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Posts in gamification
Gamification: Regulators Should Try The Investor Education Game

Securities regulators' recent interest in gamification exemplifies just that. According to Merriam-Webster, "Gamification" is "The process of adding games or gamelike elements to something so as to encourage participation." Google's dictionary provides a similar definition: "[T]he application of typical elements of game playing to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.

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Deliberate Play for Learning Design

The process of deconstructing a dish to create your own interpretation is similar to "Deliberate play" for learning designers who want to apply game design to their work. Deliberate Play Deliberate play is playing games to analyze and classify the ingredients, observe dynamics in gameplay over time, and capture the essence of the experience. If you're a learning designer who wants to use game elements in learning design, you must play games first.

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The Power and Pitfalls of Gamification

Today, thanks to science, we know a lot more about when gamification really works, and what its boundaries seem to be. Examples like this one might make gamification seem like a no-brainer: Why wouldn't a corporation want to make work more fun? Despite Gallus' exciting results, more recent research shows that as a top-down strategy for behavior change, gamification can easily backfire.

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The power of play: Gamification and home care

In the home care world, low morale and unmotivated caregivers can lead to a litany of issues ranging from poor care to a lackluster reputation to increased turnover. As home care leaders look to improve their team communication and compliance, they often overlook how technology can provide a way to meaningfully connect with their team and enhance the work experience.

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Gamification of step count leads to more activity in diabetes-focused study

A new study published in JAMA Network examined the effectiveness of gamification in promoting physical activity and weight loss among adults with uncontrolled Type 2 diabetes. The one-year intervention gave participants a wearable, electronic step counter and an electronic scale, both from Withings, and randomly separated them into four arms - one control group and three gamification groups.

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The Power of Gamification

Gamification describes the application of game-style mechanics to traditionally non-game contexts. A 2019 article published in the Journal of the American Medical Association sought to assess the effectiveness of support, collaboration and competition within a behaviourally designed gamification intervention to increase physical activity among overweight and obese adults, using a sample of 602 participants who were entered into a 24-week game.

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New MIT Sloan study applies gamification techniques to improve online teaching techniques and

Online learning offers the opportunity to engage a much broader set of students with different learning styles, and to potentially supercharge outcomes. Principal Investigator at the MIT Computer Science and Artificial Intelligence Laboratory, finds that educators who borrow ideas and tools from the gaming community can improve their online teaching techniques, and improve learning outcomes for students.

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Will gamification improve pro-social behaviours, motivation, academic and vocational orientation?

Gamification can occur in popular education or in more institutionalised contexts, such as middle and high schools. Gamification of academic and professional formation could lead to a more cohesive, understandable and engaging "Skill-tree based" system. Gamification could be a tool to empower individuals and communities or another means to enforce social engineering to the profit of powerful and untrustworthy entities.

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