Serious Play Conference

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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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    • 2022 Program
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    • 2022 Exhibitor Opportunities
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  • Speakers
    • 2022 Speakers
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    • 2022 Judge Application Form
  • Awards
    • About Award Program
    • 2022 Digital, Tabletop, Student Game Award Entry Form
  • Research
    • The 2022-2027 US AI-Based Learning Market
    • White Paper:
      Metariverse 2021 Global Learning Technology Investment Patterns
    • 2022-2027 US Mobile Learning Game Market – METARIVERSE REPORT
    • 2021-2026 U.S. Extended (XR) Reality Learning Market – METARIVERSE REPORT
    • 2021-2026 U.S. Healthcare Game-based Simulations Market
    • 2021-2026 US Game-Based Learning Market – METARIVERSE REPORT
    • Articles, Research, Stats On Value Of GBL
    • 2020-2025 Global Game-Based Learning Market – METARIVERSE REPORT

Theme: CORPORATE/NON PROFIT

Instructional Strategies for Your Game or Sim

Click for Speaker Bio As you design and develop instructional games you can increase…

April 16, 2022

Immersive, interactive & intelligent training using VR/AR/AI

Click for Speaker Bio In their current state, VR/AR/AI technologies enable the creation of…

March 24, 2022

Immersive, interactive & intelligent training using VR/AR/AI

Click for Speaker Bio In their current state, VR/AR/AI technologies enable the creation of…

March 22, 2022

Peace Work: Facilitating Fun – a Failsafe Format!

Click for Speaker Bio Join us and experience a taste of Peace Work, an…

March 22, 2022

Using Fortnite Creative to Solve World Problems

Click for Speaker Bio Click for Speaker Bio We've seen how games can change…

March 22, 2022

Tectonic Shifts in Gaming and Learning as Play

Click for Speaker Bio Click for Speaker Bio Participants will engage in an interactive…

March 22, 2022

Catalysts, Purchase Trends, Best Opportunities for Investors and Developers in the 2022-2027 U.S. Game-Based Learning Market

Click for Speaker Bio Sam specializes in advanced learning technology research across several technologies…

March 22, 2022

Disruption in the Business Simulation World

Click for Speaker Bio Education is only scraping the edges of what digital technology…

March 20, 2022

Gaming: Fundraising In Challenging Times

Click for Speaker Bio Since I have worked in startups from $0-$2 billion and…

March 19, 2022

Diagnosing and Changing Organizational Culture

Click for Speaker Bio Today no organization takes pride in staying the same. How…

March 19, 2022

Walk The Game – Some lessons learned while fostering continuous fun at large enterprises.

Click for Speaker Bio In this talk We share the main experiences and lesson…

February 24, 2022

Ten Qualities of Great Digital Learning Experiences

Click for Speaker Bio No matter what your platform is, the basic rules of…

February 24, 2022

A New Theory of Fun

Click for Speaker Bio When you were a child, did you love a game…

February 17, 2022

ID as Game Master; Facilitator as Dungeon Master

Click for Speaker Bio In the field of Gamified Learning, designers and facilitators have…

February 17, 2022

Using Roleplaying Games in the K-12 Classroom

Click for Speaker Bio Discussing the concept of using RPGs in the classroom, both…

February 17, 2022

Enhance Training through Collaborative Team-based Learning

Click for Speaker Bio PowerPoint based training is still the main tool in training…

February 17, 2022
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