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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.

Knowledge 8 July 2026

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.

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Knowledge 8 July 2026

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.

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Government 8 July 2026

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.

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Government 8 July 2026

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.

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Business 8 July 2026

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.

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Business 8 July 2026

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.

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Education 8 July 2026

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.

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Knowledge 8 July 2026

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.

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Government 4 June 2026

How municipalities reach young people through gaming and a gaming hub

A practical guide on gaming hubs, youth participation, digital resilience, prevention and funding.

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Business 4 June 2026

Employer branding through esports: reaching young talent

How companies become visible to Gen Z through gaming and esports and attract young talent.

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Education 4 June 2026

Digital literacy through gaming in the classroom

How schools use gaming for media literacy, citizenship and the Dutch digital literacy curriculum goals.

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