GWEN and science

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Insert Coin’s Science department aims to use scientific behavioural principles to support the successful commercialisation of research competencies, capabilities and the results from research done by Insert Coin towards its clients and end-users.


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


The approach uses existing techniques from businesses and Technology & Innovation collaborations. Essentially, there are two main goals in the commercialisation process; to reach research institutions and industrial companies interested in purchasing research outcomes or capabilities.

The goals of GWEN science

Research organisations build closer links with industry in order to:

Commercialise research and improve their market-oriented        acting and thinking.
Allow academics to gain relevant industry experience in order to make their research more relevant to society. 
Generate additional income for further research and education through commercial returns.

The industry engages research institutions for a number of reasons:

Successful implementation of new products and services into the marketplace
Maintain competitiveness which requires considerable efforts of companies and universities
Business requires innovation, companies do not always have the ability to undertake the required research within the area.

The process

The special feature of GWEN Science is the assumption of behavioural science principles, in particular within the gamification area, as the starting point for all research activities. GWEN Science is generally focused on technology-intensive partnerships but can also be applied in all disciplines of research in behavioural mechanisms. Industries engaged in research and development is identified as the key target market. This leads to research customers, who are willing to invest in scientific research, being the centre of consideration.

Psychological Theories Related to GWEN


Adam Palmquist

Adam Palmquist is a master in media history, a certified teacher and is currently doing his PhD studies with an emphasis on gamification/spelifiering. He has 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 consultant for many different incubators, science parks, businesses and schools.


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