Dates: on request
Fee: on request
Format: incompany programme
Dr. Desiderio Cano Porras
Dr. Cano Porras is a Bioengineer, lecturer and researcher at the Brightlands Institute for Smart Society – BISS of Maastricht University. His research aims to empower and support people and organizations in adopting novel digital technologies such as virtual reality and self-tracking devices for promoting positive (and lasting) behavior change and managerial transformations. Desiderio has participated in interdisciplinary projects and education programs focused on the potential of persuasive technologies for rehabilitation (healthcare), digital intervention design, digital education tools, corporate engagement, group interaction, and motivation.
Dr. Jonas Heller
Dr. Heller is a post-doctoral researcher at the Brightland Institute for Smart Society – BISS of Maastricht University. He has a strong background in digital technologies, gamification through technologies as well as sensory aspects of technology. He completed his PhD in Marketing at the University of New South Wales (UNSW). His research investigates how emerging digital technologies (such as Augmented Reality and Virtual Reality) impact customer experiences when consuming products or services. In particular, his research studies how new forms of data visualization impact customer’s cognitive and affective responses and how these responses translate into customer behaviour in retailing and service contexts.
Gamification, the use of game design elements in non-game contexts, is a rapidly developing technique driven by new technologies in the new digital landscape.
Gamification operates at the intersection of human psychology and digital technologies. Using gamification elements can strengthen customer engagement, increase service usage, and promote even employee engagement. Multiple applications of gamification of digital services in various industries already exist. The application of typical game elements to other areas, such as customer interactions, work environments, or other non-game context are used to encourage engagement with a product or service.
If you want to find out how to grasp the potential benefits of gamification in digital services for your organisation, then this online course will provide you with the necessary insights and support you in exploring the possibilities for your organisation.
You will be enrolled in our online learning environment where you can study at your own pace. During the course there will be two scheduled interactive live sessions.
In between the two live sessions, you will work on exploring the possibilities of gamification of digital services in your organisation. During the second live session, you will present your idea in subgroups and will receive feedback from fellow participants and faculty. The total time investment during these 4 weeks is approximately 10 hours.
As an additional option, you can schedule a 45-minute online individual mentoring session or a 1,5 hour group mentoring session to receive additional feedback and take your idea to the next level.
Get familiar with different aspects of gamification – online videos.
Exploring the potential of gamification for your organisation
Assignment: exploring opportunities in your organisation & develop an idea how gamification can be employed in your organisation
Week 3 , live webinar
Let the games begin!
Utilise findings from the second online webinar to finalise your gamification idea, to present it to your department & organisation.
optional: online individual mentoring session or online group mentoring consult.
For more information about the programme or registration, please feel free to get in touch with us.
Marion Hameleers, programme coordinator, email@example.com
+31 (0)6 483 562 81