Case study // Kennesaw State + SEAHO 2025

From residence life program to conference case study.

KSU’s HVZ program was presented at the Southeastern Association of Housing Officers 2025 conference as an example of innovative residential programming: immersive gameplay, campus collaboration, technology infrastructure, and measurable student engagement.

Illustration of an HVZ campus activation booth with dining collaboration, media screens, and students
Campus activation ecosystem
HVZ 2023 1,129

points of engagement

HVZ 2024 800k

points of data

HVZ 2024 53,812

app interactions

The engagement lesson

Students respond when an event feels visible, social, and worth joining.

The KSU case study shows how HVZ can become more than a standalone game. The program connected residence life, campus promotion, dining, traditions, technology, and student-led excitement into one shared experience.

A strong HVZ rollout can connect recreation, residence life, dining, student media, campus traditions, and student organizations into one shared week of play.

HVZ promo shown on campus television screens
Campus TV promotion
Zombie themed promotional donuts
Dining collaboration

What made the rollout feel bigger

A campus event, not just a signup sheet.

Visibility

Promotional surfaces

Posters, campus screens, dining displays, social posts, and physical promo items make the game feel real before it starts.

Partnerships

Campus departments

Dining, housing, recreation, student affairs, and media teams can all create touchpoints around the event.

Identity

Player belonging

Wristbands, faction colors, shirts, mission briefings, and visible teams help students feel part of something larger.

Evolution of the program

KSU’s model matured from tracking tags to running a connected experience.

Year 1

The basics

Manual data tracking and a simple tag-game foundation.

Year 2

Expansion and automation

Integrated technology and broader marketing efforts.

Year 3

Full-scale immersion

A campus-wide transformation supported by the mobile app.

Students posing around a painted campus rock for HVZ
Campus tradition proof point

Hard-to-reach populations

HVZ gave less visible students a reason to leave the room.

Challenge

STEM students may play video games in-room; commuter students may leave campus after class.

Strategy

Game-based programming, 24-hour accessibility, immersive story, and problem-solving objectives.

Result

Increased participation, connection to the residential population, and stronger impact on the college experience.

Case study figures are drawn from the SEAHO 2025 presentation prepared for KSU Housing and Residence Life. Additional confirmed registration, retention, and participation metrics can be added as the program data is finalized.