Use behavioural science and gamification to increase results

Enhance onboarding, conversion, engagement, and retention with our gamification platform, GWEN

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Gamification Research at Insert Coin

We do our homework! On this page you can learn more about how we involve scientific research, world leading experts and collected knowledge in our design principles. 

What is Gamification?

Learn more about how it all works and why we involve it in our gamification research.

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GWEN and Science

The overall objectives for Insert Coin in the field of Science are to develop, test and provide new models, techniques, and proceedings for research commercialization that enable Insert Coin in collaboration with universities and research institutions to market their gamification research more effectively.

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Whitepaper

Want to know more about the research that goes into How Gamification research applies in our everyday life? 

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Adam Palmquist

Adam Palmquist is a master in media history and a certified teacher and is currently doing his PhD studies with emphasis in gamification/spelifiering. He’s written the book Det Spelifierade Klassrummet which is the first book in Swedish about gamification. Adam has many years of experience working as a developer, advisor and as a consultant for many different incubators, science parks, businesses and schools.

More about me

Would you like to know more?

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