This document summarizes a presentation about using serious gaming and gamification to address societal challenges. The presentation was given at TNO, a Dutch research organization, and introduced TNO's work in serious gaming. Attendees were asked to select and brainstorm ways to gamify solutions for various daily issues like childhood obesity, energy overconsumption, or smartphone addiction. They worked in groups to define target users and missions, then designed gamification elements to motivate behavior change. The presentation concluded by inviting interested participants to learn more about TNO's efforts applying human factors and games to technology and social issues.