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 ...
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 was not long ago the darling of business talk. Successful initiatives like Volkswagen’s campaign The Fun Theory proved that incorporating elements of games can help achieve tangible goals ...
More organisations are trying out gamification — applying game mechanics to non-game activities — but most of their gamified applications are failing because of poor design. It comes down to a failure ...
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 ...
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