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Playgen

Playgen
Launch Date: July 30, 2025
Pricing: No Info
Education, Health, Corporate, Gaming Mechanisms, User Experience

PlayGen was a global leader in serious games and gamification, creating playful results that deliver outstanding outcomes. Their team consisted of inventors, creatives, designers, psychologists, strategists, coders, technologists, and producers who loved making interesting applications that deliver amazing outcomes. PlayGen was known for their excellence in Serious Games and Games for Learning, influencing behavior. They were a key part of the Network of Excellence for Games and Learning. With over 12 years of experience, PlayGen applied gaming mechanisms in real-world situations, creating gamified processes, products, communication, health, and education. They even gamified gamification. PlayGen developed crowd-sourcing sites, social magazines, apps for connection discovery, social sites for influencing behavior, and measuring collective attitudes. Their work had a deep social dimension, leveraging the power of the collective. PlayGen created beautiful interfaces that were a dream to use, delivering a delightful user experience that had customers coming back time and again. PlayGen helped doctors and nurses be more effective, town planners have better planning strategies, investors make better decisions, and young people discover their future potential through innovative simulations that were fun but serious. PlayGen helped partners and clients develop and extend their revenue model, from pay-as-you-go to offer walls. They developed a comprehensive toolkit to help monetize digital content. PlayGen understood why people make decisions and how to nudge their choices for a preferred outcome. They spent years experimenting and implementing Behavioral Economics with amazing results. PlayGen created detailed plans and extensible system architectures for their apps and platforms from the outset, ensuring products were delivered on time and on budget. PlayGen worked across sectors for both public and private institutions, including consumer brands, corporate, health, education, charities, finance, universities, and more. They provided amazing outcomes and tremendous value. Samsung: "We really enjoyed working with PlayGen and their gamification toolkit. Creating original ideas for gamifying our services. A great outcome which was also a lot of fun." NESTA: "PlayGen’s team made it possible for us to help young people make informed decisions about their future careers in a way that is relevant to them. They are an extraordinary capable and personable team to work with." Eden Project: "The value that PlayGen provided to us was outstanding. Not only did they deliver the solution on a tight budget and time table, but they provided us with the tools needed for us to continue the project internally and make it sustainable." Technology Strategy Board: "We were looking for a new approach for connection discovery and for a studio to be able to work with a substantial existing infrastructure. PlayGen provided the clarity and simplicity we needed. They helped us deliver on a very tight schedule." Wellcome Trust: "It was excellent to work with PlayGen. The game received a lot of positive attention from teachers and colleagues working in science education, all of whom were impressed with the scientific content and the high quality of the product." Concurrent Technologies Corporation: "PlayGen were an absolute pleasure to work with. In every instance, PlayGen went far beyond what was asked and helped us deliver everything ahead of schedule. Needless to say, we will work with PlayGen in the future and highly recommend their services." FloodSim: Generated over £600,000 worth of equivalent advertising spend in the first 3 months of its launch, 10 times what the client paid for its development. Climate Health Impact: Increased average test scores by over 63% compared to peers who didn’t play the game. MeTycoon: 86.6% of players reported that the experience gave them lots of new ideas for their future careers. Nanomission: With over 500,000 downloads and an average playtime of 2 hours, PlayGen estimated a mere 10 cents per whole hour of engagement. PlayGen developed the ‘Games For Brands’ movement to cater to the wide variety of games and gamification being used for consumer brands. They created sponsored content, branded advergames, and used gaming mechanisms in marketing and building loyalty. PlayGen’s solutions in education provided rich, rewarding, and relevant environments where players could use their own theories to solve problems. They designed rewarding feedback loops, team learning solutions, and intelligent systems that recognized the player’s efforts and capability, adjusting the difficulty dynamically to match the learners' capabilities. PlayGen focused on wellness and prevention, disease management, and patient compliance. They understood that individual attitudes and behaviors lie at the core of the most significant challenges facing the healthcare system today. PlayGen’s government and policy solutions were designed to increase public awareness of issues, improve understanding of trade-offs, and provide outcomes that resonate with stakeholders, ultimately motivating citizens to take action. PlayGen’s work in the corporate sector included onboarding new employees, compliance, and innovation management. They developed playful solutions to increase employees' engagement with sometimes dry and often complex issues, where seemingly simple decisions have profound effects on business performance and the bottom line. PlayGen’s success in delivering great return on investment was an inherent part of their development process. They built apps and platforms, delivering on any device and working with virtually every type of interactive technology of the last decade. If you wanted serious results, PlayGen was serious!

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