This website uses cookies and collects data to allow for personalization and measurement by us, and our third party partners, for ads and content. Cookies are simple text files that are stored on your computer or mobile device.
Each cookie is unique to your web browser, and contains information that is anonymous.
For more information about the cookies we use, click
here.
You can also view our
Privacy Policy.
By using our site, you consent to our collection of this non-sensitive data. Click "Accept" to continue or "Opt Out" to opt out of non-essential cookies.
"How a hackathon lead to a game to help women pitch their business better"
16/6/2021 18:00:00 - 19:00:00
Event Description
How a hackathon lead to a game to help women pitch their business better
Online Dialogue with An Coppens
In the world of raising funds for your business, it is known that women receive only a marginal percentage of the total funds available. In most countries we are looking at single digit percentages ranging from 1 to 5% of all investment raised going to female lead companies. A hackathon world record event in Stockholm brought together a team of ladies to work on ways of enabling women to do better a starting point. Investor pitch questions and answer sessions is where most of the funding dreams unravel, hence our team came up with a way of addressing this. Women are typically asked more prevention style question and give more prevention style answers, whereas their male counterparts receive promotion style questions and are more likely to promotion oriented in their answers.
With time permitting we will put your Q&A savvy to the test in our session.
About the Speaker
An Coppens is the Chief Game Changer at Gamification Nation with offices in London (UK) and Stockholm (Sweden), from where we offer gamification design solutions to clients worldwide. The company won the “outstanding gamification design Agency” award at Gamification Europe in Brighton in 2017 and the Gamification Design Excellence award for non-digital gamification at GamiCon in Chicago in 2018. Projects have been shortlisted several times at the TIGA games awards amongst big name game studios.
Clients include Adidas, Chubb, Google, Thomson Reuters, Qinetiq, RB, Cenlive, Millicom, 5app, Gradprentice, YouEQ, Nightingales, EIT digital, EIT Climate-KIC, Robeco, and a few more.
The types of projects she has worked on include gamification of onboarding, learning, recruitment, sales all with the view of increasing engagement and finding the right fit of people and results. Serious games the company created have helped raise awareness in cyber security, teach game design, address major world challenges, etc.
An is the podcast host of ‘A question of gamification” and the author of several books and blogs regularly on the company website.
Books:
“To game or not to game, that is a learning question” – currently in production
“Tapping into the crowd” – published with Pencraft Publishing Feb 2017
“ Gamification in business” - available for download from http://bookboon.com/en/gamification-in-business-ebook.
In her career An has worked in learning and development and change management roles for Modern Times Group, Xigma Management Consultants, Philips Electronics and Arthur Andersen Business Consulting. She was a guest expert on the TV show “How long will you live” for RTE in Ireland. For 10 years An ran a successful business coaching practice in Cork, Ireland with B/Right Business Coaching. She holds a BA (Hon) in International Marketing and languages from Dublin City University and an MBA from the Open University Business School in the UK. She holds a gamification master qualification from the Engagement Alliance, a game design certificate and she continues to upskill through online and offline courses.