International Simulation and Gaming (ISAGA)


52nd Annual Conference 

Webinar – XVI

Webinar Topic : “Gaming-simulations as tools to increase participation and inclusion, reduce time in policy-making and design better public-policy.”

Date: May 22, 2021 (Saturday)

Registration Link: Coming Soon


Bharath Palavalli,

Co-Founder at Fields of View and Ashoka Fellow Bangalore Urban, Karnataka, India

Bharath M. Palavalli researches and designs tools such as games and simulations to help make better public policy. For nurturing this innovative idea of designing tools and methods to allow different stakeholders to collaborate on creating relevant and usable policy, Bharath was elected to the prestigious Ashoka Fellowship in 2018. His current work focuses on policy design and planning in the context of developing countries.


The talk will focus on the use of gaming-simulations in the world of public-policy. Often, gaming-simulations are used in the space of learning and training, both as a classroom training tool and as special aids for specialised audience who require specific training. However, gaming-simulations provide an environment that is amenable to use in public policy. Well-designed gaming-simulations can reduce entry barriers in public policy and allow people from diverse backgrounds interact through the game, thereby greatly increasing inclusion and participation in public policy. The “sandbox” environment of gaming-simulations allows participants to explore, fail and therefore test various strategies that is a critical element to both eliminate undesired consequences and at the same time arrive at mutually agreeable formulations of policies.

The complexity in public policy is discussed as a class of problems widely known as ‘wicked problems’. In such a multi-stakeholder situation, all of our preferences and biases are either not captured in policy formulation or are misrepresented due to reasons arising from lack of methods to capture these needs, to the inability to comprehend these needs. Gaming-simulations bridge this gap by allowing these preferences, biases and needs to be captured and then used in the policy formulation process. In this talk, I will draw upon a decade of work by Fields of View in the Indian context in the areas in the areas of poverty, transport, energy, disaster management and urban planning to talk about the use of gamin-simulation as tools in public policy.

Webinar – XV

Webinar Topic : “360-degree Immersive Technologies for Medical Simulation, Digital Therapeutics and Clinical Education and Training”

Date: May 8, 2021 (Saturday)

Registration Link: Coming Soon


David Wortley,

David Wortley is a Vice President of the International Society of Digital Medicine (ISDM), CEO & Founder of 360in360 Immersive Experiences and former Founder Director of the Serious Games Institute (SGI). His involvement in the use of serious games and simulation for education and training began over 40 years ago when he was a management tutor at the Post Office Management Training College in the UK. Since then, he has pioneered the use of digital communications technologies and helped to establish serious games and simulation initiatives in Singapore, Malaysia (at University Putra Malaysia), Thailand (through Thaisim), Korea and China.

As the Founding Director of the Serious Games Institute (SGI), he led the establishment of the SGI as an international centre of excellence and global thought leader in both serious games and immersive environments, launching the SGI in 2007 with a hybrid conference accessible both physically and virtually. Today, David has over 23,000 360-degree images on Google Street View with over 100 million views of these images.


The COVID-19 pandemic has accelerated the use of consumer 360-degree technologies for a whole spectrum of clinical applications and medical practitioners seek to overcome the challenge of delivering high quality healthcare remotely. Simulation and serious games play an important role in not only developing the skills needed in today’s high-pressure environment but also, increasingly, in preventative healthcare and digital therapeutics. This presentation explores how 360 degree consumer technologies are being applied to tackle medical training and education at scale through hyper-realistic virtual, augmented and mixed reality devices, including the Hololens and consumer VR devices such as the Oculus Quest. It will also illustrate examples of how serious games can tackle the global problem of lifestyle related medical conditions such as obesity, diabetes and certain mental health conditions.

Webinar – XIV

Webinar Topic : “Simulations and Training Games through Live Online Delivery”

Date: April 24, 2021 (Saturday)

Registration Link:


Dr. Sivasailam Thiagarajan (“Thiagi”),

Sivasailam Thiagarajan (“Thiagi”) has been designing and delivering interactive training workshops in 52 locations around the world. For the past 15 years, he has been working on live online training. He is the author of 40 books and the designer of hundreds of simulations and games including the award-winning cross-cultural simulation, BARNGA. Thiagi has been the seven-time president of the North American Simulation and Gaming Association (NASAGA) and two-time president of International Society for Performance and Instruction (ISPI). He has presented several keynotes at ISAGA and is a member of the Association for Applied and Therapeutic Humor (AATH).


We have been designing and delivering simulations and training games for face-to-face play during the past 50 years. For the past 15 years, we have delivered simulations and games through live online platforms. Based on our field research in 26 different countries, we have designed, field tested, and published a set of techniques called Live Online Learning Activities (LOLA) for delivering gaming simulation through webinar platforms. In this hands-on session, Thiagi will introduce you to 22 different categories of online simulations and take you through a specific activity of your choice.

At the end of the session, you will be able to design and deliver simulations and games through any webinar platform. Your new skills will be supported by two books and hundreds of online resources.

Webinar – XIII

Webinar Topic : “Designing Simulation Games: Trade-offs between Realism, Fidelity, and Abstraction”

Date: April 17, 2021 (Saturday)

Registration Link:


Dr. Jayanth Raghothama,

Jayanth is Assistant Professor or Health Care Logistics at KTH Royal Institute of Technology, Stockholm. He works on developing systems models, simulations, and games of and within large complex systems, to design and develop interventions and programs in an inter-disciplinary and holistic way. He also co-ordinates Digitalization research within the university. Prior to his PhD at the same university, he worked for CSTEP, a non-profit policy research organization in India, and in the software industry. He has over ten years of experience in building models, small and large, covering simulations, games, and artificial intelligence and in applying them in real-world decision-making settings.

Simulations and games are powerful tools to understand, describe and intervene in real world settings. However, their design and development involve difficult trade-offs and design decisions with respect to their representation of the real world, around the dimensions of realism, fidelity, and abstraction. These essentially deal with the questions of: what do you include in your model and game, how detailed should these elements be, and how should your player interact with these elements? Making the wrong choice(s) with these dimensions could be the difference between an effective game session and a bad one. For games to be able to contribute to tangible outcomes, ideally within the time frame of a gaming session, the architecture and form of the game must address these trade-offs. Through a few examples in urban planning, strategic decision making and systems modeling, this talk will elaborate on these trade-offs and provide insights on how to design effective games.

Webinar – XII

Webinar Topic : The history of simulation/games and what it denotes serious gaming, gamification, and learning with games movements.

Date: March 13, 2021 (Saturday)

Registration Link:


Dr. Tuomas Harviainen,

Associate Professor of Information Practices at Tampere University, Finland

Tuomas Harviainen, PhD, MBA is Associate Professor of Information Practices at Tampere University, Finland He is a former co-editor of Simulation & Gaming and an ISAGA Advisory Board member. Harviainen’s work spans several disciplines, and has been published in channels such as Organization Studies, Journal of Business Ethics, Journal of Documentation, and Games and Culture.



In this webinar, I delve info the ways in which the learning potential of games keeps being re-discovered. I draw early examples from military and medical simulation, then move to games in mathematics and operational planning, from which in many ways arose the pre-ISAGA community. Finally I will talk about dissonances between simulation/gaming, gamification designers, the Serious Games Movement, and Game-Based Learning. I conclude with positive examples of how the groups are now finding each other more and more often – and why they are doing so.

Webinar – XI

Webinar Topic : “Gaming Simulation Design for Education and Social Impact”

Date: February 20, 2021 (Saturday)

Webinar Link: Click here to view on YouTube


Dr. Willy Kriz,

Professor, University of Applied Sciences Vorarlberg, Department of Management and Social Sciences Hochschulstr, Dornbirn, Austria

Willy Christian KRIZ, born 1968, earned his PhD 1999 in Psychology from University of Vienna. He is full professor for Human Resource Management, Organizational Behavior, Leadership and Change Management at the FHV, Austria. He is working as a researcher, lecturer, trainer, consultant and designer with different forms of simulations and games for a whole range of purposes, including education in systems-management, personnel and team development and senior management training, facilitation of organizational change processes and support of managerial decision‐making. He is author of 15 books and about 200 papers and received 4 best paper awards. He has presented more than 150 papers and keynotes at conferences worldwide. He is founder and was 15 years chairman of SAGSAGA (Swiss Austrian German Simulation and Gaming Association), and 2004/2005 and 2014/2015 president of ISAGA (International Simulation and Gaming Association), he organized two ISAGA conferences, he is founder and was 10 years director of the annual ISAGA Summer School on game design.  From 2016-2020 he was editor in chief of the Journal Simulation & Gaming (Sage) and is jury member for the German Gaming Award.  As researcher he works on the theory-based evaluation of gaming simulation effects. He was for example 2003-2005 scientific director of a European Union Project within the Leonardo-da-Vinci Program: “The Simulation of Economic Processes and Decision Making as a Training Module”. 2007-2012 he was head of evaluation of the annual “exist-PriME-cup” (a national management and entrepreneurship gaming simulation contest for students of more than 150 participating German universities) for the German Ministry of Technology and Economy. Further research projects are for example “Realtime Business Simulations” for the German Ministry of Economy. Dr. Kriz has also years of practical experience. He is working as consultant and trainer in continuing education and business. He completed more than 200 assignments especially in gaming/simulation-based organizational development and leadership projects. He has designed several gamified education and training programs, system-dynamics models and scenarios, simulation games for general management, project management, change management, systems-thinking, HRM and leadership, sales and business ethics. 2016 a simulation and game-based personnel development program that he designed together with Dr. Schmidt and riva training & consulting for Allianz AG (sales force and insurance consulting service) received the “Innoward” award of the German insurance industry. Together with Dr. Eberle, several German schools and KIKA (German Children’s Television Channel of Germany’s public-service broadcasters) he developed 2018 a simulation game „Future of Living together in Germany“. The development and play of the game was broadcasted nationwide as a documentary and educational game kits are available free of charge for school education programs.


Klabbers (2003, 2018) has pointed out that researchers, designers and facilitators who are contributing to the field of gaming simulation may represent two distinct branches of science: the design sciences and the analytical sciences. In this presentation I will discuss different forms of applications of gaming simulation (Kriz, 2017). I will use several case examples of simulation games that I have designed – e.g. SysTeamsChange® and KIKAtopia – to show how a simulation game artifact can be used for a variety of facets within the science of design approach with the focus of creating social impact (Kriz & Manahl, 2018). Additionally I will show how methods of gaming simulation design can be implemented for an innovative university curriculum (Kriz, 2003). The design of simulation game prototypes is part of the didactic approach and the framework of game development by Duke & Geurts (2004) is used. The presentation will explain the main phases and steps of this approach of simulation game design. Some examples of outcomes will support a deeper understanding of the methodology of “gaming simulation” for education (Duke & Kriz, 2014).

Webinar – X

Webinar Topic : Designing Closed Simulations for Corporate Learning

Date: February 06, 2021 (Saturday)

Webinar Link: Click here to view on YouTube


Dr. Jegatheeswaran Manoharan,

Dr. Jegatheeswaran Manoharan is a team effectiveness specialist, international speaker, and a game & simulation developer. He has developed several learning games and simulations for adult learning. His highly interactive games have been used in the corporate learning scene for team effectiveness, customer experience, culture transformation, and leadership training. Jega was the former Board of Directors of the North American Simulation & Gaming Association (NASAGA) and he is also the Approved Trainer for the NASAGA Learning Game Design Certification Program. Jega has shared his ideas on the application of games and simulation at NASAGA Conference 2017 in Reno, Nevada; ISAGA Conference 2018 in Thailand; and at the First Malaysian Simulation & Gaming Conference – MASAGA 2018 in Kuala Lumpur.

Simulations play a vital role in learning through discovery. They range in the spectrum from low fidelity to high fidelity simulations. There are several key considerations when choosing a point in the design spectrum based on the learning outcome and audience. While open simulations provide an excellent process for experimenting with outcomes, the use of closed simulation has its benefits to target specific learning outcomes predominantly in the corporate learning scenario. Limiting the design parameters allows for targeted experience and a more meaningful debrief. In order to maximize this learning, the crucial pivot point of simulation design has to be managed. One of the key ally and adversary to design in the corporate learning environment is time. This presentation shall reveal how balancing the considerations is done when designing simulations for corporate learning.

Webinar – IX

Webinar Topic : Why do we need Simulation & Gaming?

Date: January 23, 2021 (Saturday)

Webinar Link: Click here to view on YouTube


Dr. Elena Likhacheva,

Dr. Elena Likhacheva, PhD, is a researcher at the Biological Department, M.V. Lomonosov Moscow State University, Russia

With PhD in Psychology, she focuses on research into the effectiveness of simulation gaming as instruction method, processes of decision-making and traps of thinking of participants, and the role of facilitator in simulation and gaming. Her special scope is also at simulation games on sustainable development.

She is a member of the ISAGA Executive Board, member of NASAGA.

Simulation games often teach specific competencies (like renewable resources management, etc.) and we presuppose that our students will need them in their profession/activities. However, the most of the games are run for a much wider range of participants and are not directly related to their future activities. So why do they and we need simulation games?

Webinar – VIII

Webinar Topic : Gaming/Simulation and the UN Sustainable Development Goals

Date: January 16, 2021 (Saturday)

Time: 03:00 – 04: 05 p.m. (IST)

Webinar Link: Click here to view on YouTube


Mr. Pieter van der Hijden,

Management Consultant, Sofos Consultancy, Amsterdam, The Netherlands

Pieter van der Hijden works as an independent management consultant through his own Sofos Consultancy in Amsterdam (The Netherlands). He is active in the field of “ICT for Sustainable Development Goals (SDGs)” and specializes in gaming / simulation, digital fabrication (fablabs, S.T.E.M. education) and e-learning (distance learning, Moodle). He regularly works abroad, often in Suriname (South America) and is active in various global communities. He was a board member of ISAGA for many years and is a regular speaker at ISAGA conferences.

In India Pieter was a teacher at the ISAGA SummerSchool at the Institute for Integrated Learning in Management (IILM) in Gurgaon. Together with his students, he developed an online role playing game, Dharadam – the flourishing slum, to prepare students for social work for working in the slums. Pieter and Vinod Dumblekar (his co-director at ISAGA) are preparing a conference track on “Gaming / simulation and the SDGs” for the ISAGA 2021 conference in Indore.

Together with Yogesh Kulkarni (Vigyan Ashram, Pabal) Pieter works on management issues of fablabs (workshops for digital fabrication) and aligning fablabs with the Sustainable Development Goals so that they can increase their social impact. He works with Pradnya Kunal (Global Fab Academy, branch India/Pakistan, Lanja) on learning by doing in the field of STEM, with Sibu Saman (Kerala Flood Relief) on disaster risk reduction and with Nishtha Kaushik (Fablab Chandigarh) on knowledge sharing with Suriname about mobile fablabs.

In all his projects structuring communication processes plays an important role; gaming/simulation is the fuel.


  • The speaker will give a short introduction to the 2030 Agenda of the United Nations, in this case the Sustainable Development Goals (SDGs).
  • Participants can create their own SDG profile through a short exercise.
  • Subsequently, it is discussed how gaming / simulation can methodically support the implementation of the SDGs; with examples of course.
  • Finally, we zoom in on the content of certain SDGs and underlying targets and the added value that gaming / simulation can have for this.


  • Consider the importance of lifelong learning and thus adult education, also for people who have never been able to complete any training.
  • Or education and training on numerous subjects related to a new style of living and working.
  • And let’s not forget the much-needed resilience of people, organizations and society in order to suffer less from disasters at whatever level.

Webinar – VII

Webinar Topic : Simulation and gaming for participatory approaches to environmental issues.

Date: January 09, 2021 (Saturday 3:00 PM)

Webinar Link: Click here to view on YouTube


Mr. Nicolas Becu,

Geographer at French National Centre for Scientific Research – specialized in participatory gaming simulation





Since it was first conceptualized and defined by authors such as Dick Duke in 1960th, part of the simulation and gaming community have use games (e.g. policy games) to help decision makers, managers, or other types of actors, to conceptualize, analyze and share their understanding about complex issues, and eventually come up with a shared vision of how to solve them and/or advance forward. In the late 1990th another research domain emerged, known as participatory modelling. In this approach, the modelling process is considered as a learning process in which local stakeholders can take part and therefore learn about the issues they are facing in their territories. This action research domain, benefits from lessons and good practices coming from participatory approaches, such as who to invite to the participatory modeling process, how to articulate the process with current policy plans, how participants with different social status can contribute at the same level to the modelling process and benefit from it. At the intersection between simulation and gaming and participatory modelling, we find a common practice which is the use of gaming/simulation that explicitly model the functioning of a system, and which is explicitly made for stakeholders to learn and get empowered on the issues they face. This type of application of games is called participatory simulation and will be the topic of this webinar.

Webinar – VI

Webinar Topic : Between Utopia and Ucronia: gaming simulation as a construction of the future

Date: December 12, 2020 (Saturday 03:00 – 04:05 pm IST)

Webinar Link: Click here to view on YouTube


Dr. Paola RIZZI,

DADU- department of Architecture, Design and Urban planning

Diver s City UrbLab

University of Sassari, Italy,



Over half a century of theory and practice have consolidated the use of the hybrid technique of gaming simulation in an important role in the processes which include a phase of “designing” of the future.

Gaming simulation has a hybrid nature by definition: putting it in a coarse way it combines naturality with  rationality through its two souls: play and simulation.

But game and simulation are joined by two dimensions: space and time. Through the gaming simulation we face the process of designing of time and space. In order to do it we construct utopias and also alternate histories. This is the starting point to face the topic of gaming simulation non as a language but as the mediator or generator of language.

The understanding of the gaming simulation as the future’s language gave rise to some interesting considerations which slowly detached themselves from the linguistic concept in order to become a design concept. On the other hand “historical form of the future are independent innovations in the development of single languages” ” (the entry Tempo, EnciclopediaTreccani online, 2014) thus the modalities in which the design process develops are independent in their various shades and technical fields.

Moreover to make the most of the communicative capacity of gaming simulation as a learning technique related to design is one of its most promising boundaries and applications in the  short-term and long-term future. Gaming simulation in some of its forms can also be organized as a structure which allows to design one’s own gaming simulation, you will some examples among the classical “game-generating-games.

The contribution is intended to confront the evolution of the topic of gaming simulation design as a learning technique for the design practice and the construction of future scenarios, in the field of territory and urban planning in particular.

To play means to enter the world where the rules are pre-established, but once you are in that world, you can interpret these rule redefining also the scenario. Gaming simulations are machines which generate utopias – they allow to construct worlds, which, even though they are based on models which simulate reality, they detach from reality as much as the constructions of Plato, Moro or Bacon. They activate the comparison with the real world through descriptive or critical communication and the debriefing phase after the game is crucial for that. Coming back to relation of gaming simulation and utopia, we have to bear in mind that here the term “utopia” is not to be understood in relation to its geographical inexistence but in relation to its nature as a virtual reality. To be clear, New WAVE[1] K is a gaming simulation where utopia is not the absence of geographical coordinates, as Venice is a real place, but it is the capacity to construct an ideal city of Venice, which does not exist and it is what results from that alternative reality of Venice which is to be discussed by reconstructing possible courses to work for and to design a desirable Venice.

The goal of gaming simulations is to define, solve or design a situation complying with its potentiality and possible future evolution. In practicethis is the definition of utopia, which complex design is analysed, decomposed and recomposed according to the process of the already mentioned process of comparison.

The practice of urban design is characterised by this process and is one of major problems which have to be faced in teaching, in designing and in the practice of the so called participatory planning.

The main problem to face is that of the use of highly expert and specialised languages in front of a limited knowledge, therefore also the presentation of “utopias” or pre-defined models seems of little effectiveness. Teaching and research are in fact characterised by the necessity to exchange information. In a situation of communicative imbalance between interlocutors, this exchange of information encounters a difficult obstacle to overcome.

The method used by Jan Klabbers2 deserves also a special comment, as it is exactly through a gaming simulation that he constructs a common language in order to design environments or to face and solve problems. It is a structured confrontation in which the participants, following the rules, contribute to the definition of a common linguistic basis, according to one’s own background and competences. This method allows to avoid misunderstandings, but it also promotes alternative visions of reality.

Even though apparently there is a contradiction, construction of a utopia is intrinsic to the gaming simulation and in the same time it adds pragmatic implementation to the visionary. WAVE, New Wandering About VEnezia, gaming simulation by Arnaldo Cecchini, Paola Rizzi, software by Ivan Blecic, Graphic by Lorenzo Cotti, Stratema, IUAV, Venice, 1995

Paola Rizzi “new WAVE-Wandering About Venezia”, proceedings del 26°th Annual International Conference ISAGA-Learning trough Experience: The Challenge of Change Universitad Politecnica,(ed. A. g. Carbonell e F. Watts) Valencia, 1995

2.Jan H. G. Klabbers, The Magic Circle: Principles of Gaming & Simulation and “Options for Coping with radical uncertainties”Keynote, 7th Young Researchers’ Round Table / Global Risk – Local Resilience 13-14 november 2020

Webinar – V

Webinar Topic: “Simulation & Gaming for community-based disaster management”

Date: November 21, 2020 (Saturday)

Webinar Link: Click here to view on YouTube


Mr. Yusuke Toyoda,

PhD, is an associate professor of the College of Policy Science,

Ritsumeikan University

He utilizes S&G for study and practice on community-based disaster management and disaster education


Important roles of local community for disaster management has been iterated, whereas building community resilience against disaster is still on progress. In this webinar, I will explain advantages of Simulation & Gaming (S&G) for building community resilience. First, increasing importance of community resilience against disaster is introduced. Then, I will depict the process and functions of S&G for disaster management in general and demonstrate how they are connected to building elements of community resilience. In the end, some S&G practices are introduced for community- based disaster management and disaster education.

1. Importance of Community Resilience to Disaster Management
2. S&G for Disaster Management
3. Contribution of S&G for Community Resilience
4. Q&A

Webinar – IV

Webinar Topic: “Participation with Simulation Games – Conflict and other conditions”

Date: November 7, 2020 (Saturday)

Webinar Link: Click here to view on YouTube


Mr. Eric Treske,

Owner, intrestik, Bavaria, Germany

Executive Board Member of ISAGA & SAGSAGA



‘If you are developing a simulation game for a university, you want to convey a subject matter to your students or test one of your hypotheses. In companies, the simulation of alternative scenarios is sometimes added. All these simulation game developments are based on the fact that they happen on theoretical assumptions and models.

“You cannot simulate a system if you do not understand it.” (Cathy Greenblatt)

If I want to develop a business game for citizen participation, this approach becomes a problem for me!  Because with the used model I also define the solution space.Or to put it another way: the question determines the answers.

I use three examples from the mobility turnaround for inner-city neighbourhoods to concretise my question.  I then try to point out possible solutions to solve this dilemma.This collection does not claim to be exhaustive, so I would like to invite you to think about and discuss this together.’

Webinar – III

Webinar Topic: “If simulation is so useful why isn’t there more of it in use?”

Date: October 31, 2020 (Saturday)

Webinar Link: Click here to view on YouTube


Dr. Elyssebeth Leigh,

Dr. Elyssebeth Leigh is academics working in different disciplines who share a passion for the experiential learning potential of simulation.





This question was asked of Professor Mejier at the first of the ISAGA 2021 webinars and indicates that dedicated simulation users still have much to explain about its value as an educational tool and strategy. At its simplest, simulation is a way of reproducing familiar situations or recurring experiences, while reducing the scale and number of factors involved. For example, Chess, one of the most enduring simulations in human usage, began in India where tradition says it was a representation of a military setting and used to explain how certain events occurred. While some domains like the military and health, use simulation extensively, others like education find it a complex tool and process to use. There is much in its favour and also much against it. In this webinar Dr Elyssebeth Leigh and Associate Professor Anjum Naweed guide participants on an exploratory journey to discover reasons why the concept of simulation continues to be a essential part of human activity and also a problematic one. They begin with a dialogue to create the scene for a broader exploration of the benefits and barriers with participants who are invited to bring their questions to this conversation.

2017 Ray Page award – for lifetime achievement in simulation
Life Member – ISAGA, Simulation Australasia
Dr. Elyssebeth Leigh is academics working in different disciplines who share a passion for the experiential learning potential of simulation.

Webinar – II

Webinar Topic : “Serious gaming and why should we bother”

Date: October 24, 2020 (Saturday)

Webinar Link: Click here to view on YouTube


Dr. Ivo Wenzler,

Professor of Serious Gaming at the NHL Stenden University of Applied Sciences, The Netherlands



Future is and will be uncertain and discontinuous and the reality as we experience it is complex and requires learning for change. But enabling change through learning is not as simple as it sounds. There are competing theories on how to learn and change, and the challenges are many. Learning for change is a journey starting from our perceived reality, going through serious gaming, and then returning back to reality. Serious games are experiential learning environments supporting this journey and can take an analogue, digital or mixed reality form. They help us getting a holistic view of the change that is needed, creating awareness that leads to socially constructed meaning, constructing memories of the future that lead to actionable insights, and experiencing the benefits of change that lead to a commitment to action. With serious games we learn faster, we learn more, we pay less, and we decide better.

Dr. Ivo Wenzler is a professor of Serious Gaming at the NHL Stenden University of Applied Sciences. He focuses on innovative research into the design, implementation and value contribution of serious gaming, as well as on development of university level curricula with and about serious gaming. Prior to his current position he had a long career at Accenture Strategy, in parallel to an associate professorship at the Delft University of Technology. He often presents at international conferences and publishes regularly in the field of serious gaming, change management, and simulation-based modeling.

Webinar – I

Webinar Topic : “Gaming, simulation and participation: a systems approach to mental health and wellbeing”

Date: October 03, 2020 (Saturday) 03:00 p. m. (IST)

Webinar Link: Click here to view on YouTube


Dr. Sebastiaan Meijer

Professor, Vice Dean

KTH Royal Institute of Technology

Stockholm, Sweden


Many countries and regions aim to priorities well-being and mental health as a means to both counter the increasing demand of psychological health care and to actually support citizens in what matters to them.

Steering for such large, overarching goals require cross-sectorial collaborations and large-scale systems design. To aid in building up this capacity, we use gaming and simulation in trajectories with Region Stockholm and 4 pilot municipalities. In this talk, Sebas will explain the approach, and reflect upon the methodological learning obtained.

Sebastiaan Meijer is a Professor in Health Care Logistics. He Specialized in gaming simulation and other interactive methods to involve the operational level of organizations in innovation processes. His Interests is in theory of design of complex adaptive systems and the backbones of society.