Practical articles for marketing, HR and event management. No theory, just what works in practice on the floor.

A playful stunt works when people take part themselves and then talk about it afterwards. Twelve examples, the conditions, and what you need to arrange with the municipality.
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A Piet gym using things from around the house, a Piet diploma to make yourself and five Sinterklaas games for indoors.
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One hundred questions with answers in five rounds of twenty, plus how to set up the quiz and how to make it personal with a round about your own year.
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Forty questions with answers about songs, sweets, the history of Sinterklaas and the Sinterklaasjournaal, plus tips for playing the quiz.
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Word or music bingo, fifty Christmas words and thirty Christmas hits for the cards, a sample card and a set-up for three rounds.
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How to set up Secret Santa at work, which agreements to make beforehand, three variations that make it more fun and gift ideas by budget.
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The rules of the dice game, a ready-made story for the present-passing game, steal or keep, and the poem quiz.
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All the ranks and exceptions, how to divide the cards across your group, a set-up for an afternoon and the mistakes that make a game stall.
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A ribbon and a glass of bubbles attract the neighbours, not your customers. Ten ideas for an opening that draws people in and brings them back, plus a timeline.
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Seventy tasks in five types, the familiar squares from the original board and a set-up for an hour of play with four teams.
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Fourteen challenges in which cooperating and sabotaging work against each other, with the set-up and materials for each and how to give the mole enough room to work.
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Sixty-four tasks, grouped into town, group, creative, dare and photography tasks, with the points and materials for each task. And how to keep the list fair.
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One hundred and twenty questions with answers in six rounds of twenty, with a mix of difficulty in each round. Plus the scoring, the marking and a running order for two hours.
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Advertising makes people look, an activation makes them do something. What brand activation is, five forms with examples, and where it goes wrong in practice.
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Don't calculate per participant but per element. The ratios by group size and by activity, plus what falls apart in practice if you plan too tightly.
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Most of the cost doesn't move with the number of participants. What the price really depends on, with ranges and three worked examples.
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Three zones, three answers and a group that has to choose. Seventy questions at three levels, with the rules for writing them and a playing schedule.
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There are plenty of lists of game names. Here you'll find, for each activity, what you need, how long it takes, which group it suits and how to keep it fair.
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Everyone learns the game in five minutes, the schedule is the work. Ready-made pool layouts for 8, 12 and 16 teams, with scoring and timing.
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The difference between a quiz out of a box and a show built around your group. How to split teams, what you need and from how many people it pays off.
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A weekend isn't a long day. How to divide four parts of the day, why the organising belongs with a small group, and what works for people who have known each other for twenty years.
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A list of fifty tasks doesn't make a day. Which tasks suit the guest of honour, how to build up the afternoon, and where to draw the line.
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At half past ten, three departments are standing in three corners, just like at the office. How to prevent that: the evening in four blocks, with budget and timeline.
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What works at 5 is deadly boring at 11. Ideas by age group, the right duration, a realistic budget and the classic planning mistakes.
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The hardest part of a family day: entertaining four generations at once. A step-by-step plan with a timeline, budget and the pitfalls that quietly make the day fall apart.
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Not ranked by how fun they are but by something more practical: how likely it is that the whole group will think it was a success afterwards.
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With eight people, nobody can hide. That makes the choice of format more important than with forty, and competitive formats drop out straight away.
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Six activities, fixed teams and a scoreboard. The format works by itself, as long as the rotation schedule is right and not everything depends on fitness.
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It's dark by half past four and after half an hour the cold matters more than the game. How to build a winter programme that simply takes this into account.
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A day out with friends rarely fails over money or ideas, but over decision-making. How to pick a date, who decides and what suits which group.
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A beautiful stand with no interaction gets glances and no conversations. Twelve ideas, examples by industry, a checklist and what goes wrong in practice.
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This day rarely fails because of a bad idea, but because of too little planning. Two fixed blocks, starting early, and the drinks only as the finale afterwards.
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An exercise only works if nobody can finish it on their own. Formats for different situations, with the duration and the exercises you're better off skipping.
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The hardest part isn't the programme but the group: friends, colleagues and in-laws all mixed together. Here's how to build the day without splinter groups.
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Above fifty participants, waiting time is the real problem, not the game. Which formats scale, how many hosts you need and what it costs.
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Dropping a group off and letting them find their own way back sounds simple. Where it goes wrong is in the route length, visibility and the rules after sunset.
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A pub quiz rarely falls apart because of the questions. It falls apart around round five, because of the pace. The complete set-up, plus how much preparation it takes.
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Too serious for an outing, too casual for a team day. The difference between the two, when to choose which, and the five mistakes that cost you the day.
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A room with high tables is fine, but in January nobody remembers whether it was this year or last year. How to make that evening actually deliver something.
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Active means something different to everyone, and that's where it goes wrong. Where participants quietly drop out, which formats do work, and what it costs.
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A game that works with eight people falls apart with thirty. Which formats do scale, how to split teams and what keeps a large group together.
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At an anniversary, half the room doesn't know anyone in the old photos. How to look back in a way the newcomers can really join in with too.
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A full aisle, visitors in a hurry, and you want them to stop at your stand in particular. Nine tactics that work in practice at Dutch B2B trade shows.
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Most staff outings feel like an obligation. Fourteen ideas that do stick, sorted by group size, budget and goal.
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Most B2B product launches disappear into a press release and a one-off LinkedIn post. Eight formats that do have an impact, with budget and planning.
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A stack of business cards is not lead generation. How to get from scan to appointment at a trade show, with the seven steps and conversion benchmarks for B2B in the Netherlands.
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Escape rooms and bowling are tried and tested, but after a week the effect has worn off. Seven concepts with lasting impact, plus guide prices and pitfalls.
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Agencies quote prices between €500 and €50,000, and what you get for it varies enormously. What does the cost structure actually look like?
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Not every quiz or leaderboard is gamification, and not every gamification works. Six mechanics that do pay off, with examples from Dutch practice.
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