So I was excited to see a JAMA article led by Mitesh Patel demonstrating that people exercise more when their experience is "Gamified". Their idea of gamification was not as much fun as it ultimately needed to be. People were given 70 points each week, and could hold on to those points if they met their "Step goal," for how much they walked each day.
Read MorePeople like to play games of all kinds, and people like rides. Many theme parks decided to add pay-to-play interactive water geyser effects to their water rides. These allow guests on dry land to drop money into a slot and time it just right so that a geyser of water would trigger and soak the riders in a passing boat on a water ride.
Read MoreA new Twitter thread has highlighted a common UI design flaw that's all too familiar to gamers - regardless of what console they're using. Games will often direct players to press a specific button by flashing its symbol on the screen, without also showing its position on the controller. Twitter user Kyle McKernan suggests games that display the required button in the context of other buttons around it are the ones that are getting it right.
Read MoreSpecifically, we will show you how to use games to encourage more engagement on your business website. People are now more likely to visit a website multiple times, even if they don't intend on making a purchase right away. Users love going to websites they like and reading their latest blog posts.
Read MoreIn video games, this craft has been massively expanded upon, but how? In this piece, I'll be covering the role that art plays in conveying a story, the components of narrative design and the specific content that feeds into a living, breathing world.
Read MoreAs a society with limited attention spans, these immersive experiences may be the answer to cultivating brand awareness and fostering consumer loyalty. Brands are using augmented reality and virtual reality to create more targeted and personalized experiences for their customers, while simultaneously increasing brand awareness and collecting real-time data on consumer preferences.
Read MoreRewards and Challenges Over lockdown, I have started to play video games more than I have in a few years. It's a simple enough shooter, but it has made me think a bit about how I understand the balance of challenge and skill in a game. By our usual description of how challenge and skill need to balance, you would expect the challenge to increase constantly as you play the game.
Read MoreI teach a. journalism class at NYU to high school students via Zoom. When I first set up my course, I planned on offering short lectures and discussions on various editorial elements, similar to the way I teach my in-person and remote classes for adults at NYU's School of Professional Studies. Catherine Pearlman, a Southern California-based therapist, says the mental-physical connection of gaming helps students learn.
Read MoreReputable development and learning experts praise the gamification strategy, and the impacts of this practical approach in business may surprise you. From providing continuous training to personnel, to being an effective way to evaluate business performance, gamification continues to be a surprisingly good method of increasing staff retention, engagement, and productivity.
Read MoreIn the wake of the Great GameStop Rebellion, which pitted the proletariat against their hedge-fund oppressors, it's worth hitting pause to reflect on the peculiar origins of what may be the world's favorite board game: Monopoly, brainchild of an unemployed Germantown native, Charles Darrow, who would become the first game inventor ever to become a millionaire.
Read MoreI have read articles claiming that playing video games excessively can increase the risk of health problems. Gaming was a distraction from pain, constant medical care, and hospital settings. Besides what he brought from home, the pediatric hospital's child and family life department had gaming systems with an assortment of games that patients could borrow.
Read MoreVirtual engineering and city planning would seem to be classes for college students, but middle and high school students are studying those subjects in Pine Bluff. Recently, students have been learning about virtual engineering concepts and city planning, with the help of Sederick Charles Rice, an associate professor of biology at the University of Arkansas at Pine Bluff and a Center for the Advancement of STEM Leadership fellow.
Read MoreWhat's the first question parents ask when their kid comes begging to play a violent shooter-type game? Is there blood? Kids are often good at making strong arguments for why they should be allowed to play non-gory but murderous games like "Fortnite" and "Among Us." Even in "Minecraft," there are skeletons, zombies and pillagers to kill.
Read MoreThere have been on-going debates on whether children benefit from playing video games. A group of researchers has demonstrated that video games can improve a number of competencies. On the other side, the popular conception of video games runs against the idea that playing on a computer can aid learning.
Read MoreOur approach towards corporate L&D is very different from the unstructured, almost subconscious way in which children learn through play. So maybe it's time to bend these closely guarded rules of adult learning a little and give employees a chance to have fun during training.
Read MoreIf we're striving for higher order thinking and maximum learning transfer, then we're giving up a golden opportunity when we forgo informative feedback and instead resort to corrective feedback. Corrective feedback informs the learner whether their response is correct or incorrect but gives no explanation.
Read MoreTraditionally, employees do not enjoy corporate trainings, and this perception holds true when it comes to security awareness education. After several hours of such training, it is important for security leaders to remember that employees will need time to recharge before continuing their regular duties.
Read MoreIn most schools the sound of games stretch from the ubiquitous music of Kahoot to the triumphant call of 'BINGO!' from the Biology lab when someone finally gets all the keywords. Games only have entertainment value and no long-term use in education. Games have been shown to improve Higher Order Thinking Skills, such as the analysis and evaluation in games like Risk or Diplomacy or creativity in Dixit and Azul.
Read MoreBanks are borrowing tactics from online games to make financial education more stimulating. BayPort Credit Union, in Newport News, Va., is one financial institution turning to Zogo in 2020 to keep up momentum with its financial education programming, after the pandemic stalled its planned workshops in coffee shops and breweries. Zogo Finance, in Durham, N.C., also partners with banks to promote financial education among their customers - and hopefully catch the attention of prospective customers.
Read MoreI'm also a career educator, so I actually use games as learning tools in my classroom. My go-to game to get students working together and introduce critical thinking is Catan. Class debrief after the game lets them compare and explore how the mechanics of the game represent real-world systems. Enter Bruno Faidutti, a French academic and game designer, and his excellent blog post, "Postcolonial Catan".
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