass of Water" app and LinkedIn, using Q&A sessions and live demonstrations to clarify objectives (game, organizational, and player) and their interplay.
Manon employs Mentimeter for an exercise where participants guess the game tool in LinkedIn based on its objectives.
Discovering how tools like Toyota's "Glass of Water" app and LinkedIn use game elements to engage players and achieve organizational goals is crucial for effective application in various contexts.
Understanding the role of ownership, empowerment, social pressure, meaning, and accomplishment as motivation triggers in gamified tools can lead to successful user engagement and achievement of both player and organizational objectives.
Emphasizing the importance of both extrinsic and intrinsic motivators, such as empowerment, social pressure, and meaning, in creating effective gamification experiences that sustain long-term engagement.
In this expert session, Manon Beurskens delves into the intriguing subject of gamification and its impact on various tools, using Toyota's "Glass of Water" application and LinkedIn as examples. The discussion revolves around the interplay between game objectives, organizational objectives, and player objectives.
Manon begins by exploring the concept of Toyota's "Glass of Water" app, where the game objective is to keep water in the glass without spilling it. However, the real value lies in its organizational objective - promoting eco-friendly driving behaviors - and the player objective, which could range from competitiveness to task completion.
These objectives work synergistically; as players achieve their personal goals, Toyota's goal is simultaneously met.
The conversation then shifts to LinkedIn, a professional networking platform with game elements such as notifications and social rewards. Manon asks the audience to identify its hidden game objective. Although the specific objectives for LinkedIn aren't explicitly stated, it's clear that people collect connections (player objective) to achieve status and be part of larger groups, which is essential to their motivation to use the platform.
Manon proceeds to discuss the significance of gamification in engaging players to accomplish organizational goals. By incorporating game elements like competition or progression, organizations can successfully motivate players, leading to a win-win situation. Toyota's "Glass of Water" app and LinkedIn are prime examples of this concept.
Manon shares an insightful case study from a Toronto hospital that employed gamification through the Pain Squad Mobile app to encourage children to keep pain journals. The app allowed children to report their pain levels and earn badges as rewards, creating a sense of ownership, accomplishment, and social pressure.
This approach was effective in encouraging children to engage with the tool, helping healthcare professionals better understand and address their patients' pain needs.
Five motivation drivers were identified from this study: ownership, empowerment, total pressure, meaning, and accomplishment and social pressure. The game mechanics that primarily triggered these motivators were control over the reporting process (ownership), rewards (accomplishment), social interaction with other users (social pressure), and being part of a squad working together to manage pain (meaning).
Manon emphasizes the importance of understanding motivation triggers in gamification. She explains that emotions, associations, creativity, and rational thinking are influenced by both sides of a tool - the emotional/creative right side and the logical/rational left side.
In games, extrinsic motivators like accomplishment, points, badges, and leaderboards often drive external motivation. However, removing these triggers can result in losing motivation. Instead, focusing on intrinsic motivators such as empowerment, social pressure, and meaning is essential for sustained engagement.
Manon concludes her presentation by sharing a case study using the OPAALIS model to illustrate gamification's application in various contexts - learning skills, marketing, experimenting, and innovating.
From the survey every participant gets when the session ends, in their own words.
Nice and well organized presentation! Thank you
Goede uitleg, real-life voorbeelden en een goede interactie tussen trainer en publiek. Tip: een praktijk oefening om te bedenken hoe het geleerde toegepast kan worden in onze eigen werkzaamheden. Dan was de workshop echt top geweest!
Heel interessant onderwerp! Eerst een uitleg met voorbeeld en daarna ons laten nadenken over een video werkte erg goed voor het begrip.
Duidelijk verhaal en interessante materie
It is interactive, and the block above says exactly how for this session. Nobody has to speak up who does not want to: the chat and the polls carry most of it, and the questions can come in anonymously.
Gamification is successfully used worldwide by companies and governments for training and marketing purposes, to stimulate innovation or change behaviour. The British gamification agency Growth Engineering recently published that the total gamification market will increase by more than 20 trillion dollars in 2025... It is built for a general working audience: no prior knowledge is assumed, and people who already know the subject get the research and the practical side rather than an introduction.
A masterclass. Manon Beurskens takes your colleagues through the subject and the reasoning behind it, and answers live questions. It is practical in what people take away, without the hour turning into an exercise class.
It runs 45 min / 15 min: the talk, then live questions. All you do is pick a date. We brief Manon, produce the session, host and moderate it, run the Q&A, and send you the report within an hour of the end.
A team, a department, an employee network or every single employee at once, with no cap and no per-seat price. It runs inside your own Microsoft Teams, Zoom or Google Meet, or on a branded page we build. No integration, no login, no company device or e-mail.
The session is delivered in English/Dutch. You can add high accuracy live subtitles in 8, 16 or 24 languages, so everyone follows in their own. That is a paid option, priced by the number of languages you need.
No, and that is by design. There is nothing to install, nothing to integrate and no connection to your systems, so there is nothing for IT to validate: we join your own Teams, Zoom or Meet as a guest speaker, or we host a page and your people open a link. No software, no accounts, and no data of yours that we can reach. It is why hundreds of companies, among them some of the largest technology and financial firms in the world, were able to start within a day.
We never receive or hold personal data about your employees. Because the session runs in your own environment, attendance and identity stay with you, and what we report back is aggregated: numbers, ratings and survey answers, not people. That is also why IT approval usually takes minutes rather than weeks.
This one is live only. You also get attendance over time, participant ratings for the content and the speaker, the survey answers, and the topics your people asked for next.

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