It's science
Science, research and evidence are paramount to our development processes and the effectiveness of our gamification services.
Proper Gamification design
Current research confirms that gamification has a promising future, but research has also estimated that most gamification solutions will fail due to poor understanding of gamification design and how gamification should be implemented.
Sustainable gamification
Our publications
Frequently Asked Questions
What is gamification?
Gamification is not a game. It is the application of game design and game mechanics in non-game contexts. It’s taking what’s fun about games and applying it to situations that maybe aren’t so fun.
Is it like a game?
Yes and No. The “game”-aspect of the term could make one think that in order to gamify something, it needs to be made into “a game”. Nonetheless, for the most part, it is a recognition of the fact that games have always embraced a more user-focused design that remembers that the users in the system have their own will and desires and therefore need a reason to engage.
It's important to us
The core of gamification is directly linked to our own human behavior, psychology and needs. Therefore it is crucial to study and be well informed of this connection, and the science around it, when developing gamification services. Here are some of the ways we do this:
Experts
We hire scientists and experts to enrich our knowledge and expand on our product features.
R&D
We always base new development on actual science and evidence so that we create the most effective solutions.
Analysis
We take a good look at our own work, do interviews, surveys and studies to find out if we are on the right track.
Research
We produce and collaborate on scientific papers that will benefit the scientific community and academia
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Expertise in the field
Adam Palmquist is an industrial PhD student in Applied IT at the University of Gothenburg and works as Chief Scientific Officer (CSO) at Insert Coin.
With a background in learning and (analog) game design, Adam is the author of several books that address the intersection of design, technology and learning. He is the author of "The Gamified Classroom" the first comprehensive book on gamification and learning in Swedish. Since then, he has written two more books dealing with game-based learning, "Motivating Teaching", which explains how to use gamified design in an analog classroom, and "The Automation Game Master", which introduces a new research-based framework and practice for gamified change management in the digital era.
Adam has worked as a gamification expert and advisor for several international companies in the manufacturing industry. His PhD project is a collaboration between the University of Gothenburg and Insert Coin, regarding Gamified the World ENgine (GWEN), a unique system-agnostic gamification API built to democratize gamification.