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Conference Coverage (below)
Sue Bohle at GIANT Health 2020 VR & Immersive Technologies for Clinical Assessment and Training
Short Term Engagement Talk at Serious Play Conference 2019
Sue Bohle – A Spotlight on the Serious Play Conferences 2019 – The Gamification Quest
Serious Play for Healthcare – getsocialhealth.com
Games get serious in education and corporate training (interview)
GamesIndustry.biz – Metaari: US surpasses China as top-buying country for game-based learning
Game Industry News – Jesse Schell
Venture Beat – Sue Bohle
Learning Solutions Mag – Sue Bohle
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Research
2021-2026 AI-BASED LEARNING MARKET – METAARI
2020-2025 US GAME-BASED LEARNING MARKET – METAARI REPORT
2020-2025 GLOBAL GAME-BASED LEARNING MARKET METAARI REPORT
Metaari’s 2020 AR, VR, Sim-Based Learning Market Report
The Rise of eSports
ARTICLES, RESEARCH, STATS ON VALUE OF GBL
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2019 Speakers
Speakers from Around the World in last Year's Cohort
Ashley Simmons
AdventHealth Nicholson Center
Dan Lim
AdventHealth University (AHU)
Daniel Siegel
Full Sail University
David Renton
Porter-Gaud School
Elin Festøy
Teknopilot AS, Norway
Elizabeth James
Employee Education System of the Veterans Health Administration
Enid Brown
BrainPOP
Eva Den Heijer
HKU University School of the Arts Utrecht, the Netherlands
Greg Toppo
Author
Hélène Michel
Grenoble Ecole de Management, France
James Gaiser
University of Central Florida
James Portnow
Rainmaker Games
John Poniske
Katie Salen
Institute of Play, UC Irvine, Connected Learning Lab, Connected Camps
Manuel Arrieta
Ens Universalis Desarrollo Integral S.C., Mexico
Marie L. Lumbart
Utica College-Miramar
Matthew Marino
University of Central Florida
Paul Cummings
Engineering and Computer Simulations
Ronald Stevens
UCLA School of Medicine /
The Learning Chameleon
Assessing the Neurodynamics of Uncertainty during Serious Play
Tim Welch
Naval Air Warfare Center Training Systems Division (NAWCTSD)
Rules of the Game: How to Ensure Training Outcomes
Todd Chang
Childrens Hospital Los Angeles / University of Southern California
Alicia Sanchez
Games Czar
Defense Acquisition University
Top Ten Research Findings in Games 2020 Edition
Anders Gronstedt
President, Gronstedt Group
The Half-Life of Training: How Mobile Gaming and VR are Transforming Learning
Bradley Tanner
Clinical Tools and Health Impact Studio
INTERACTIVE DISCUSSION: Using Simulation to Prepare for and Anticipate the Challenges of an ICU
Carole Bagley
President
The Technology Group and Distinguished Service Professor, University of St. Thomas
Learning Impact of Gaming & Interactive Narratives/Stories
Catherine Croft
Co-Founder/CEO
Catlilli Games
PANEL: Teacher Tales: Experiences with Board Games in the Classroom
Chris Dede
Dan White
Filament Games
Dennis Glenn
Dennis Glenn LLC /
DePaul University
Micro-Learning:
How to Create Microlearning Apps in Less than an Hour!
Dov Jacobson
Creative Director
GamesThatWork
Zero to Playable in 60 Minutes. Make Your Game Now
Bron Stuckey
Innovative Educational Ideas, Australia
Immersive and Virtual Environments: Are We Aiming for the Floor or the Ceiling?
Garth Jensen
Naval Surface Warfare Center, Carderock Division
Complexity and How it Applies to Learning
Jenn McNamara
BreakAway Games
TBD
Jonathan Peters
Sententia Games
Deliberate Fun: A Purposeful Approach to Gamifying Learning Experience
Kevin M. Holloway
Center for Deployment Psychology (CDP), Uniformed Services Univ of the Health Sciences
Victoria Grieve
University of Pittsburgh
What Makes a Game Empathetic?
Marc Ruppel
National Endowment for the Humanities
Federal Grant Opportunities in the Arts
Mechel Glass
United States Consumer Financial Protection Bureau
Mitch Weisburgh
Founding Partner
Academic Business Advisers
Worst Practices for Learning
Peggy Sheehy
Ramapo Central
Scott Brewster
Triad Interactive Media
The Immersive Classrooms in Middle and High School
Steve Guynup
VR Developer / Online Game Design Faculty, Hayfield Isovista
Workshopping VR Art, Design, & Education — in VR
Tammie Schrader
Science/Computer Science Coordinator
Washington State Association of Educational Service Districts
Game Based Learning Across the Curriculum and Across Washington State
Thomas B. Talbot
USC Institute for Creative Technologies
Tony Crider
Elon University
Using Games in Higher Ed
Assessment of Experiential Learning vs. Experiential Assessment
Lucas Blair
Little Bird Games
Marianne Malmstrom
Know Clue Kidd
MiniDevs < = > Mixiply: NZ Developers and Middle School Students Collaborate to Build a Platform for Creating Mixed-Reality Games
Mark Suter
Pandora-Gilboa
Michael DiPonio
Instructional Designer
AmeriSave Mortgage Corporation
Developing Serious Games on Little (to No) Budget
Michelle Zimmerman
Renton Prep
Serious Play: Leading School Transformation during a Global Pandemic
Mish McIntyre
University of Massachusetts Boston
Monica Cornetti
Sententia Games
The Gamification of Learning:
A Certification Course for Talent Development Officers, Training Leads & Faculty w/ Leadership
Naza Djafarova
The Chang School, Ryerson University, Canada
Nolan Bushnell
Atari Founder
Pablo Suarez
Red Cross Red Crescent Climate Centre
Paul Darvasi
Educator, Royal St. George's College/University of Toronto
Circle 1964: A DIY Game that Saved a School from COVID Ennui
Building An Online Library Orientation Game
Paul Thurkettle
NATO Allied Command Transformation
Preparing Soldiers To Deal with an Extraordinary Situation: War Camps
Paulette Robinson
Office of Personnel Management
Peter Stidwill
FableVision Studios
The Future is Now:
Games as Assessment
Phaedra Boinodiris
Academy of Technology Member
IBM
Trust in AI Business Transformation Leader at IBM
Randy Brown
Virtual Heroes Division of ARA
Operational VR: From Play to Simulation to Military Operational Use
Richard Boyd
President
Ultisim
Educational VR for K-6: Water Treatment Sim
Richard Lamb
University at Buffalo
Ross Smith
Microsoft
Games, AI and Worker Displacement
Sam S. Adkins
Metaari
2020-2025 Global Game-Based Learning Market
Sande Chen
Writer and Game Designer
Independent
Design Principles for Early Education Apps
Scott Martin
Virginia Serious Game Institute (VSGI), George Mason
Scott Silsbe
Educational Games Consultant
Seth Andrew Hudson
George Mason University
Terrence Gargiulo
Accenture
Tony Beck
National Institutes of Health / Science Education
Finding Funding for Healthcare and other Qualifying Games under Federal Grant Programs
Adrian Cox
JHT, Inc
Motivation: What Is It and How Do We Know If It’s Happening?
Jeff Berkley
Mimic Simulation
Measuring Effectiveness in Healthcare Simulations
Valary Oleinik
Consultant
Gamification on a Shoestring: No Budget, No Problem
Tobi Saulnier
1st Playable
Avoiding the Tower of Babel: Best Practices for Interdisciplinary Teams
Kevin Miklasz
Senior Director, Learning Analytics, Noggin
The Value and Use of Game-Based Intrinsic Rewards
WORKSHOP: Making Well-Designed, Meaningful, Intrinsic Reward Structures
Wei-Fan Chen
Fourdesire
Playable Design: The Play Space of Toys, Environments, Games and More
Leonora Zefi
The Chang School, Ryerson University, Canada
David Metcalf
Institute for Simulation and Training, UCF
Serious Games for BioDefense
Ben Noel
Florida Interactive Entertainment Academy (FIEA) at UCF
Chris Crowell
Chief Creative
Crowell Interactive
Make A Game Workshop
Peter Smith
University of Central Florida & Limbitless Solutions
Integrating Hardware into Serious Games Design