Frédéric Kuntzmann, CEO de My Serious Game

Frédéric Kuntzmann

CEO and founder of My-Serious-Game

You’ve just returned from the Francophonie Summit. What lessons did you learn ?

The private sector must complement the public sector to meet the current and future needs of the world’s education system.

Many EDTECH nuggets are already breaking out of national borders, and the results are there for all to see.

New synergies need to be imagined between start-ups, to increase the chances of success, but also with institutions and schools.

I loved the dynamism, ideas and desires of the companies I met. Territories around the world can use radio or SMS to connect young people to education, and I’m convinced that by working together, we’ll come up with some great shared and reliable solutions, many of which will be French.

I’ve come away with a lot of good things, and reassured by what seems to me to be a real political awareness.

When we hear My-Serious-Game we think of gamification of teaching, but you do many other things. Can you give us a few examples?

Specifically, we exploit the motivational levers of gamification, to reinforce commitment and memorization. We don’t try to make a serious training course fun, but like advertising, a smartphone game or a film, we seek the learner’s best attention, and use emotions and interactivity to increase its impact.

Serious-gaming is a simulator-like simulation that is highly effective today for supporting change and transformation, or for soft-skills training.

Most of our products are digital-learning contents that exploit the levers of gamification, as well as applications that coach/support change or reinforce learning through a routine (e.g. 3 minutes every day). Then there are serious games and new technologies such as virtual and augmented reality. We’re also seeing some great experiments in metavers, even if its development is still patchy, and we’re waiting for its meta… morphosis !

What are your projects for 2023 ?

Our priority is to contribute to the development of our sector: the strong acceleration of E-Learning after the crisis of 2008, and of Digital-Learning after that of 2020, has seen many players and many projects. Which ones are really effective? What are the real pedagogical impacts of these different solutions? Our world has been built empirically, and we need to build up a state of the art on the subject. This is the ambition of My-Serious-Game, which has started in 2019 with AFNOR by creating the first “digital training engineering” certification.

This will also involve consolidations and mergers, which we are looking into with other companies, in order to reach higher levels of maturity.

Secondly, we have hundreds of achievements in vocational training and numerous experiments, such as with the CNRS on learning mathematics; we are convinced that we can also make a contribution to initial and higher education, and have some exciting projects in the pipeline…

We also have strong convictions about gamification in terms of the form of future developments, and in terms of substance, we believe in the possibilities of adaptive-learning (the possibility of adapting content and its format to each learner, like a teacher in front of a class or a pupil), and collaborative learning (learning with, for or against someone).

Whatever the case, we hope to be able to bring pleasure to learning, to help collaborators or students in their development, and with all the great team that makes up My-Serious-Game. Here’s a sneak preview of one of our most meaningful projects, “Horizons”, created for E2C (École de la 2ème chance). Through a 15-hour adventure, each young person who has dropped out of school will be able to rediscover the desire to learn and discover a job that could suit them… You can download the white paper on our website :

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