Blog
Insights, trends and updates from the world of gaming and youth work.
Our knowledge base is written in Dutch. The summaries below are in English; each article opens in Dutch.
What is gamification? Definition, examples and application
Gamification applies game elements to environments that are not games themselves: how it works in the workplace, in the classroom and in government.
Read the article (in Dutch) →What are serious games? Explanation, examples and use
Serious games are designed around a learning goal: how companies, schools and governments use them for training, prevention and participation.
Read the article (in Dutch) →What does a gaming hub cost? A business case for municipalities
The five cost categories of a gaming hub, the returns and the funding routes, from municipal budgets to funds and sponsorship.
Read the article (in Dutch) →Strengthening the digital resilience of young people through gaming
Young people click away classic awareness campaigns. Through gaming they practise digital resilience in their own environment.
Read the article (in Dutch) →Gamified assessments: recruiting on real behaviour
A gamified assessment shows how candidates collaborate, decide under pressure and learn: recruit starters on behaviour instead of a thin CV.
Read the article (in Dutch) →Team building through gaming: formats that actually change something
Gaming gives teams a safe practice space for communication under pressure, with a professional debrief that turns play into working agreements.
Read the article (in Dutch) →Esports at school: from school team to talent programme
What esports brings a school, what a school team requires and how it grows into an 8 to 12 week talent programme.
Read the article (in Dutch) →Reaching Gen Z on Twitch and Discord: how it works
Why Gen Z lives on Twitch and Discord, what works there for employers and municipalities, and the common mistakes to avoid.
Read the article (in Dutch) →How municipalities reach young people through gaming and a gaming hub
A practical guide on gaming hubs, youth participation, digital resilience, prevention and funding.
Read the article (in Dutch) →Employer branding through esports: reaching young talent
How companies become visible to Gen Z through gaming and esports and attract young talent.
Read the article (in Dutch) →Digital literacy through gaming in the classroom
How schools use gaming for media literacy, citizenship and the Dutch digital literacy curriculum goals.
Read the article (in Dutch) →