# Lessons from Conference Visits: What Did We Learn from Gamification and Games for Health? - Savonia AMK

> The InnoGS project visited conferences that focused on gamification and games for health.

## Overview
In late March 2026, the Savonia team of the InnoGS project attended two major conferences: the GamiFIN conference in Saariselkä, Lapland, and the Games for Health Europe conference in Eindhoven, the Netherlands. The team split its efforts to explore both the gamification landscape and the application of games in health and well-being.

## GamiFIN Conference: Gamification in Lapland
The GamiFIN conference celebrated its 10th anniversary, bringing together approximately 50 researchers and experts. The InnoGS team presented a project poster, which received positive feedback regarding the project's international dimension and its focus on community building.

Key takeaways from GamiFIN included:
* **Versatility:** Gamification is a powerful tool, though it is not a universal solution and requires critical evaluation.
* **Emerging Themes:** Discussions increasingly integrated game-based learning and artificial intelligence.
* **Digital Inclusion:** A significant workshop discussion focused on the challenges of an increasingly digital world, particularly for older populations or those with functional limitations. The potential for gamification to provide support in both digital and analogue forms was highlighted as a key area for future inquiry.

## Games for Health Europe: Beyond the Hype
The Eindhoven conference focused on the intersection of games, gamification, and new technologies (such as XR and AI) in the context of health, well-being, and learning. The theme, "Beyond the Hype," emphasized practical impact, ethics, and real-world implementation over mere technological novelty.

Highlights from the event included:
* **Targeted Solutions:** The team explored gamified methods for young people, specifically those supporting mental health, concentration, and participation.
* **Case Studies:** The game *Full ADHD* by the Finnish company Psyon Games was noted as a successful example for young people with neuropsychiatric backgrounds.
* **Networking:** The event provided valuable opportunities to discuss InnoGS project pilots and gather practical implementation tips.
* **Inclusion:** The conference reinforced that digital and gamified methods can lower the threshold for participation for those who find social situations challenging.

## Key Insights for the InnoGS Project
The conferences confirmed that the InnoGS project is addressing relevant and timely questions. Three core principles were reinforced:
1. **User-Centricity:** Solutions must be based on the real needs, barriers, and motivations of the target groups.
2. **Holistic Design:** Engagement is insufficient on its own; ethical design, practical feasibility, and impact assessment are essential.
3. **Bridging Roles:** Games and gamified methods serve as a bridge between people, organizations, and experts across different fields.

The team concluded that when implemented critically and with a user-oriented approach, gamification can effectively build inclusion, increase well-being, and support the digital renewal of rural areas.

## Project Information
* **Authors:** 
    * Kalle Sievänen, RDI-specialist, InnoGS project, Sustainable Societies’ research field, Savonia University of Applied Sciences
    * Sami Partanen, RDI-specialist, InnoGS project, Wellbeing research field, Savonia University of Applied Sciences
* **License:** CC BY-SA 4.0
* **Note:** AI was used in the writing of this article.