“Satoshi Quest” — gamification as an engagement driver at BTC Prague 2026.
Interactive quests around the venue, sponsor tasks and a leaderboard – a game built directly into the official conference app.

The task was to keep every attendee active across all three days and to tie that activity to the BTC Prague brand.
The goal broke down into three sub-tasks: make walking the entire expo floor genuinely interesting, give attendees strong non-monetary motivation to visit sponsor booths (increasing the value of sponsorship packages), and collect analytics on attendee behaviour and routes.

We built “Satoshi Quest” — a quest inside the conference app.
Nomium embedded a game layer into the official BTC Prague app: taking part is automatic, the tasks are spread across the entire conference centre, and progress is visible in real time. The solution is built for thousands of people playing at the same time, with no preparation required, and it lives inside the conference mobile app.
- QR code scanner — unique QR codes on partner booths; scanning them earned bonuses.
- Quiz — questions on Bitcoin, blockchain and the history of the conference.
- Sponsor tasks — specific actions: subscribing to a newsletter, joining a product tasting and so on.
How the system worked.
An attendee downloaded the official BTC Prague mobile app and joined “Satoshi Quest” right away. As they completed tasks, participants marked them on the venue map or in the task list and received points for every quest completed.
The data updated continuously – participants could check their progress whenever it suited them.
- 0.01 BTC
- Keep Metal — a crypto wallet
- A wireless charger
- 3 day passes to BTC Prague 2027

The effect for sponsors.
QR codes on the booths became a magnet that drew attendees to exhibitors — guests came to partners specifically to complete a task. Taking part in the contest gave brands extra time to talk to their target audiences in a more relaxed, playful setting.
Partners and exhibitors at BTC Prague 2026 included Trezor, Relai, Bitmain, Blockstream and many others.
Project results.
“Satoshi Quest” became one of the talking points of the conference: guests took part actively across all three days, and the most popular tasks turned out to be the booth codes, which channelled attendee traffic straight to the exhibitors. The contest mechanic and the player ranking kept engagement high — guests completed every task and went through the full quest cycle to take the lead, instead of doing just a few tasks.
The project confirmed how effective gamification can be at a major industry event: it delivered higher engagement, gave guests a distinctive gameplay experience and created considerable value for sponsors.
The key is combining game mechanics with the business goals of the event. Leaderboards and prizes act as a powerful push, while tasks at partner booths turn sponsors into playable characters. The mobile app proved to be the optimal platform for running these mechanics in real time, and that is exactly what turned guests into active explorers of the conference.