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Tag: inclusion


Feminine gamification viewpoint: gwc15 presentation

An Coppens | 13th September, 2019

Feminine gamification viewpoint: gwc15 presentation

Podcast 24: Inclusive by design series – inclusion is an attitude

An Coppens | 3rd September, 2019

question of gamification podcast

Welcome to this week’s question of gamification. This week I want to start a bit of a series around inclusion and design. In fact, I want to name it inclusive by design, because it’s scenario that we basically focus on quite a bit. And actually…

Feminine gamification viewpoint: inclusive narrative

An Coppens | 29th August, 2019

Feminine gamification viewpoint: inclusive narrative This week I came across a number of articles on the importance of supportive narrative in order to be inclusive of each other. In one scenario office banter which was rather rude with a sexual connotation between a male and…

Inclusive design 101

An Coppens | 26th July, 2019

incision by design 101 article on www.gamificationnation.com

I wanted to bring the feminine voice to the world of gamification when it was largely dominated by men in 2012. One of my reasons was that a lot of the designs I saw early on were very competitive and didn’t appeal to me. I…

Gamification for diversity and inclusion

An Coppens | 22nd October, 2018

inclusion and diversity

In the upcoming Gamification Europe conference and awards, I asked to include a category of awards to stimulate projects for the greater good of our industry and to encourage more representation of people of all ages, ability, races, gender etc. For me, this has been the…

Gamification Mechanic Monday: Belonging

An Coppens | 27th June, 2016

Gamification Mechanic Monday: Belonging Creating a sense of belonging seems a very appropriate topic given recent events in the UK. The wish to belong is often intrinsically stimulated by the new or left out party. Some mechanics can assist in giving the sense of being…

Feminine gamification viewpoint: women as broken version of men

An Coppens | 1st April, 2016

Feminine gamification viewpoint: women as broken version of men Last year, frustrated, sixth-grader Madeline Messer analysed the top 50 “Endless running games” and found that 98% came with built-in boy characters, compared to only 46% that offered girl characters and 18 percent had characters whose gender was not…

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What is the impact for corporate sector initiatives when the games market valuation numbers soar to record heights?

UKIE, the UK interactive entertainment association published figures today to show that the consumer game market valuation has grown to over £7 … Read More about What is the impact for corporate sector initiatives when the games market valuation numbers soar to record heights?

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