Level Up powered by Agate Tunjukkan Potensi Game untuk Dunia Bisnis di Clogs, Tulips and Video Games Erasmus Huis

Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Edit Template Level Up powered by Agate Tunjukkan Potensi Game untuk Dunia Bisnis di Clogs, Tulips and Video Games Erasmus Huis Video game kini tidak lagi dipandang semata sebagai media hiburan. Di berbagai industri, game telah berkembang menjadi sarana pembelajaran, asesmen, hingga strategi meningkatkan keterlibatan pengguna. Topik inilah yang menjadi salah satu pembahasan dalam Clogs, Tulips and Video Games, sebuah rangkaian acara yang diselenggarakan Erasmus Huis untuk memperkenalkan inovasi industri game Belanda sekaligus mempertemukan pelaku industri game Indonesia dan Belanda. Mewakili Agate, Junialdi Dwijaputra, Head of Level Up powered by Agate, hadir sebagai pembicara dalam sesi diskusi untuk membagikan bagaimana pendekatan game design dapat diterapkan di luar industri game, khususnya dalam pengembangan sumber daya manusia, pembelajaran, hingga proses asesmen perusahaan. Melalui sesi bertajuk Trend & Case Study of Game-Based Learning & Assessment, Junialdi menjelaskan bagaimana prinsip desain game dapat membantu organisasi menciptakan pengalaman belajar yang lebih menarik sekaligus menghasilkan pengukuran kompetensi yang lebih akurat. Mengubah Cara Perusahaan Melihat Game Dalam presentasinya, Junialdi menjelaskan bahwa terdapat perbedaan mendasar antara gamification, game-based learning, dan game-based assessment, meskipun ketiganya sama-sama memanfaatkan elemen permainan. Gamification berfokus pada penambahan elemen permainan seperti poin, badge, dan leaderboard untuk meningkatkan motivasi dalam aktivitas yang sebenarnya bukan permainan. Sementara itu, game-based learning menggunakan game sebagai media utama untuk membangun kompetensi, sedangkan game-based assessment memanfaatkan gameplay untuk mengukur perilaku dan kemampuan seseorang secara lebih alami sehingga lebih sulit dimanipulasi dibandingkan metode asesmen konvensional. Menurut Junialdi, ketiga pendekatan tersebut memiliki DNA yang sama. Mekanisme permainan bukan menjadi tujuan utama, melainkan alat untuk mencapai objective bisnis atau pembelajaran. “Junialdi Dwijaputra, Head of Level Up powered by Agate, mempresentasikan tren dan studi kasus game-based learning serta assessment dalam acara Clogs, Tulips and Video Games di Erasmus Huis Jakarta.” Mengapa Game Semakin Relevan untuk Dunia Kerja? Salah satu poin yang disoroti adalah perubahan demografi dan perilaku masyarakat. Indonesia saat ini merupakan pasar game terbesar di Asia Tenggara, dengan mayoritas pengguna internet memainkan video game dan sebagian besar Gen Z berinteraksi dengan konten game bahkan di luar aktivitas bermain. Di sisi lain, berbagai penelitian juga menunjukkan bahwa penerapan gamification dalam HR mampu meningkatkan engagement, retensi, serta efektivitas pelatihan, terutama bagi generasi Milenial dan Gen Z. Hal ini membuat perusahaan perlu mulai memandang game bukan hanya sebagai media hiburan, tetapi juga sebagai media komunikasi, pembelajaran, dan pengembangan talenta. Junialdi juga menambahkan bahwa pengalaman kandidat maupun karyawan selama proses learning dan assessment kini turut memengaruhi employer branding perusahaan. Pengalaman yang kurang baik dalam proses pembelajaran maupun seleksi dapat membentuk persepsi negatif terhadap organisasi. Game Development Menjadi Jembatan antara Tujuan Bisnis dan Pengalaman Bermain Salah satu materi utama yang dibahas adalah bagaimana proses pengembangan game berperan sebagai penghubung antara kebutuhan bisnis dengan pengalaman bermain. Menurut Junialdi, sebuah game edukasi yang baik tidak dimulai dari ide gameplay, melainkan dari tujuan bisnis yang ingin dicapai. Setelah objective ditentukan, setiap mekanisme permainan harus dirancang agar mampu mendukung tujuan tersebut secara langsung. Pendekatan inilah yang menjadi dasar Level Up Gamification Framework, framework yang dikembangkan Agate untuk menerjemahkan business objective menjadi mekanisme permainan yang relevan dan terukur. Framework tersebut terdiri dari empat tahapan utama, yaitu menentukan tujuan bisnis, memahami target pengguna, merancang gameplay, serta memastikan kebutuhan teknis sebelum pengembangan dimulai. Membawa Pengalaman Nyata dari Berbagai Industri Tidak hanya membahas teori, Junialdi juga memperlihatkan berbagai implementasi nyata yang telah dikembangkan oleh Level Up powered by Agate. Salah satunya adalah Jago Money Quest, sebuah game edukasi finansial bersama Bank Jago yang dirancang untuk membantu mahasiswa memahami literasi keuangan melalui simulasi pengelolaan uang yang interaktif. Setiap keputusan pemain memengaruhi jalannya cerita sekaligus menjadi bagian dari proses pembelajaran mengenai kesehatan finansial. Junialdi juga membagikan studi kasus Telkomsel Working Culture Assessment, sebuah game-based assessment yang berhasil melibatkan lebih dari 32.000 peserta dan memperoleh tingkat kepuasan tinggi dari kandidat. Berbeda dengan tes konvensional yang hanya mengandalkan jawaban peserta, pendekatan ini mengamati perilaku nyata pemain selama mengambil keputusan di dalam permainan sehingga memberikan gambaran kompetensi yang lebih objektif. Contoh lainnya adalah Santos Jaya Abadi Managerial Assessment, yang menggunakan simulasi untuk memetakan kesiapan manajerial melalui berbagai keputusan yang diambil peserta dalam kondisi menyerupai situasi kerja sebenarnya. Pendekatan ini membantu perusahaan mengurangi bias sekaligus memperoleh gambaran kompetensi yang lebih komprehensif. Selain itu, Junialdi turut memperkenalkan Next Chapter, solusi game-based assessment yang menggabungkan simulasi bisnis, asesmen kepribadian berbasis naratif, cognitive games, hingga neuroscience games ke dalam satu platform terintegrasi untuk kebutuhan rekrutmen skala besar. Agate Dorong Pemanfaatan Game yang Berdampak Partisipasi Agate dalam Clogs, Tulips and Video Games menunjukkan bagaimana industri game Indonesia terus berkembang, tidak hanya menghasilkan produk hiburan, tetapi juga menghadirkan solusi berbasis game yang mampu menjawab tantangan di berbagai sektor. Melalui Level Up powered by Agate, perusahaan menghadirkan berbagai solusi gamifikasi seperti game-based learning, game-based assessment, immersive training, hingga interactive brand engagement yang telah digunakan oleh perusahaan dari berbagai industri. Keikutsertaan Junialdi Dwijaputra sebagai pembicara di Erasmus Huis sekaligus menjadi bukti bahwa inovasi game asal Indonesia mampu berkontribusi dalam diskusi internasional mengenai masa depan pembelajaran, asesmen, dan transformasi digital berbasis game. Frequently Asked Questions Apa itu Clogs, Tulips and Video Games? Clogs, Tulips and Video Games adalah rangkaian acara yang diselenggarakan Erasmus Huis untuk memperkenalkan industri game Belanda sekaligus menjadi ruang diskusi antara pelaku industri game Indonesia dan Belanda. Siapa

Beyond the Leaderboard: Modern Data-Driven Gamification Trends in Marketing, Brand, and HR

Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Edit Template Beyond the Leaderboard: Modern Data-Driven Gamification Trends in Marketing, Brand, and HR Entering the second half of the 2020s decade, specifically in 2026, gamification has undergone a radical evolution. Obsolete mechanisms like generic point accumulation and meaningless badges are now abandoned, considered merely manipulative psychological tricks. Modern consumers and employees demand agency, transparency, and meaningful play. The exponential growth of this industry is driven by the integration of cutting-edge technologies such as Artificial Intelligence (AI), Digital Twin, and Immersive Experience. This document dissects how three main business pillars—Marketing, Brand, and Human Resources (HR)—are transforming their operational landscape through modern gamification architecture, along with real-world case studies in the industry. Marketing: Ethical Data and Sustainable Retention Systems Marketers today face significant challenges due to soaring customer acquisition costs, fragmented digital attention, and strict data privacy regulations. Marketing strategy no longer focuses on one-off stunts, but shifts towards creating long-term engagement infrastructure. Key Trends: AI-Generated Gamification, Digital Twin of a Customer (DToC) & Zero-Party Data Capture Modern gamification acts as the best zero-party data collection engine. Through personalized mini-games powered by AI, brands offer explicit value exchange in return for consumer behavioral data. AI plays a critical role in adjusting game difficulty levels in real-time based on the player’s profile (Dynamic Difficulty Adjustment). According to industry analysis, the implementation of gamification in marketing strategy has been proven to increase customer loyalty and raise brand interaction metrics by up to 30% (Gartner IT Glossary). Real Case Study: Starbucks (“Deep Brew” AI Ecosystem) Starbucks uses the Deep Brew AI engine to map transaction history data, commute times, local store inventory, and even weather. The app then triggers highly personalized Bonus Star Challenges. If the system detects a customer frequently buys coffee in the morning and the weather is currently rainy, the app automatically triggers an instant mission rewarding double points for a pastry purchase within the next 30 minutes. Illustration of Starbucks Deep Brew featuring a mobile app and four coffee beverage variants, representing an AI-powered customer personalization system. Additional Efficiency Case Study: Autodesk The software giant Autodesk integrates gamification elements into their product free trial period. This interactive approach successfully increased user engagement metrics by 40% and boosted purchase conversions by up to 15% (Autodesk Business Review). Interface display of Autodesk’s gamification system featuring interactive missions, progress tracking, points, and rewards to increase user engagement during the free trial period. Brand: Emotional Loyalty Ecosystem Based on Digital Twin and Immersive Experience Conventional physical card-based loyalty programs are now considered dead. Consumers no longer desire bland transactions; they crave exclusive membership status (insider status) and a sense of ownership within a community. Globally, the gamification market capitalization value is projected to grow rapidly from $9.1 billion in 2020 to $30.7 billion in 2025 with a CAGR of 27.8% (MarketsandMarkets Report). Key Trends: Loyalty Metaverse, Immersive Brand Twin & Phygital AR Global brands are now creating Digital Twins of their physical products or building immersive spaces (AR/VR) where consumers can interact. Consumers are not just buying goods, but completing narrative-driven challenges, unlocking virtual achievements, and attending digital seasonal events. The integration between Immersive Experience and the real world creates a strong loyalty loop. Real Case Study: Nike (Nike Run Club & Nikeland on Roblox) Nike bridges users’ physical activity through the Nike Run Club (NRC) application. Every kilometer completed by the user running in the real world is recorded as a performance metric. The success of completing these physical targets is then converted into rewards in their virtual world on the Roblox platform (Nikeland), where users can unlock exclusive digital wearables for their avatars or gain early access to purchase limited edition physical shoes. Users interact with the NikeLand installation, connecting real-world physical activity with a virtual gamified experience in Roblox. Real Case Study: Coca-Cola (“Create Real Magic” Campaign) Coca-Cola launched a platform based on GPT-4 and DALL-E, challenging consumers to perform visual experiments using the brand’s iconic assets (such as the contour bottle or the polar bear). The gamification element lies in a global creative competition, where the best consumer-created artwork is projected in real-time on giant billboards in New York’s Times Square and London’s Piccadilly Circus. Public billboard for The Coca-Cola Company’s “Create Real Magic” campaign, showcasing AI-generated consumer artwork as part of a global creative initiative. Human Resources: Recruitment Transformation through Game-Based Assessment The most scientifically mature gamification revolution is actually occurring in the human resources (HR) management sector. Traditional recruitment formats are considered obsolete: static Likert scale questionnaires on desktop browsers trigger applicant abandonment rates of up to 60%, coupled with a high bias for manipulating answers (social desirability bias). Key Trends: Psychometric Game-Based Assessment (GBA) & Enterprise Metaverse Modern HR utilizes Game-Based Assessment to measure candidates’ cognitive abilities and personality traits (Big Five personality traits). Instead of answering theoretical questions, candidates complete interactive challenges lasting 5-10 minutes. Through GBA, machine learning algorithms record underlying behavioral data of candidates while playing, such as decision-making speed, post-failure resilience, and problem-solving strategies. The recruitment sector that adopts game elements records an increase in employee productivity by up to 48% and an increase in internal engagement by 60%, based on empirical industry studies (Aberdeen Group Research). In the Learning & Development pillar, competition-based challenges can increase employee knowledge retention thanks to the stimulation of active recall. Real Case Study: Unilever (Global Future Leaders Programme via Pymetrics) Unilever eliminated the traditional document selection stage and replaced it with 12 neuro-science

Beyond the Leaderboard V4: Tren Gamifikasi Modern Berbasis Data pada Marketing, Brand, dan HR

Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Edit Template Beyond the Leaderboard V4: Tren Gamifikasi Modern Berbasis Data pada Marketing, Brand, dan HR Memasuki paruh kedua dekade 2020-an, tepatnya di tahun 2026, gamifikasi telah mengalami evolusi radikal. Mekanisme usang seperti akumulasi poin generik dan lencana (badges) tanpa arti kini ditinggalkan karena dianggap sebagai trik manipulatif psikologis semata. Konsumen dan karyawan modern menuntut agensi, transparansi, dan interaksi yang cerdas (meaningful play). Pertumbuhan eksponensial industri ini didorong oleh integrasi teknologi mutakhir seperti Artificial Intelligence (AI), Digital Twin, dan Immersive Experience. Dokumen ini membedah bagaimana tiga pilar bisnis utama—Marketing, Brand, dan Human Resources (HR)—mentransformasi lanskap operasional mereka melalui arsitektur gamifikasi modern beserta studi kasus riilnya di dunia industri. Marketing: Data Berbasis Etika dan Sistem Retensi Berkelanjutan Di masa kini, pemasar menghadapi tantangan berat akibat melonjaknya biaya akuisisi pelanggan (customer acquisition cost), fragmentasi perhatian digital, serta regulasi privasi data yang ketat. Strategi pemasaran tidak lagi berfokus pada kampanye sekali pakai (one-off stunts), melainkan beralih ke pembuatan infrastruktur keterlibatan jangka panjang. Tren Utama: AI-Generated Gamification, Digital Twin of a Customer (DToC) & Zero-Party Data Capture Gamifikasi modern bertindak sebagai mesin pengumpul zero-party data terbaik. Melalui mini-games terpersonalisasi yang ditenagai AI, merek menawarkan nilai nyata (explicit value exchange) sebagai imbalan atas data perilaku konsumen. AI memegang peran penting dalam menyesuaikan tingkat kesulitan game secara real-time berdasarkan profil pemain (Dynamic Difficulty Adjustment). Menurut analisis industri, implementasi gamifikasi dalam strategi pemasaran terbukti meningkatkan loyalitas pelanggan dan menaikkan metrik interaksi merek hingga 30% (Gartner IT Glossary). Studi Kasus Riil: Starbucks (Ekosistem AI “Deep Brew”) Starbucks menggunakan mesin AI Deep Brew untuk memetakan data riwayat transaksi, waktu komuter, inventaris toko lokal, hingga cuaca. Aplikasi kemudian memicu Bonus Star Challenges yang sangat personal. Jika sistem mendeteksi seorang pelanggan sering membeli kopi di pagi hari dan cuaca saat itu sedang hujan, aplikasi secara otomatis memicu misi instan berhadiah poin ganda untuk pembelian pastry dalam kurun waktu 30 menit ke depan. Ilustrasi Starbucks Deep Brew menampilkan aplikasi mobile dan empat varian minuman kopi sebagai representasi sistem AI personalisasi pelanggan. Studi Kasus Efisiensi Tambahan: Autodesk Raksasa peranti lunak Autodesk mengintegrasikan elemen gamifikasi ke dalam periode uji coba (free trial) produk mereka. Pendekatan interaktif ini berhasil meningkatkan metrik keterlibatan pengguna sebesar 40% dan mendongkrak konversi pembelian hingga 15% (Autodesk Business Review). Tampilan antarmuka gamifikasi Autodesk berupa misi interaktif dengan sistem progress, poin, dan reward untuk meningkatkan engagement pengguna selama masa free trial. Brand: Ekosistem Loyalitas Emosional Berbasis Digital Twin dan Immersive Experience Program loyalitas konvensional berbasis kartu fisik kini dianggap telah mati. Konsumen tidak lagi menginginkan transaksi hambar; mereka mendambakan status keanggotaan eksklusif (insider status) dan rasa kepemilikan dalam suatu komunitas. Secara global, nilai kapitalisasi pasar gamifikasi diproyeksikan tumbuh pesat dari $9,1 miliar pada tahun 2020 menjadi $30,7 miliar pada tahun 2025 dengan CAGR sebesar 27,8% (MarketsandMarkets Report). Tren Utama: Metaverse Loyalitas, Immersive Brand Twin & Phygital AR Merek-merek global kini menciptakan Digital Twin dari produk fisik mereka atau membangun ruang imersif (AR/VR) di mana konsumen dapat berinteraksi. Konsumen tidak sekadar membeli barang, melainkan menyelesaikan misi naratif (narrative-driven challenges), membuka pencapaian virtual, dan menghadiri acara musiman digital. Integrasi antara Immersive Experience dan dunia nyata menciptakan loyalty loop yang kuat. Studi Kasus Riil: Nike (Nike Run Club & Nikeland di Roblox) Nike menjembatani aktivitas fisik pengguna melalui aplikasi Nike Run Club (NRC). Setiap kilometer yang ditempuh pengguna saat berlari di dunia nyata dicatat sebagai metrik performa. Keberhasilan menyelesaikan target fisik tersebut kemudian dikonversi menjadi reward di dunia virtual mereka di platform Roblox (Nikeland), di mana pengguna dapat membuka pakaian digital (digital wearables) eksklusif untuk avatar mereka atau mendapatkan akses awal (early access) pembelian sepatu fisik edisi terbatas. Pengguna berinteraksi dengan instalasi NikeLand yang menghubungkan aktivitas fisik dunia nyata dengan pengalaman gamifikasi virtual di Roblox.  Studi Kasus Riil: Coca-Cola (Kampanye “Create Real Magic”) Coca-Cola meluncurkan platform berbasis GPT-4 dan DALL-E, menantang konsumen untuk melakukan eksperimen visual menggunakan aset ikonik brand (seperti botol kontur atau beruang kutub). Elemen gamifikasinya terletak pada kompetisi kreatif berskala global, di mana karya seni terbaik hasil kreasi konsumen langsung diproyeksikan secara real-time di papan reklame raksasa Times Square New York dan Piccadilly Circus London. Billboard Coca-Cola “Create Real Magic” di ruang publik menampilkan karya seni AI buatan konsumen sebagai bagian dari kampanye kreatif global. Human Resources: Transformasi Rekrutmen Lewat Game-Based Assessment Revolusi gamifikasi paling matang secara ilmiah justru terjadi di sektor pengelolaan sumber daya manusia (HR). Format rekrutmen tradisional dinilai sudah usang: kuesioner skala Likert statis di peramban desktop memicu tingkat keputusasaan pelamar (candidate abandonment rate) hingga 60%, ditambah tingginya bias manipulasi jawaban (social desirability bias). Tren Utama: Game-Based Assessment (GBA) Berbasis Psikometri & Enterprise Metaverse HR modern memanfaatkan Game-Based Assessment untuk mengukur kemampuan kognitif dan sifat kepribadian (Big Five personality traits) kandidat. Alih-alih menjawab pertanyaan teoretis, kandidat menyelesaikan tantangan interaktif berdurasi 5-10 menit. Melalui GBA, algoritma machine learning merekam data perilaku bawah sabar kandidat saat bermain, seperti kecepatan pengambilan keputusan, resiliensi pasca-kegagalan, dan strategi pemecahan masalah. Sektor rekrutmen yang mengadopsi elemen permainan mencatat kenaikan produktivitas karyawan hingga 48% dan peningkatan keterikatan internal sebesar 60% berdasarkan studi empiris industri (Aberdeen Group Research). Di pilar pelatihan (Learning & Development), tantangan berbasis kompetisi mampu meningkatkan retensi pengetahuan karyawan berkat stimulasi active recall (penarikan memori aktif). Studi Kasus Riil: Unilever (Global Future Leaders Programme via Pymetrics) Unilever menghapus tahap seleksi dokumen tradisional dan menggantinya dengan 12 gim psikometri mikro berbasis neurosains. Kandidat memainkan gim teka-teki digital yang mengukur aspek kepribadian dan kognitif tanpa mereka sadari. Algoritma AI melacak kecepatan adaptasi kandidat setelah melakukan kesalahan, tingkat regulasi risiko (risk appetite), dan

Level Up powered by Agate Present at Tech for Business 2026, Showcasing Gamification Innovation Through Two Interactive Booths

Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Edit Template Level Up powered by Agate Present at Tech for Business 2026, Showcasing Gamification Innovation Through Two Interactive Booths The development of digital technology continues to push businesses to seek new ways to build stronger engagement with their audiences. One approach that is increasingly relevant is gamification, a strategy that incorporates game elements to enhance interaction, participation, and user experience. At Tech for Business 2026, held on June 23, 2026, at CGV Grand Indonesia, Level Up powered by Agate is present as a tech partner, bringing two interactive booths that demonstrate how game technology can be adapted for modern business needs. Instead of merely being part of a technology exhibition, Level Up powered by Agate’s presence is an opportunity for visitors to directly experience how immersive technology, VR, and hand gesture interaction can be tangible solutions for engagement, training, and experiential activation. Why Is Gamification Increasingly Important for Business? In the era of AI and digital transformation, the pattern of interaction between brands and audiences has changed drastically. The one-way approach is becoming less effective because users want a more personal, interactive, and memorable experience. Gamification addresses this need by providing an experience that makes users an active part of an activity. In a business context, its application can be used for: Employee training and onboarding Brand activation and experiential marketing Event engagement Customer loyalty program Recruitment and assessment Through its participation in Tech for Business 2026, Level Up powered by Agate showcases how gamification can be applied practically through two different experiences. Booth 1: Immersive VR Experience with Pasien Terakhir One of the main attractions at the Level Up powered by Agate booth is the Virtual Reality (VR) experience through a full development game titled Pasien Terakhir (The Last Patient). Visitor trying the Pasien Terakhir VR experience at the Level Up powered by Agate booth at Tech for Business 2026 Pasien Terakhir is an immersive storytelling-based game that draws players into an experience full of tension and real-time decision-making. VR Potential for Business Solutions Although developed as an entertainment game, the technology used in it demonstrates significant potential for business needs such as: Training simulation Safety learning Behavioral education Interactive storytelling Experiential campaign Through this booth, visitors can see firsthand how full-scale game development can deliver a deeper and more impactful experience compared to conventional media. Booth 2: Hand Gesture Gaming with Slice Party and Kart Rush In addition to VR, Level Up powered by Agate also presents a second booth featuring two games based on hand gesture interaction, namely Slice Party and Kart Rush. Hand gesture technology allows players to interact without controllers, using only hand movements. This creates a more intuitive, fast, and easily accessible playing experience. Slice Party: Fast and Natural Interaction https://www.youtube.com/watch?v=Ll7kBC8fp_o Visitor trying the Slice Party hand gesture game at the Level Up powered by Agate booth In Slice Party, players must perform slicing movements to complete challenges quickly. This concept is highly suitable for: Event activation Product showcase Retail engagement Interactive exhibition Slice Party demonstrates that engagement does not have to be complex to be effective. Kart Rush: Light Competition that Boosts Participation https://www.youtube.com/watch?v=_0RX9OsPEEU&feature=youtu.be Visitor trying the Kart Rush hand gesture game at the Level Up powered by Agate booth Meanwhile, Kart Rush offers a competitive racing experience with light and fun gameplay, suitable for creating: Leaderboard competition Team building activities Customer engagement Community activation Competitive formats like this prove effective in attracting visitor attention and increasing interaction time at the booth. Bringing Game Technology Closer to Business Solutions Level Up powered by Agate’s participation in Tech for Business 2026 is not just about showcasing technology, but also demonstrating how game mechanics can be translated into relevant business solutions. From HR, marketing, training, to event activation, gamification now opens new opportunities to build stronger engagement, increase learning retention, and create more memorable experiences. By bringing VR and hand gesture gaming experiences to the event, Level Up powered by Agate affirms its commitment to continuously drive gamification innovation for businesses in Indonesia. The excitement of visitors at the Kart Rush hand gesture game booth at the Level Up powered by Agate booth Ready to Bring Gamification to Your Business Strategy? Seeing how VR, game-based interaction, and immersive technology can capture visitor attention at Tech for Business 2026 is just a small part of the potential of gamification for business. Imagine if the same approach were applied to your company’s needs, from employee training, recruitment, marketing activation, to customer engagement. At Agate Level Up, we help businesses transform ordinary interactions into more engaging, measurable, and impactful experiences through gamification solutions tailored to company objectives. Interested in exploring how gamification can be applied to your business? Visit our contact page and start discussing your needs with our team at Level Up powered by Agate. Frequently Asked Questions (FAQ) What is gamification in business? Gamification in business is the use of game elements such as challenges, rewards, and interactions to increase engagement in various business activities. From HR, marketing, to training, gamification helps companies create more effective and engaging experiences. To understand its application further, you can check out the gamification solutions from Level Up powered by Agate. What are the benefits of VR for business needs? VR can be used for training simulation, product storytelling, and more immersive experiential marketing. With an experience-based approach, VR is able to enhance user understanding and retention. What is the advantage of hand gesture games for

Level Up powered by Agate Hadir di Tech for Business 2026, Tampilkan Inovasi Gamification Lewat Dua Booth Interaktif

Beranda Layanan Portofolio 101 Gamifikasi Studi Kasus Turnkey Produk Game Based Assessment Potentia Level Up RCD Kontak Bahasa Indonesia Bahasa Indonesia English Beranda Layanan Portofolio 101 Gamifikasi Studi Kasus Turnkey Produk Game Based Assessment Potentia Level Up RCD Kontak Bahasa Indonesia Bahasa Indonesia English Beranda Layanan Portofolio 101 Gamifikasi Studi Kasus Turnkey Produk Game Based Assessment Potentia Level Up RCD Kontak Bahasa Indonesia Bahasa Indonesia English Beranda Layanan Portofolio 101 Gamifikasi Studi Kasus Turnkey Produk Game Based Assessment Potentia Level Up RCD Kontak Bahasa Indonesia Bahasa Indonesia English Edit Template Level Up powered by Agate Hadir di Tech for Business 2026, Tampilkan Inovasi Gamification Lewat Dua Booth Interaktif Perkembangan teknologi digital terus mendorong bisnis untuk mencari cara baru dalam membangun engagement yang lebih kuat dengan audiens. Salah satu pendekatan yang kini semakin relevan adalah gamification, strategi yang menggabungkan elemen permainan untuk meningkatkan interaksi, partisipasi, dan pengalaman pengguna. Dalam ajang Tech for Business 2026 yang berlangsung pada 23 Juni 2026 di CGV Grand Indonesia, Level Up powered by Agate hadir sebagai tech partner dan membawa dua booth interaktif yang menunjukkan bagaimana teknologi game dapat diadaptasi untuk kebutuhan bisnis modern. Alih-alih hanya menjadi bagian dari pameran teknologi, kehadiran Level Up powered by Agate menjadi kesempatan bagi pengunjung untuk merasakan langsung bagaimana immersive technology, VR, dan hand gesture interaction dapat menjadi solusi nyata untuk engagement, training, dan experiential activation. Mengapa Gamification Semakin Penting untuk Bisnis? Di era AI dan digital transformation, pola interaksi antara brand dan audiens telah berubah drastis. Pendekatan satu arah kini semakin kurang efektif karena pengguna menginginkan pengalaman yang lebih personal, interaktif, dan memorable. Gamification menjawab kebutuhan ini dengan menghadirkan pengalaman yang membuat pengguna menjadi bagian aktif dari sebuah aktivitas. Dalam konteks bisnis, penerapannya dapat digunakan untuk: Employee training dan onboarding Brand activation dan experiential marketing Event engagement Customer loyalty program Recruitment dan assessment Melalui partisipasinya di Tech for Business 2026, Level Up powered by Agate menunjukkan bagaimana gamification bisa diterapkan secara nyata melalui dua pengalaman berbeda. Booth 1: Pengalaman VR Immersive Lewat Pasien Terakhir Salah satu daya tarik utama dari booth Level Up powered by Agate adalah pengalaman Virtual Reality (VR) melalui game full development berjudul Pasien Terakhir. Pengunjung mencoba pengalaman VR Pasien Terakhir di booth Level Up powered by Agate pada Tech for Business 2026 Pasien Terakhir adalah game berbasis immersive storytelling yang membawa pemain masuk ke dalam pengalaman penuh ketegangan dan pengambilan keputusan secara real-time. Potensi VR untuk Solusi Bisnis Meski dikembangkan sebagai game hiburan, teknologi yang digunakan di dalamnya menunjukkan potensi besar untuk kebutuhan bisnis seperti: Training simulation Safety learning Behavioral education Interactive storytelling Experiential campaign Melalui booth ini, pengunjung dapat melihat secara langsung bagaimana full-scale game development mampu menghadirkan pengalaman yang lebih dalam dan impactful dibandingkan media konvensional. Booth 2: Hand Gesture Gaming dengan Slice Party dan Kart Rush Selain VR, Level Up powered by Agate juga menghadirkan booth kedua yang menampilkan dua game berbasis hand gesture interaction, yaitu Slice Party dan Kart Rush. Teknologi hand gesture memungkinkan pemain berinteraksi tanpa controller, hanya menggunakan gerakan tangan. Hal ini menciptakan pengalaman bermain yang lebih intuitif, cepat, dan mudah diakses. Slice Party: Interaksi Cepat dan Natural https://www.youtube.com/watch?v=Ll7kBC8fp_o Visitor trying the Slice Party hand gesture game at the Level Up powered by Agate booth Pada Slice Party, pemain harus melakukan gerakan slicing untuk menyelesaikan tantangan dengan cepat. Konsep ini sangat cocok untuk: Event activation Product showcase Retail engagement Interactive exhibition Slice Party menunjukkan bahwa engagement tidak harus kompleks untuk bisa efektif. Kart Rush: Kompetisi Ringan yang Meningkatkan Partisipasi https://www.youtube.com/watch?v=_0RX9OsPEEU&feature=youtu.be Visitor trying the Kart Rush hand gesture game at the Level Up powered by Agate booth Sementara itu, Kart Rush menghadirkan pengalaman balapan kompetitif dengan gameplay yang ringan dan fun, cocok untuk menciptakan: Leaderboard competition Team building activities Customer engagement Community activation Format kompetitif seperti ini terbukti efektif untuk menarik perhatian pengunjung dan meningkatkan waktu interaksi di booth. Membawa Game Technology Lebih Dekat ke Solusi Bisnis Partisipasi Level Up powered by Agate di Tech for Business 2026 bukan hanya tentang menunjukkan teknologi, tetapi juga memperlihatkan bagaimana game mechanics dapat diterjemahkan menjadi solusi bisnis yang relevan. Mulai dari HR, marketing, training, hingga event activation, gamification kini membuka peluang baru untuk membangun engagement yang lebih kuat, meningkatkan retensi pembelajaran, dan menciptakan pengalaman yang lebih berkesan. Dengan membawa pengalaman VR dan hand gesture gaming ke acara ini, Level Up powered by Agate menegaskan komitmennya untuk terus mendorong inovasi gamification bagi bisnis di Indonesia. Kemeriahan Pengunjung di booth game hand gesture Kart Rush di booth Level Up powered by Agate Siap Membawa Gamification ke Strategi Bisnis Anda? Melihat bagaimana VR, game-based interaction, dan immersive technology dapat menarik perhatian pengunjung di Tech for Business 2026 hanyalah sebagian kecil dari potensi gamification untuk bisnis. Bayangkan jika pendekatan yang sama diterapkan untuk kebutuhan perusahaan Anda, mulai dari employee training, recruitment, marketing activation, hingga customer engagement. Di Agate Level Up, kami membantu bisnis mengubah interaksi biasa menjadi pengalaman yang lebih engaging, measurable, dan impactful melalui solusi gamification yang dirancang sesuai objective perusahaan. Ingin mengeksplorasi bagaimana gamification bisa diterapkan di bisnis Anda? Kunjungi halaman kontak kami dan mulai diskusikan kebutuhan Anda bersama tim kami di Level Up powered by Agate. Frequently Asked Questions (FAQ) Apa itu gamification dalam bisnis? Gamification dalam bisnis adalah penggunaan elemen permainan seperti challenge, reward, dan interaksi untuk meningkatkan engagement dalam berbagai aktivitas bisnis. Mulai dari HR, marketing, hingga training, gamification membantu perusahaan menciptakan pengalaman yang lebih efektif dan menarik. Untuk memahami penerapannya lebih lanjut, Anda bisa melihat solusi gamification dari Level Up powered by Agate. Apa manfaat VR untuk kebutuhan bisnis? VR dapat digunakan untuk training simulation, product storytelling, hingga experiential marketing yang lebih immersive. Dengan pendekatan berbasis pengalaman, VR mampu meningkatkan pemahaman dan retensi pengguna. Apa keunggulan hand gesture game untuk event? Hand gesture game memberikan pengalaman interaktif tanpa alat tambahan, sehingga lebih praktis, menarik, dan mudah diakses pengunjung. Teknologi ini sangat cocok untuk event activation, exhibition, maupun brand engagement. Apakah Level Up powered by Agate menyediakan solusi gamification custom? Ya, Level Up powered by Agate menyediakan solusi gamification yang dapat

Resmi Diluncurkan di The 7th Assessment Centre, Next Chapter Game-Based Assessment Siap Ubah Wajah Rekrutmen Indonesia

Beranda Layanan Portofolio 101 Gamifikasi Studi Kasus Turnkey Produk Game Based Assessment Potentia Level Up RCD Kontak Bahasa Indonesia Bahasa Indonesia English Beranda Layanan Portofolio 101 Gamifikasi Studi Kasus Turnkey Produk Game Based Assessment Potentia Level Up RCD Kontak Bahasa Indonesia Bahasa Indonesia English Beranda Layanan Portofolio 101 Gamifikasi Studi Kasus Turnkey Produk Game Based Assessment Potentia Level Up RCD Kontak Bahasa Indonesia Bahasa Indonesia English Beranda Layanan Portofolio 101 Gamifikasi Studi Kasus Turnkey Produk Game Based Assessment Potentia Level Up RCD Kontak Bahasa Indonesia Bahasa Indonesia English Edit Template Resmi Diluncurkan di The 7th Assessment Centre, Next Chapter Game-Based Assessment Siap Ubah Wajah Rekrutmen Indonesia Ajang bergengsi bagi para praktisi HR, The 7th Assessment Centre by Intipesan, sukses digelar pada 10–11 Juni 2026 di Hotel JW Marriott, Mega Kuningan, Jakarta. Acara tahunan ini menjadi sangat spesial karena menjadi saksi peluncuran resmi (grand launching) dari Next Chapter: Game-Based Assessment (GBA), sebuah inovasi teknologi rekrutmen hasil kolaborasi Level Up powered by Agate dan Anvesana Research Institute. Di hadapan para pemimpin HR dan praktisi assessment centre terkemuka di Indonesia, sesi bertajuk “Evolution of Assessment: Game-based Assessment” dipresentasikan dengan apik oleh Junialdi Dwijaputra (Head of Level Up powered by Agate) bersama Anjar Kartaputra, S.Psi., M.Psi., Psikolog (Director of Anvesana Research Institute). Mereka membedah bagaimana gim kini bukan lagi sekadar hiburan, melainkan alat ukur psikologis yang sangat akurat. Sorotan Utama di The 7th Assessment Centre: Mengapa Game-Based Assessment Mencuri Perhatian? Selama ini, tantangan terbesar dalam proses seleksi karyawan adalah kejenuhan kandidat saat mengisi ratusan soal kuesioner (test fatigue) serta kecenderungan mereka untuk “memanipulasi” jawaban demi terlihat sempurna. Di panggung The 7th Assessment Centre, Junialdi dan Anjar memaparkan bahwa Next Chapter Game-Based Assessment hadir untuk menyelesaikan masalah tersebut. Alih-alih menyuruh kandidat mengisi kuesioner teks, platform ini mengajak kandidat masuk ke dalam ekosistem gim virtual. Kemeriahan sesi presentasi Evolution of Assessment Game-based Assessment di panggung utama The 7th Assessment Centre Intipesan 2026 3 Area Kompetensi yang Diuji Lewat 17 Gim Interaktif Pengunjung mencoba demo Next Chapter Game-Based Assessment di booth Level Up Agate pada acara The 7th Assessment Centre Melalui demo produk yang dipamerkan sepanjang acara, para pengunjung dapat melihat bagaimana Next Chapter Game-Based Assessment memanfaatkan 17 gim kognitif serta 2 simulasi kantor dan kepemimpinan untuk membaca karakter asli kandidat secara objektif: Tes Kognitif & Neuro-Sains: Mengukur kemampuan inti kandidat seperti memori kerja (working memory) untuk menyimpan dan memproses informasi, kecepatan berpikir (processing speed) dalam memahami situasi dan merespons dengan cepat, serta problem solving untuk melihat bagaimana kandidat menganalisis tantangan dan menemukan solusi. Selain itu, assessment ini juga membantu mengidentifikasi tingkat fokus, ketelitian, dan fleksibilitas berpikir kandidat saat menghadapi perubahan atau tekanan dalam situasi kerja. Tes Kognitif & Neuro-Sains untuk Mengukur memori kerja, kecepatan berpikir, dan kelincahan kandidat dalam memecahkan masalah. Tes Kognitif & Neuro-Sains untuk Mengukur memori kerja, kecepatan berpikir, dan kelincahan kandidat dalam memecahkan masalah. Kepribadian Big Five: Menilai lima dimensi utama kepribadian, yaitu Openness, Conscientiousness, Extraversion, Agreeableness, dan Neuroticism, melalui tindakan nyata kandidat di dalam gim. Pendekatan ini memungkinkan perusahaan melihat kecenderungan perilaku, pola interaksi, hingga cara kandidat beradaptasi dalam situasi tertentu secara lebih autentik dibandingkan kuesioner konvensional. Assessment Report berdasarkan penilaian kepribadian Big Five Simulasi Kepemimpinan (Leadership): Kandidat ditantang untuk berperan sebagai manajer virtual dalam berbagai skenario kerja, mulai dari pengambilan keputusan strategis, pengelolaan tim, hingga penyelesaian konflik. Simulasi ini membantu mengidentifikasi gaya kepemimpinan, kemampuan problem solving, serta ketahanan kandidat saat bekerja di bawah tekanan. Simulation Assesment yang menantang kandidat untuk berperasn sebagai manajer virtual Rayakan Peluncuran, Level Up Buka Program Pilot Gratis! Sebagai bagian dari perayaan grand launching di The 7th Assessment Centre, Level Up powered by Agate memberikan penawaran eksklusif bagi perusahaan yang ingin bertransformasi. Anda bisa mencoba Game-Based Assessment Pilot Project secara gratis langsung untuk posisi (job role) nyata yang sedang Anda cari. Program pilot ini bersifat low-commitment, di mana skalanya akan dibantu dan disesuaikan langsung oleh tim Business Development Agate agar cocok dengan kebutuhan unik perusahaan Anda. Daftar Uji Coba Gratis Anda Di Sini: s.agate.id/nextgba Frequently Asked Questions (FAQ) Mengapa Next Chapter Game-Based Assessment baru diluncurkan secara resmi di The 7th Assessment Centre? Acara ini merupakan wadah berkumpulnya para praktisi assessment centre dan HR leaders terbesar di Indonesia. Momentum ini dinilai paling tepat untuk memperkenalkan evolusi alat ukur rekrutmen yang berbasis perilaku nyata kepada industri. Apakah data hasil penilaian dari gim ini benar-benar bisa dipertanggungjawabkan? Sangat bisa. Seluruh arsitektur gim di dalam Next Chapter Game-Based Assessment dirancang dan dikalibrasi ketat bersama psikolog dari Anvesana Research Institute untuk memastikan hasil asesmen tetap valid dan reliabel secara keilmuan. Bagaimana cara perusahaan saya mengikuti program free pilot yang diumumkan di acara tersebut? Cukup mengunjungi tautan resmi s.agate.id/nextgba dan mengisi formulir yang tersedia. Tim Level Up akan segera menghubungi Anda untuk menjadwalkan diskusi ruang lingkup pilot. Jenis assessment apa saja yang ada di Next Chapter Game-Based Assessment? Next Chapter Game-Based Assessment mencakup tiga area utama: Cognitive Assessment, Personality Assessment, dan Leadership Simulation. Mulai dari mengukur kemampuan berpikir, memahami kepribadian melalui Big Five, hingga melihat cara kandidat mengambil keputusan dan memimpin tim. Apa bedanya Game-Based Assessment dengan assessment biasa? Game-Based Assessment menilai kandidat lewat perilaku nyata saat bermain, bukan hanya jawaban kuesioner. Hasilnya lebih natural, minim bias, dan mengurangi test fatigue. https://www.youtube.com/watch?si=2KNXoF_qH-kiiSid&v=4IoNRk2vgMY&feature=youtu.be More than 2 results are available in the PRO version (This notice is only visible to admin users) The Authors Related Articles Result: Faster creation, broader access, and more efficient workflows. Source: Canva Newsroom All Posts All-EN Education-EN News-EN Service Highlight-EN Level Up powered by Agate Present at Tech for Business 2026, Showcasing Gamification Innovation Through Two Interactive Booths Juni 26, 2026/ Officially Launched at The 7th Assessment Centre, Next Chapter Game-Based Assessment is Ready to Change the Face of Indonesian Recruitment Juni 26, 2026/ Lenovo Legion Go S Retail Mini-Game Case Study: When the Game Becomes the Product Demo Mei 20, 2026/ World Cup 2026 and Roblox: The Indonesian Brand Activation Window CMOs Should Not Miss Mei 20, 2026/ How Long Does It Take to Build a Roblox World for Your Brand? The GrindBlox 4-Phase Process Explained Mei 19, 2026/

Officially Launched at The 7th Assessment Centre, Next Chapter Game-Based Assessment is Ready to Change the Face of Indonesian Recruitment

Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Edit Template Officially Launched at The 7th Assessment Centre, Next Chapter Game-Based Assessment is Ready to Change the Face of Indonesian Recruitment The prestigious event for HR practitioners, The 7th Assessment Centre by Intipesan, was successfully held on June 10–11, 2026, at the JW Marriott Hotel, Mega Kuningan, Jakarta. This annual event was particularly special as it witnessed the official grand launching of Next Chapter: Game-Based Assessment (GBA), an innovative recruitment technology developed through a collaboration between Level Up powered by Agate and the Anvesana Research Institute. Before leading HR leaders and assessment centre practitioners in Indonesia, a session titled “Evolution of Assessment: Game-based Assessment” was presented brilliantly by Junialdi Dwijaputra (Head of Level Up powered by Agate) alongside Anjar Kartaputra, S.Psi., M.Psi., Psychologist (Director of Anvesana Research Institute). They dissected how games are no longer just entertainment, but highly accurate psychological measurement tools. Key Highlights at The 7th Assessment Centre: Why is Game-Based Assessment Stealing the Spotlight? So far, the biggest challenge in the employee selection process is candidate boredom while filling out hundreds of questionnaire questions (test fatigue) and their tendency to “manipulate” answers to look perfect. On the stage of The 7th Assessment Centre, Junialdi and Anjar explained that Next Chapter Game-Based Assessment is here to solve these problems. Instead of asking candidates to fill out text questionnaires, this platform invites candidates into a virtual game ecosystem. The “Evolution of Assessment: Game-based Assessment” presentation session on the main stage of The 7th Assessment Centre Intipesan 2026 3 Competency Areas Tested Through 17 Interactive Games Attendees trying out the Next Chapter Game-Based Assessment demo at the Level Up Agate booth at The 7th Assessment Centre Through the product demo showcased throughout the event, visitors could see how Next Chapter Game-Based Assessment utilizes 17 cognitive games and 2 office and leadership simulations to read the candidates’ true character objectively: Cognitive & Neuro-Science Tests: Measures core candidate abilities such as working memory to store and process information, processing speed in understanding situations and responding quickly, and problem solving to see how candidates analyze challenges and find solutions. In addition, this assessment also helps identify the candidate’s level of focus, accuracy, and cognitive flexibility when facing changes or pressure in work situations. Cognitive & Neuro-Science Tests for measuring working memory, processing speed, and candidate agility in problem-solving. Neuroscience-based mini-games and their measured aspects. Big Five Personality: Assesses the five main dimensions of personality, namely Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism, through the candidate’s real actions within the game. This approach allows companies to see behavioral tendencies, interaction patterns, and even how candidates adapt in certain situations more authentically compared to conventional questionnaires. Assessment Report based on the Big Five personality evaluation. Leadership Simulation: Candidates are challenged to act as virtual managers in various work scenarios, ranging from strategic decision-making, team management, to conflict resolution. This simulation helps identify leadership style, problem-solving ability, and candidate resilience when working under pressure. Simulation Assessment challenging candidates to act as virtual managers. Celebrating the Launch, Level Up Opens a Free Pilot Program! As part of the grand launching celebration at The 7th Assessment Centre, Level Up powered by Agate is giving an exclusive offer for companies that want to transform. You can try the Game-Based Assessment Pilot Project for free directly for the actual job role you are looking for. This pilot program is low-commitment, where the scale will be assisted and adjusted directly by the Agate Business Development team to suit your company’s unique needs. Register for your free trial here: s.agate.id/nextgba Frequently Asked Questions (FAQ) Why was Next Chapter Game-Based Assessment only officially launched at The 7th Assessment Centre? This event is a gathering place for the largest assessment centre practitioners and HR leaders in Indonesia. This momentum was considered the most appropriate to introduce the evolution of recruitment measurement tools based on real behavior to the industry. Can the assessment results data from these games be accounted for? Absolutely. The entire game architecture in Next Chapter Game-Based Assessment is designed and strictly calibrated with psychologists from the Anvesana Research Institute to ensure assessment results remain scientifically valid and reliable. How can my company participate in the free pilot program announced at the event? Simply visit the official link s.agate.id/nextgba and fill out the available form. The Level Up team will contact you shortly to schedule a pilot scope discussion. What types of assessments are in Next Chapter Game-Based Assessment? Next Chapter Game-Based Assessment covers three main areas: Cognitive Assessment, Personality Assessment, and Leadership Simulation. Ranging from measuring thinking ability, understanding personality through the Big Five, to seeing how candidates make decisions and lead teams. What is the difference between Game-Based Assessment with regular assessment? Game-Based Assessment evaluates candidates through real behavior while playing, not just questionnaire answers. The results are more natural, have minimal bias, and reduce test fatigue. https://www.youtube.com/watch?si=2KNXoF_qH-kiiSid&v=4IoNRk2vgMY&feature=youtu.be More than 2 results are available in the PRO version (This notice is only visible to admin users) The Authors Related Articles Result: Faster creation, broader access, and more efficient workflows. Source: Canva Newsroom All Posts All-EN Education-EN News-EN Service Highlight-EN Level Up powered by Agate Present at Tech for Business 2026, Showcasing Gamification Innovation Through Two Interactive Booths June 26, 2026/ Level Up powered by Agate Hadir di Tech for Business 2026, Tampilkan Inovasi Gamification Lewat Dua Booth Interaktif June 26, 2026/ Officially Launched at The 7th Assessment Centre, Next Chapter Game-Based Assessment is Ready to Change the Face

Lenovo Legion Go S Retail Mini-Game Case Study: When the Game Becomes the Product Demo

Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Edit Template Lenovo Legion Go S Retail Mini-Game Case Study: When the Game Becomes the Product Demo The Lenovo Legion Go S has three control innovations (gyro, touch, tilt) that do not translate to a spec sheet on a retail shelf.  Level Up powered by Agate built a retail mini-game in which every mechanic maps to one of those hardware capabilities.  Gyro steering tests motion tracking, touch swipe tests rapid input, and tilt-based selection tests spatial control without buttons.  The format is designed for a 90-second in-store session with a zero learning curve, so walk-in customers can engage immediately.  This format works best for products where differentiation is sensory, such as haptics, button feel, motion control, or screen response.   The handheld gaming category has a retail-floor problem. Every device on the shelf looks similar in its box. Specs differentiate, but specs do not translate into the 90-second decision that a walk-in customer actually makes.  The Lenovo Legion Go S has three control innovations: gyro motion tracking, rapid touch input, and tilt-based spatial selection. None of those land via a spec sheet. They land when the customer’s hands learn what the device can do. This case study describes how Level Up powered by Agate solved that retail problem by turning the demo into a game.  The Retail Problem in One Line A box on a shelf cannot show you what gyro feels like.  This is the core problem for any product whose advantage is sensory. The spec sheet is read by buyers who already know they want the product. Walk-in customers usually decide based on what they can experience in the first 90 seconds at the display, and a sensory advantage that is never experienced is functionally invisible.  The Design Brief The team set four design constraints for the activation, each tied directly to the retail context.  A mini-game that is playable on the demo unit, not on a separate device.  Zero learning curve, with a 90-second floor session that any walk-in customer can complete.  Every game mechanic maps to a specific hardware capability of the device.  The ‘demo experience’ and the ‘feature explanation’ become the same thing, so the customer does not need a salesperson narrating the spec sheet.  Mechanic-to-Capability Mapping The most important design decision was the explicit mapping between game mechanics and hardware capabilities. Each mechanic in the game was selected because it could only be played well using a specific feature of the Legion Go S.  Gyro Steering Maps to Motion Tracking The steering mechanic uses small wrist motion rather than a thumbstick. The customer’s hands learn that the device tracks fine motion accurately, without anyone needing to explain that the gyroscope is the differentiator. The hardware feature becomes a felt capability rather than a bullet point.  Touch Swipe Maps to Rapid Input The swipe mechanic relies on the screen reading rapid input directly, with no controller layer. The customer learns that the screen is responsive at speed, which is what the device’s touch capability actually provides. The mechanic cannot be played well on a device with slower screen response, which makes the demo a real differentiation test.  Tilt Selection Maps to Spatial Control The selection mechanic uses tilt-based input that works regardless of how the device is held. The customer experiences spatial control without buttons, which is the practical benefit of tilt-based selection. The mechanic also makes the device feel comfortable in any orientation, which becomes a sensory memory tied to the brand.  Side-by-Side: Traditional Retail Demo vs Game-Based Retail Demo Dimension Traditional Retail Demo Game-Based Retail Demo Format Salesperson explains specs Customer plays a mini-game on the device Cognitive load Customer parses technical claims Customer learns through motion and play Behavioral memory Low, the spec sheet fades quickly High, motor memory is durable Time to engage Depends on salesperson availability Walk-up and play, no staff dependency Feature visibility Stated but not felt Felt directly through gameplay Brand association Mostly logo and packaging Brand tied to a sensory experience Table 1. Side-by-side comparison of a traditional retail demo and a game-based retail demo, based on the Lenovo Legion Go S activation built by Level Up powered by Agate.  Why the Format Works The mechanism behind this format is simple. Traditional retail demo creates a moment in which the salesperson explains a spec, the customer nods, and the customer walks away with limited behavioral memory of the device. A game demo creates a moment in which the customer’s body learns the input. Motor memory is denser than memory of marketing copy, and the product becomes physically associated with the brand in the customer’s mind.  Lenovo’s published case write-up frames the outcome qualitatively, focusing on engagement time at the display, product memorability, and perception of innovation. The specific numbers behind retail-activation lift are typically reported privately between agency and client. The publishable part is the design principle, and the design principle is reusable across the category.  Where This Format Fits Best The retail mini-game format is most useful when a product’s differentiation is sensory rather than purely functional. Categories where this fits include the following.  Handheld devices with haptic feedback, motion control, or screen response that does not appear on a spec sheet.  Audio products where the differentiator is feel, frequency response, or noise cancellation.  Smart home and wearable products where the value is the moment-to-moment interaction.  Automotive showroom experiences for features like driver assist, gesture control, or steering response.  Any product where the salesperson is the bottleneck for differentiation.  The Broader Level Up Brand Engagement Pattern The Legion Go S retail mini-game sits within a broader brand engagement pattern that Level

World Cup 2026 and Roblox: The Indonesian Brand Activation Window CMOs Should Not Miss

Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Edit Template World Cup 2026 and Roblox: The Indonesian Brand Activation Window CMOs Should Not Miss Roblox has 7.2 million monthly active users in Indonesia, mostly Gen Z and Alpha, which makes it the largest single Gen Z marketing surface in the country.  World Cup 2026 is the most-distributed digital event in history, and brand attention from Gen Z is concentrated around it for a limited window.  The GrindBlox 3-mechanic playbook for World Cup activation uses UGC jerseys with brand watermark, a branded mini-stadium with event mechanics, and pitch-side virtual ads.  Indonesian cultural twists matter. The 3-in-1 stadium with main football pitch, sepak takraw mini-court, and public futsal pitch, plus warung kaki lima food stalls, is what separates a local activation from a copied global template.  Brief windows for World Cup activation close near the end of July because production lead time is a minimum of 8 weeks.  World Cup 2026 is the most-distributed digital event in history. For Indonesian brands, the most underestimated marketing surface around it is not television or social. It is Roblox.  The reason is simple. Roblox has 7.2 million monthly active users in Indonesia, mostly Gen Z and Alpha, and the platform is actively expanding its ad infrastructure in 2026 with UGC monetization and homepage ad inventory. Combined with World Cup attention, this creates a marketing window that closes when the briefs do.  Why This Window Closes Faster Than Most CMOs Realize Production lead time for a high-quality Roblox brand activation is a minimum of 8 weeks. The brief window for World Cup activations therefore closes near the end of July, not when the tournament starts. Brands that begin scoping in August or September will land after the peak attention window.  This is the planning constraint most Indonesian CMOs underestimate. The marketing window for the event is months wide, but the production window is much narrower.  The GrindBlox 3-Mechanic Playbook for World Cup 2026 Across the GrindBlox brand activation portfolio, three mechanics have proven to work for sports and event-tied campaigns in the Indonesian Roblox audience.  Mechanic 1: UGC Jerseys With Brand Watermark Users customize jerseys inside the experience, and the brand watermark stays visible across all variants. The viral loop is the strongest in the playbook because avatars wear the jerseys in other games across Roblox, which spreads the brand beyond the original world. UGC jerseys behave less like an ad and more like a wearable that the user wants to keep.  Mechanic 2: Branded Mini-Stadium With Event Mechanic A standalone world with scheduled events such as match prediction and mini-game watch parties. The mini-stadium produces concentrated engagement during the event windows and provides always-on inventory outside the event window. The event mechanic gives the brand a reason to invite users back, which is the most important driver of week-2 retention.  Mechanic 3: Pitch-Side Virtual Ads Rotating inventory in the stadium, with click-through to web or Roblox shop. This is the most familiar format for brand teams transitioning from traditional sports sponsorship, because the format mirrors physical pitch-side advertising. It works best as a layer on top of the mini-stadium, not as a standalone activation.  The Indonesian Cultural Layer That Separates Local From Global Global brand templates rarely land in the Indonesian Roblox audience because the cultural texture is different. The GrindBlox local playbook adds specific Indonesian elements that turn a generic football world into one that Indonesian Gen Z players actually want to spend time in.  Main football pitch with a FIFA-tier mode that ties directly to World Cup hype.  Sepak takraw mini-court in the stadium plaza, which brings Asian sport heritage into the experience with a trick-shot mechanic.  Public futsal pitch, which is the favorite informal sport of Indonesian Gen Z, played in a casual mode.  Virtual food stalls based on warung kaki lima, used as loyalty rewards.  Indonesian supporter chants and national team scarf customization for cultural identification.  Side-by-Side: The 3 Mechanics at a Glance Mechanic Main Strength Viral or Retention? UGC jerseys with brand watermark Cross-world brand visibility Viral spread Branded mini-stadium with events Scheduled engagement and always-on inventory Retention Pitch-side virtual ads Click-through to web or Roblox shop Direct response Table 1. The 3 mechanics of the GrindBlox World Cup 2026 playbook, with the main strength and primary marketing outcome of each.  Why GrindBlox Has Proven Capability for This GrindBlox already operates a Roblox world with more than 118,000 visits, used as the live capability proof for Indonesian brand activations. The Indonesian cultural activation layer is scalable and measurable, and the World Cup football tier is built on top of this proven capability rather than as a from-zero experiment.  For brands deciding between agencies, the most useful diligence question is not which agency has the best deck. It is which agency has a live Roblox world with real Indonesian Gen Z traffic that you can play right now.  Frequently Asked Questions (FAQ) How long does a Roblox brand activation usually take? Light activations such as a single-zone mini-game can be built in a shorter timeline. Full custom worlds with sustaining content are longer. The real range becomes clear after Discovery and Design, which together produce the scope document that drives the Build estimate.  How big is Roblox in Indonesia in 2026? Roblox has 7.2 million monthly active users in Indonesia in 2026, mostly Gen Z and Alpha. This makes it the largest single Gen Z and Alpha marketing surface in the country.  Why is World Cup 2026 specifically a Roblox opportunity? World Cup 2026 is the most-distributed digital event in history, and the Roblox audience is in the same age bracket that drives most cultural and brand attention around the event.

How Long Does It Take to Build a Roblox World for Your Brand? The GrindBlox 4-Phase Process Explained

Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Home Services Our Works Gamification 101 Gamification Case Studies Turnkey Product Game Based Assessment Potentia Level Up RCD Contact English Bahasa Indonesia English Edit Template How Long Does It Take to Build a Roblox World for Your Brand? The GrindBlox 4-Phase Process Explained Every Roblox brand activation goes through 4 phases: Discovery, Design, Build, and Launch.  Discovery produces a consolidated brief and a success metric framework, aligned with the brand’s actual goal (awareness, conversion, loyalty, or cultural relevance).  Design produces the world concept, mechanic, low-fidelity prototype, and scope document, which is what makes a real timeline estimate possible.  Build is the most variable phase. Mechanic complexity, world scale, and custom asset count drive most of the lead time.  Launch is not a single moment. It includes soft launch with Indonesian Roblox creator partnerships, measurement go-live, and a sustaining content roadmap for the following quarter.  A question we get on almost every first call with a brand: how long does it take to build a Roblox world?  The honest answer is that it depends on scope. That is not a great pitch-deck line, but it is the healthier answer for your planning. The reason it depends on scope is that every activation goes through the same 4 phases, and the work inside each phase is what determines the real timeline.  The 4 Phases of a Roblox Brand Activation This is the GrindBlox process applied across every Indonesian Roblox brand activation we have run. The phases are sequential, but the depth of each phase varies based on the brand brief.  Phase 01: Discovery Discovery is the phase most often underestimated by brand teams. It produces the strategic foundation that determines whether the activation will work or quietly fail. The work in Discovery includes brand strategy alignment, audience mapping for Indonesian Gen Z behavior in Roblox, and cultural insight on what resonates in the Indonesian market versus what feels forced. A global brand that copies a template from another market usually ends up with a flat activation. The output of Discovery is a consolidated brief and a success metric framework that becomes the reference point for the rest of the project.  Phase 02: World Design and Mechanic Design is where the activation takes shape. The team selects the world concept, including theme, layout, NPCs, and quest lines, and selects the core mechanic, including UGC, mini-game, event-based, or hybrid formats. Mechanic selection is the single biggest driver of build timeline. UGC architecture, which determines how branded items get adopted by users and spread across avatar feeds, is the most underestimated viral loop in Indonesian Roblox marketing. The output of Design is the design document, a low-fidelity interactive prototype, and a scope document that becomes the basis for a realistic build estimate.  Phase 03: Build (the most variable phase) Build is the phase most teams expect to be the longest, and that expectation is correct. The work includes a Roblox Studio development sprint with Lua scripting, asset modeling, and system integration. It also includes texture, animation, and sound design, plus localization into Bahasa Indonesia with brand-specific cultural adaptation, such as warung kaki lima represented as food booths or Indonesian supporter chants. QA is done with an Indonesian Gen Z tester panel of real users aged 13 to 22, not only internal QA. The output of Build is a world that is live-ready and tested.  Phase 04: Launch and Measurement Launch is not a single moment. It includes soft launch with Indonesian Roblox creator partnerships, which is critical for bootstrapping day-one visits, plus measurement framework go-live with visit count, average time-in-world, UGC creation rate, and brand recall via in-world survey. A sustaining content roadmap for the next quarter is part of the launch output, because the difference between a world that launches and dies and a world that sustains is the activity that happens after week one. The final output is the world live plus a measurement dashboard.  Side-by-Side: What Each Phase Produces Dimension Traditional Personality Test Game-Based Assessment (GBA) Input type Text answers and Likert ratings In-game decisions and timed actions What it measures Self-reported claims Observed behavior Right answer to Google? Yes, often discoverable online Boosts frequent visits and engagement AI co-pilot vulnerability High Low Candidate experience Form-filling, can feel transactional Interactive, often feels like a short game Time to complete 10 to 30 minutes 20 to 30 minutes Output Numerical trait scores Behavioral profile and trait signals combined Table 1. The 4 phases of a GrindBlox Roblox brand activation and the main output of each phase.  What Actually Moves the Timeline The real timeline of a Roblox brand activation is driven by five concrete factors. None of these can be guessed from a phone call. They become clear during Discovery and Design.  Mechanic complexity, from a simple mini-game to a multi-system world.  World scale, from a single-zone activation to a full multi-zone experience.  Custom asset count. A reusable Indonesian asset library speeds up parts of the build where it fits, but not every project can use it fully.  Brand revision cycles, which depend on the realistic approval rhythm of the buyer organization.  Compliance and legal review, which is especially relevant for banking, FMCG with specific claims, and event-tied activations.  Why an Honest Scoping Conversation Beats a Pitch-Deck Number A common request from brand teams is a single number on a pitch deck. The problem is that any single number assumes a generic project, which usually leads to either an inflated quote that protects the agency or an undersized quote that creates issues during Build. A 30 to 60 minute scoping conversation produces a more accurate range and a more honest project plan than a pre-calculated number ever can.  The fastest path to a real estimate is to share a brief, run a short scoping session, then receive an estimate that reflects the