Kymification
Kymenlaakso Gamification
KYMIFICATION brings together students and companies from different fields to solve real-life challenges through gamification in a multidisciplinary practical training environment.
The project offers companies a fresh way to develop their operations while strengthening the innovation ecosystem of Kymenlaakso and the collaboration between Xamk and local businesses.
Gamification opens new perspectives and new ways to innovate.
Gamification leads to tangible benefits
Collaboration with Xamk students and specialists provides companies with a cost-effective and innovative way to develop services, training, and marketing and to view their operations from a new angle.
Prototypes, concepts, and research created by the students are integrated into the company’s practices and respond directly to real-world needs.
The project supports students’ professional growth by strengthening their skills in project management, collaboration, and independent work.
The Kymification project enhances the Kymenlaakso innovation environment, supports company growth, and improves students’ readiness for working life.
Gamification brings playfulness and experimentation into development, freeing thinking from familiar boundaries.
Gamification involves applying game-inspired principles and mechanics to non-game contexts, such as business service, products and process development.
Play and games are a natural part of human instincts: they support learning, motivation, exploration, and social interaction.
Gamification provides structure and purpose to playful experiences, making it possible to bring game‑like engagement into a wide range of environments.
Key Activities of the Project
- Bringing game innovation into the business landscape of Kymenlaakso
- By promoting gamified solutions and experiments in companies that want to renew their services, products, and processes
- Connecting students internationally and across disciplines
- By creating a practical training environment where students from different fields work together, learning multidisciplinary collaboration and benefiting from diverse perspectives.
- Strengthening students’ work-life skills
- By offering experience in project work, teamwork, and independent learning, building professional competence and readiness for working life.
- Expanding expertise in gamification both in theory and practice
- Through courses, workshops, and mentoring that deepen understanding of how gamified methods and technologies can be used in development work.
- Through courses, workshops, and mentoring that deepen understanding of how gamified methods and technologies can be used in development work.
- Encouraging collaboration and experimentation
- By enabling joint development activities where companies, students, and specialists ideate, test, and refine new solutions together.
How You Can Participate
The project carries out multidisciplinary development projects that produce prototypes and creative solutions. Workshops, courses, and seminars support learning and development throughout the process.
Company Collaboration
Practical Training
Workshops and Project Work
Gamification and Serious Games Event
Learning Through Real-World Challenges
In the Kymification project, students work in multidisciplinary teams to tackle real development challenges provided by partner companies.
The projects combine creativity, experimentation, and practical problem-solving. Students collaborate with companies to explore new ideas, develop concepts, create prototypes, and evaluate potential solutions in authentic contexts.
What is it like to work in the project?
Students develop their project skills, collaboration abilities, and capacity to apply theory in practice. At the same time, they produce concrete outcomes that support their studies and professional portfolios.
Students receive support through mentoring, workshops, and regular follow-up meetings. The process is guided throughout, while still leaving room for independent learning and experimentation.
Read more in the FAQ – section.


Towards New Opportunities Together
The project offers companies an opportunity to develop services, products, or operating models together with multidisciplinary student teams.
This collaboration is a cost-effective way to test new ideas, gain fresh insights, and reflect on current practices within a structured project.
Gamification can, for example, help engage new customers, make trainings more dynamic, or elevate a product idea to a new level.
The Kymification project partnered with three outstanding companies from the Kymenlaakso region. Maretarium, Pukki Hoitaa, and Kouvolan Lakritsi have each brought a unique development challenge for students to solve.
I wanted to apply my skills to something that would be used by a real company
– Kymification trainee
Kesä kasvattaa tulevaisuuden osaajia
Contact Information
Project Information
Kymification – Kymenlaakso Gamification
Info
Budget
Keywords
Frequently Asked Questions
How do I apply for the training program?
Application period has ended. Thank you for all the applicants.
What is the application process like?
We’ll invite you to an interview where we can talk about your interests and role in the project.
Which fields and degrees can apply?
Anyone can apply, regardless of study field. The program is especially beneficial for:
- Service designers
- Game designers, programmers, and artists
- Graphic designers
- Interior architects and furniture designers
- Sustainable design students
- Business students
- Engineers (robotics, electrical and automation engineering, construction engineering)
What do students create during the training?
Teams create gamified solutions based on the needs of our company partners. The result might not be a traditional game or even anything digital.
Where does the training take place?
The program offers a flexible hybrid environment. You can work on campus or from home. Workshops, reviews, and events are held in person at the Kouvola or Kotka campus, Kohoa Center, or possibly at the partner company’s location.
How long is the practical training period?
The training program is between April and December 2026. It is a long-term, flexible experience that can be adapted to your study schedule. Work progresses gradually as the project develops.
Will I get the tools I need for the training?
You can use the school’s facilities, equipment, and software to work with on the project. If a project requires special materials or licenses, we’ll coordinate that together with the partner company.
Can I do my thesis as part of the project?
Absolutely! Your thesis topic just needs to connect to the project. The details will be agreed on with your supervisors and the partner company.
Is paid training possible?
The program is unpaid and part of your studies.
What roles can I take on?
You can work as a designer, developer, concept creator, tester, team lead, or project team member – depending on your skills and interests.
What kinds of companies are involved?
We collaborate with innovative companies from across Kymenlaakso, such as Kouvolan Lakritsi. Additional participating companies will be announced soon.