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Gamification Weekly The Gamification Magazine featuring the Latest News and Trending Stories in Gamification and Game Design.

Gamification Weekly is a weekly online magazine and blog reporting on the latest gamification news, trends, events, research, examples, and case studies showcasing the use of gamification throughout various industries.

Badges note accomplishments and give employees another reason to participate in training. Align rewards with onboarding ...
24/05/2022

Badges note accomplishments and give employees another reason to participate in training. Align rewards with onboarding objectives and outcomes, for example, they earn a badge for every certification path they complete or for stellar assessment scores.

7 Tips To Use A Gamification LMS For Seasonal Staff What could be better than earning incentives for training? Well, how about building self-confidence and bridging gaps while you rack up onboarding badges. Your temps may not be with you for long, but they still make an impact. Their behaviors and p...

Episode 1 of the Gamification Weekly Podcast is HERE!  You asked for it and We Delivered!  We hope you enjoy this episod...
23/05/2022

Episode 1 of the Gamification Weekly Podcast is HERE! You asked for it and We Delivered! We hope you enjoy this episode and we look forward to making many more. Listen on Anchor FM, Spotify, Apple Podcasts, Google Podcasts, or any RSS Feed compatible podcast platform.
Thanks for Listening!
https://anchor.fm/gamification-weekly/episodes/What-is-Gamification-e1ioeik

As you consider methods of creating engaging and meaningful learning experiences, seriously consider the use of board an...
19/05/2022

As you consider methods of creating engaging and meaningful learning experiences, seriously consider the use of board and card games. They are often less expensive to develop than digital games, offer a great deal of flexibility and are a wonderful tool for teaching higher level thinking skills, practicing sales pitches and bringing together different areas of the organization.

Posted by Karl Kapp on January 28, 2018 If past is prologue, the learning game industry is set for a wild ride in 2018. One of the most interesting trends and developments across the gaming industry is the surge in the popularity of both board and card games. From my personal observation and interac...

18/05/2022
Gamification of learning is an educational approach that aims to motivate students by using video game design and game e...
18/05/2022

Gamification of learning is an educational approach that aims to motivate students by using video game design and game elements in a learning environment. The goal is to maximise enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning.

A research team from Sultan Qaboos University (SQU) has designed an app called ‘Dr Electron’ to remove various scientific misconceptions in the Arab world. The app aims to correct myths and ideas in subjects like physics, chemistry, biology, environmental sciences, earth sciences, astronomy and ...

GravyStack is a gamified family finance app that helps kids learn how to be smart with their money and build a financial...
15/05/2022

GravyStack is a gamified family finance app that helps kids learn how to be smart with their money and build a financially independent future. Our ecosystem makes it safe and fun for kids to master budgeting, money management, goal-setting, and wealth-building.

PHOENIX, May 12, 2022 /PRNewswire/ -- Serial entrepreneurs Scott Donnell and Travis Adams have raised a $5.2 million seed round led by Altrus Capital and a pool of private investors to launch the GravyStack financial literacy app. Key investors include Chad Willardson, Mark Timm, Gino Wickman, Jim K...

In sandbox games we are given the opportunity to be creative again. If we want to bring this powerful tool to the real w...
15/05/2022

In sandbox games we are given the opportunity to be creative again. If we want to bring this powerful tool to the real world, the difficult part would be creating the building blocks. The building blocks are a layer above specific, difficult to understand, elements. Those building blocks are in the eyes of the builder understandable raw material, that makes it possible for none specialists to create something useful.

Sandbox Gamification: the next big thing! Posted by Horst Streck in Gamification blog posts Holliday season! A lot of people will bring their family to the beach; after the dessert the largest Sandbox that exists on this planet. The sandbox at the beach is better for our creativity, because it’s n...

Overall, the Gamified LMS for eLearning Market report is a reliable source for managers, analyst and executives from the...
14/05/2022

Overall, the Gamified LMS for eLearning Market report is a reliable source for managers, analyst and executives from the industry to better analyse market scenarios from a third part research perspective. HTF MI aims to bridge gap between businesses and end customers to better elaborate manufacturers with benefit, limits, trends and market growth rates. SWOT analysis is also incorporated in the Gamified LMS for eLearning market report in line with speculation attainability investigation and venture return investigation.

Latest released Gamified LMS for eLearning Market Research Report provides detailed assessment of Key and emerging players showcasing company profiles, product/service offerings, market price, and sales revenue to better derive market size estimation. With this assesment the aim is to provide viewpo...

A basic motivation is essential to successfully complete a training program. Why is it important that the student take t...
14/05/2022

A basic motivation is essential to successfully complete a training program. Why is it important that the student take the training? Getting participants to start the program by sharing why the training is important to them increases completion rates. In the case of corporate training, the reason may come from the organization’s leadership. For example, a high-level leader may share the importance of the program for the organization and set expectations for the team.

E-learning is becoming more popular as technology improves and organizations look for ways to make training easier. One of the biggest challenges with e-learning is increasing completion rates. Although the courses

Building your own gamification solution is a risky and complicated business and can result in the insertion of game mech...
14/05/2022

Building your own gamification solution is a risky and complicated business and can result in the insertion of game mechanics into your system that are not thoughtful, not easy for users, nor engaging or rewarding. If that is the case, users won’t use gamification and therefore it won’t be beneficial to them or the organization. Instead, choose a vendor with proven strategies to boost engagement and increase player satisfaction.

Derrick Pope, Director of Enrollment at CSU-Global Campus, recently launched one of the first gamified enterprise experiences for higher education employees. He’s written some great blog posts detailing the process that led him to choose gamification (and eventually opt for Centrical). In his blog...

There is nothing complicated or impossible. You just need to set the right goals and competently approach the task. In o...
14/05/2022

There is nothing complicated or impossible. You just need to set the right goals and competently approach the task. In order for the game to attract attention and please with the results, it is important to provide simple rules, good bonuses, and, in general, interest in development. Goals should be set as achievable and realistically feasible, supporting the competition. Don’t forget about the marketing campaign either. It can be simple, but effective advertising, without fanaticism and unnecessary costs.

Contemporaries do not believe that active actions with pressure and a powerful supply of creativity are worse than consistency in the process.Photo by Erik Mclean on UnsplashMany entrepreneurs are accustomed to acting strictly according to the classic promotion strategies, attracting the target audi...

14/05/2022
Gamified public health and civic innovations have a proven track record of success where governments and NGOs have been ...
14/05/2022

Gamified public health and civic innovations have a proven track record of success where governments and NGOs have been brave enough to try them. The country’s laws must change to enable this kind of widespread incentivization. Of particular note, a Federal law prohibits the use of incentives for voting. This law — and our public policy framework — should be revisited and amended, for the common good.

This year I got a pretty amazing birthday present: a public example of highly effective health gamification. Namely, Ohio’s Vax a Million campaign, which is giving away $1M per week to residents that get vaccinated. Vaccinations jumped 28% total, with weekly vaccinations increasing by over 50% wee...

13/05/2022

Life is hard and then you…play Games are part of our culture, all of our youngsters play them. But why? First of all it’s nothing new, really it isn’t. Humans have played all kinds of games for thousands of years. Not only humans play, animals do it as well. Look at little kittens, they play t...

If accompanied by an education campaign, people could start making informed decisions on the content they consume. Becau...
12/05/2022

If accompanied by an education campaign, people could start making informed decisions on the content they consume. Because of the prevalence of such trust scores, I believe most consumers would be comfortable with the basic premise of analyzing a score before deciding to act. It’s not dissimilar to looking at the mutual friends list when someone friends you on Facebook or elsewhere. The social proof is a kind of quick “reference check”.

In the decade-ish since the second coming of social media, global democracy has been severely impaired by the spread of fake news. I believe that using gamification techniques could substantially re**rd this phenomenon and reset

In the 1980s, American economic professors began to question classical economic theories as they relate to individuals. ...
12/05/2022

In the 1980s, American economic professors began to question classical economic theories as they relate to individuals. This led to the creation of behavioral economics, with the focus on how people actually behave rather than how classical economic theories predict they will.

__________ In the multi-billion dollar field of sales compensation programs, there is one topic that seems to generate more research, debate and division than all others: What is the most effective approach to incentives, recognition and rewards — cash or non-cash? In other words, will your salesp...

It has become somewhat of an annual tradition for me to write up what I see as the main trends for gamification in the w...
12/05/2022

It has become somewhat of an annual tradition for me to write up what I see as the main trends for gamification in the world of work. I am a bit later this year in comparison to previous years, to be honest I tried to outsource this post, because I felt it would be one of the easiest for. If someone to run with, but then I was proven wrong. Gamification is stil a niche area and by most other writers confused with gaming. So to be clear we are talking about gamification for use in the workplace and in learning settings, which as far as I can see are still non-game scenarios (although that could be argued).

2022 has some new developments which in previous years I would have put on the longer term future focus for workplace gamification, this year some of these have made on to the list because we have actually seen developments in the space and some active use cases. When I look back at my 2021 predictions and those that went before, they have definitely inspired many a similar blogpost (do give us credit, pretty please) and some are carrying over into this year because they remain relevant in my view. Let’s look at 2022.

Gamification trends for 2022 It has become somewhat of an annual tradition for me to write up what I see as the main trends for gamification in the world of work. I am a bit later this year in comparison to previous years, to be honest I tried to outsource this post, because I felt it would be one o...

WAZE is a great example of using user participation to enrich not only the customer experience but to keep an app update...
12/05/2022

WAZE is a great example of using user participation to enrich not only the customer experience but to keep an app updated autonomously through engaged customers. WAZE relies on user feedback when they notice traffic, new speed cameras, accidents, or even better routes. Once a user inputs their findings, the information is available to every other WAZE user.

The gamification of marketing is a new and innovative way of getting customers to engage with brands and buy products. It has been seen as an effective strategy amongst daily transaction businesses within retail and hospitality, but what about industries with big purchase items? Does gamification ha...

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