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Join other students and young professionals to learn how games and gamification can drive high levels of engagement in market research studies and with brands. When you leave this session, not only could you be Dungeon or Animal Crossing Master, you’ll understand the science behind why games are so engaging and what successful game-based research looks like. You’ll also get to know why so many industries from retail to non-profits are employing gamification to make non-fun experiences, well, fun.
Betty Adamou is the inventor of ResearchGames™, Founder of Research Through Gaming, and author of highly industry acclaimed book ‘Games and Gamification in Market Research’. Betty is an in-demand designer, and regularly works on behalf of Fortune 500 brands and agencies where she creates engaging and data-driven ‘ResearchGames’. Her games have been played by tens of thousands of people worldwide, and to great user feedback.
Betty has been named “1 of 7 women shaping the future of market research”, a ‘revolutionary’, a ‘pioneer’, and has won multiple awards for her work. She has been interviewed by publications globally on her innovative approach to research - most recently on BBC radio in the UK.
Meghan Lazier helps better policy through design. She is a Design Research Lead at Capital One where she’s helping translate complex data privacy regulations into thoughtful experiences for consumers. She has worked to improve how Americans interact with government through high visibility projects at the Federal Reserve Board, the Consumer Finance Protection Bureau, the Department of Veterans Affairs, the Millennium Challenge Corporation and the Office of Personnel Management. Her work has been featured in the New York Times and Fast Company. Meghan is a 2019 QRCA Young Professionals Grant recipient.
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