Dr. Flavio Escribano.
Gamification Research Team Leader
Flavio is PhD by the Complutense University of Madrid in Learning for Innovation using Video games. Author of Homo Alien: Videogames and Gamification for the next Cognitive Hacking.
He has more than 19 years of experience as researcher and entrepreneur in the field of games and video games. He has also collaborated with international organizations in a huge variety of projects such as analyzing European video games market or the use of video games for social and labor inclusion with the JRC of the European Commission or as keynote speaker in Brazilian SBGames Simposium. In the role of entrepreneur he was chief of development of some very successful advergaming projects for very popular DIAGEO brands like J&B and Johnnie Walker.
Actually he is research team manager in GECON.es where continues his research in how to apply gamification for behavior change and motivation stimulation in the fields of tourism, learning, pharma and human resources among others. His team has been awarded several times with research grants by the Spanish Ministry of Economy and Industry.
He is also an ultra-player of any complex turn-based growing and civilization-style games even though he recognizes has found beauty and joy in minimalist indie games.
Neuro-psychologist gamification researcher
Sergio is a psychologist by the University of Barcelona specialized in videogame´s psychology. As a coach, researcher and game designer, he uses psychology to motivate and improve the user´s experience in videogames or gamification projects.
In the role of entrepreneur he is chief of a Game Designer and User Experience consultancy, called Psycogaming. Sergio has written also a lot of articles about video games and psychology, published on some of the most important and viewed video game and psychology webs & blogs.
At present he is part of the research team in GECON.es where day by day is trying to get a better understanding of human brain and behavior, related with motivation and joy, with the objective to improve the users life´s quality through gamification.
He is, of course, a native gamer, who loves playing social and rol games, and he is interested on how the video games may change the traditional way to communicate with people and meeting each other, as well as how the video games can modify and train some brain functions.