Expert: Gamification and Serious Games > Gaming Beyond Play

Training Goals

The purpose of this training session is to give participants:
1) A better understanding of serious games and gamification and of how these tools can be used in the organizational world;
2) Fundamental resources that will allow them to deepen their knowledge if they wish;
3) Practical experience.


The first half of the training session aims to provide participants with the basic knowledge and resources they need to understand and reflect on the challenges of integrating serious gaming and gamification into an organization. The second half of the training aims to give participants hands-on experience in designing a serious game or gamified solution. Participants will have to form teams and work together to develop a game concept to address a specific issue.

Learning Objectives

– Better understand what serious games and gamification are;
– Understand their possible applications;
– Learn key theoretical principles;
– Create a team game concept during a hands-on, practical workshop;
– Understand the process of developing a serious game and gamified solution.


The presentation material is largely based on academic research drawn from the fields of psychology, user experience (UX), game design and complexity. The examples that illustrate the theoretical principles are drawn from industry best practices as well as our own experience as a video game studio.

The hands-on workshop is based on the Gamestorm tool developed by Affordance Studio. Frequently used in organizations, Gamestorm was originally developed for internal company needs as a tool to facilitate game design. Affordance Studio has made this tool publicly available to teach the process that game designers go through when creating a game solution.

Target Audience

– Decision-makers seeking to understand the benefits of using game strategies in organizations and how to apply them to achieve results;

– Strategists who wish to have an overview of the emerging phenomenon of gaming in the business world;

– Human resource advisors seeking to integrate serious gaming or gamification into employee programs ;

– Marketers seeking to understand the benefits of games to engage an audience around a brand;

– Gamechangers and representatives of organizational change.


AM -Theoretical training

Understanding the gaming approach:

● Play as a cultural artefact

● Games today: Issues and perspectives on the industry

● Gamification and serious gaming: A taxonomy

● Gamification and serious gaming: Examples and applications

● Dissension in the ranks! Critical analysis

● A balanced approach: Key principles in game design

Overview of our approach and expertise in game design

● Co-creation

● Scientific research

● Innovation

Case study presentation :

Conclusion: Review of the key points and Q&A

PM – Practical workshop: Gamestorm


Pascal Nataf-NB

Pascal Nataf

Pascal Nataf teaches video game design at Université de Montréal. He is the co-founder of a company specializing in gamification and of La Guilde du jeu vidéo du Québec. He advocates for the intelligent and creative use of technology to anchor Quebec in the 21st century.

Practical Information

Venue: Suite 330 at 55 Rue de Louvain Ouest in Montreal, H2N 1A4
Duration: 1 day (9 a.m. to 5 p.m.)