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IT'S NOT JUST FUN AND GAMES

It's science

Science, research and evidence are paramount to our development processes and the effectiveness of our gamification services.

Science
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KNOWLEDGE FOR A PURPOSE

Proper Gamification design

Current research confirms that gamification has a promising future, but research has also estimated that most gamification solutions will fail due to poor understanding of gamification design and how gamification should be implemented.

Sustainable gamification

 At Insert Coin, we strive to create more sustainable gamification solutions that increase engagement first and foremost by improving the user experience. 
 
The goal is always to make users love your product, not to make them focus entirely on gaining points and levels. That’s the difference between empowering users and exploiting them.

Our publications

Our collected research on gamifications effectiveness, how it works
and can work in various fields and industries.

Whitepapers

One Pagers

Frequently Asked Questions

What is gamification?

Is it like a game?

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WHY SCIENCE?

It's important to us

The core of gamification is directly linked to our own human behavior, psychology and needs. Therefore it is crucial to study and be well informed of this connection, and the science around it, when developing gamification services. Here are some of the ways we do this:

Experts

 We hire scientists and experts to enrich our knowledge and expand on our product features.

R&D

We always base new development on actual science and evidence so that we create the most effective solutions.

Analysis

We take a good look at our own work, do interviews, surveys and studies to find out if we are on the right track.

Research

We produce and collaborate on scientific papers that will benefit the scientific community and academia

SOMETHING FOR EVERYONE

Discover how we benefit your digital product

Regardless of your job role, industry or type of product we have solutions for you!

EXPLORE OUR SOLUTIONS
ADAM PALMQVIST

Expertise in the field

Adam Palmquist is an industrial PhD student in Applied IT at the University of Gothenburg and works as Chief Scientific Officer (CSO) at Insert Coin.

With a background in learning and (analog) game design, Adam is the author of several books that address the intersection of design, technology and learning. He is the author of "The Gamified Classroom" the first comprehensive book on gamification and learning in Swedish. Since then, he has written two more books dealing with game-based learning, "Motivating Teaching", which explains how to use gamified design in an analog classroom, and "The Automation Game Master", which introduces a new research-based framework and practice for gamified change management in the digital era.

Adam has worked as a gamification expert and advisor for several international companies in the manufacturing industry. His PhD project is a collaboration between the University of Gothenburg and Insert Coin, regarding Gamified the World ENgine (GWEN), a unique system-agnostic gamification API built to democratize gamification. 

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