Gamification was among the key trends he identified, along with the maker movement, virtual worlds and immersive worlds, and the Internet of Things. Brodnick created conceptual images and videos of ...
The following post was published on the Knowledge@Wharton website on December 5, 2012. Can work be fun? Is it possible for customers to have the same deep engagement with an organization's products or ...
There are many reasons why businesses should love gamification as much as users love games. As the retention and engagement-crisis increases and the attention span constantly decreases, gamification ...
In a world where the majority of children spend hours a day playing computer or console game, researchers are starting to utilize those habits for the better. The use of gamification -- using game ...
Gamification is used in industries and businesses around the world to help improve motivation, results, and other important factors. When executed well, it not only helps improve an individual’s ...
Marketers are increasingly turning toward gamification strategies to grab the attention of overstimulated consumers but many are missing an opportunity to connect on an emotional level by falling into ...
Gamification is the process of using game thinking and game mechanics to solve problems and engage users, according to Gabe Zichermann, author of the upcoming book “The Gamification Revolution” and ...
I have created various gamification design frameworks over the years and this is the latest. It consists of three main phases; Define, Design / Build and Refine. Each phase contains iterative steps to ...
Gamification is moving from simple novelty to a valid pedagogical approach that can deliver powerful learning experiences in higher education and K-12 classrooms alike—and this growth has led to ...