SINCE 1995 MAKING AN IMPACT THROUGH PLAY
1995
MARINVA is born!
2000
We create, even before the emergence of the .com sector, the first virtual gymkhana: Xof, una aventura passada per aigua!
2002
We design the portal Como Mola for EresMas (Spain’s most pioneering telephone company), incorporating videogames and a digital community –before Facebook!
2005
We take part the effort that introduced the first videogames in the network of municipal libraries of Barcelona
2008
We publish the book El placer de jugar (The pleasure of playing), by Imma Marin
2008
We create Music Hero, emprende tu reto, a serious game designed to promote entrepreneurship & innovation among young people
2010
We create the ALART methodology (Playful Attitude + Action + Reflection + Transference) –acronym in Spanish–, focused on generating memorable learning experiences
2013
We publish the book Gamificación (Gamification), by Imma Marin and Esther Hierro
2014
We design a Virtual Reality family game with Oculus Rift glasses –it will still be years before Zuckerberg’s puts on a VR set at the World Mobile Congress!
2015
We create the MAGIC methodology, focused on transforming education institutions
2015
We receive the Gamification World Congress Award for Binnakle, a serious game designed to promote innovation in organizations
2017
We create the serious game Possible Mission, together with Netmind, to train teams on the agile project management and promote innovation
2018
We publish the book ¿Jugamos? (Let’s play?), by Imma Marin
2019
We bet on the generation of hybrid play-based experiences, with the creation of PlayApp by Marinva
2019
We gamify the large scale training program to accelerate BBVA’s organizational transformation initiative
2020
We create the Play Thinking methodology, focused on transforming organizations
2022
We are committed to the transformation of organizations with the acquisition of Play To Growth and its commercial line of serious games for organizations
2023
We publish the book Jugar (Play), by Imma Marin
Today!
We are currently playing to incorporate the power of technology at the heart of our services as well as to develop a play-based methodology for impact measurement