Gamification is the use of game thinking and game mechanics to engage audiences and solve problems.
Read MoreeLearning is a style of distance education using gadgets connected to the internet, such as tablets, smartphones, and computers. It was developed in a bid to reach out to a broader audience of learners and partly to overcome the challenge of distance-learning, primarily aided by the influx of the internet in different parts of the world.
Read MoreNo matter how good your mobile application is, it will not help your business to thrive without getting higher user engagement.
Read MoreNetflix has always employed elements in their design that can be found in games that help make users glued to their screens.
Read MoreSince the remote workforce is likely here to stay - about 74% of CFOs surveyed by Gartner expect some employees to continue working remotely after the pandemic - more business leaders in the cybersecurity industry are trying to figure out how to maximize cybersecurity training while maintaining operational efficiency in quarantine.
Read MoreSolar Cyclist is a freemium app that converts kilometres ridden into solar power for people in need.
Read MoreDuring a time when the time spent on video games has reached record breaking heights, due to excessive time indoors, gamification has more of a place now than ever before.
Read More"With the popularity of Snapchat among Gen-Z and millennials, we felt like beauty brands had an opportunity to have more of a voice more natively in the space. As more people are at home, people are considering what beauty try-on looks like, and in retailers, that's going to continue to be barrier. So how do you create engagement, knowing that?" said Kaitlin McGirl, Snapchat director of U.S. creative strategy.
Read MoreGamification has long been understood as a powerful approach to tackle social- and health-related behavioral issues, with the objective of changing people's ways of living.
Read MoreIt takes the basic elements of games such as experience bars, leader boards, quests, and rewards to build a platform that drives active participation, engagement, and loyalty.
Read MoreFrom government office workers to private sector management consultants, technology is displacing human interviews in a recruitment trend that is accelerating during the era of coronavirus.
Read MoreGreat implementation can be seen through provider initiatives like Yggdrasil's, which turns a losing spin into an opportunity for the player to achieve something else and where many operators draw the player's attention away from each spin's zero-sum result and towards a bigger goal with the use of tournaments.
Read MoreThe coronavirus pandemic has changed our meeting culture overnight: organisations and groups are frantically moving their meetings under quarantine measures to Zoom, Microsoft Teams etc. You will find 11 specific tactics, ideas, tips and examples for utilising gamification in your next online meeting below, on Zoom, Teams, Skype or elsewhere.
Read MoreDo we know how to get it right? Most organizations already benefit from gamification techniques to some degree - employee benefit schemes for sales competitions are common gamification uses - but often, the goal is short term or lacking in an overall strategy.
Read MoreMissouri-based First Bank is using 'gamification' techniques to teach children about saving through mobile app technology.
Read MoreIn the energy sector it can be used to inform participants about energy topics or to motivate customers to reach energy efficiency or demand response objectives in a playful manner.
Read MoreAhead of the session, facilitated by Ryan Changcoco, senior manager for ATD's Management and Healthcare Communities of Practice, conference attendees were encouraged to listen to two on-demand sessions by Kapp: "Beyond Gamification: Think Like a Game Designer to Create Engaging, Meaningful Instruction" and "Microlearning-Short and Sweet: Making Microlearning Work in Your Organization." The latter was co-facilitated with Robyn DeFelice.
Read MoreGamification platform CompetitionLabs has been recruited by aggregator United Remote in a partnership which both parties assert will provide "Significant advantages to operator and game publisher alike".
Read MoreGaming and e-sports are becoming big business and an increasingly attractive proposition for brands looking to connect with consumers. Globally, e-sports have been projected to attract revenues of $1.1bn, according to research from Green Man Gaming.
Read MoreThe thesis of gamification of learning, thus, is to incorporate game mechanics to motivate students. For Tade Samson, this is what he hopes to achieve for K-12 students with his edtech startup, Quizac.
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