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Sylvester Arnab

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Researcher, practitioner, author, and speaker of empathic and experiential playful and gameful design practices.

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Category: presentation

@Disrupt_Learn and colleagues at #ECGBL2018 representing #GChangers @_myCapsule @BeaconingEU #GBL #Gamification

ECGBL is the place to be if you are a researcher, practitioner, enthusiast, developer and designer of game-based learning. ECGBL … More

gamification, GBL, play, serious games

Think Hybrid

I have been talking about hybrid solutions powered by games and play as inspirations a lot this year. Our projects … More

games, gamification, GBL, hybrid, hybrid learning, pervasive learning

C4Rs: Drive and sense smart

As part of the stakeholder engagement plan for the Crowd4Roads project (C4Rs – a project that is funded under the … More

c4rs, collective awareness, gamification, smart sensing

#DisruptiveBytes – EU-Funded Game-based projects

In the spirit of collaboration amongst the different Eu-Funded projects, we organised a short lunchtime seminar to showcase the work … More

games, gamification, GBL, pervasive gaming, pervasive learning

The first #Gamification conference in Finland #Gamifin2017

It was a pleasure to be invited to speak at the first Gamification conference (GamiFIN 2017) in Finland. Finland has … More

games, gamification, GBL

Game-based intervention design meets Design Thinking

It was a great pleasure to run a one-day workshop with Daniel Meusburger with the University of Munich on 6th … More

game-based intervention, gamification, GBL, intervention mapping, serious games

Be inspired by simple gameplay

A recently designed workshop concept on Remixing Play into a Gameplan has a key aim to make game-based design thinking more … More

creativity, games

Remix Play in Trinidad

Such a great pleasure for me to share my perspectives on and experience with play, games and gamification with the various … More

games, gamification, play

Digital games and older adults

One of my PhD students is carrying out a research on the perspectives of older people (age >=55) when it … More

andragogy, games, gamification

Being hybrid in a digital age

I have shared various views and perspectives on how important it is to preserve the tangible relationship between our engagement … More

arg, escaped, gamification, pervasive gaming, pervasive learning

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Top Posts & Pages

  • Ludic Design in 2025: Community, Care, and Purposeful Play
  • #Gamification, #ExperienceDesign and #Disruptions
  • Borderless learner: A super learner in a hybrid learning space
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  • Breaking Barriers through I-HEDU: A new project funded by the British Council UK-Indonesia Disability Inclusion Partnerships Grant
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