flavio-escribano

Flavio Escribano

Gamification Research Department Producer, GECON

Flavio is PhD by the Complutense University of Madrid in Learning for Innovation using Videogames. He has more than 14 years of experience as researcher and entreperneur in the field of games and videogames. He has also collaborated with international organizations in a huge variety of projects such as analyzing european videogames market or the use of videogames for social and labor inclusion with the JRC of the European Commision or as keynote speaker in brazilian SBGames Simposium. In the role of entreperneur he was chief of development of some very sucessful advergaming projects for very popular DIAGEO’s brands like J&B and Johnnie Walker.

Flavio has written a huge number or papers and articles about gamification, one of them was in 2012 thanks to a collaboration with prestigious Routledge publisher in the book The Videogames Industry. Past, Present and Future.

Actually he is GECON.es research team manager where continues his thrilling research in how to apply gamification for behavior change and motivation stimulation in the fields of tourism, learning, pharma and human resources among others. His team has been awarded several times with research grants by the spanish government ministeries of Economy and Industry.

He is also an ultra-player of any complex turn-based growing and civilization-style games even though he recognizes has found beauty in minimalist indie games as Reigns, Ridiculous fishing, FTL … or in the strange gameplay and soundtrack of Sword & Sworcery.

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talk-flavio-escribano

His talk at #GWC16: “Gamification Model Canvas framework 3.0 + Successful Cases”

27th October
It has been proved that Gamification Model Canvas is one of the best gamification frameworks in terms of cost-effect, furthermore it is the most easy to learn thanks its own very visual and gamified system to help data collecting and decision making processes. This framework born in 2012 and since then has been improved with very important evolutions to let gamification designers to make the best gamification projects. For this reason we want also to take this opportunity to show the results of using Gamification Model Canvas 3.0 in major global brands’ real projects.

GWC Conference 2016: The Engagement Conference

26th-27th October, Madrid (Spain)

Speakers

50+

Countries

75+

Companies

400+

Decision Makers

67%

Attendees

1,000+

Attending Companies

Queen Rania Foundation
Delft
Ikea
HP
Google
Coventry
Sega
Tuenti
Southampton
Vibbo
Amazon
Johnson and Johnson
Telefonica
KFC
Capital One
Schibsted