Read up on what’s happening in the world of Gametize.
17 JUN 2020
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Process value analysis is the elimination of unnecessary cost and the …
Big companies are spending big bucks to have online games made for FIFA (and the World Cup in particular), leading to several very interesting implications.
Events are staged occurrence and attendance are derived from the ability to participate and socialise. People are grouped together for a defined period of time and it's an occurrence whereby attention can be curated and controlled. It is an ideal platform for branding and promotion. For it to truly attract and retain target audiences there has to be strong engagement mechanisms. In this post, we will look at how events can leverage on SoLoMo and Gamification to provide a positive experience.
Research Company Gallup released this figure in a 2013 study – only 13% of employees are engaged at work! The bulk of employees are not engaged or are actively disengaged. That is, they are either feeling negative about, or are creating negativity at the workplace. It is certainly not an office where productivity is at its best. We picture zombies!
Stories and branding should work in tandem. Stories create longevity …
Motivation is an employee’s intrinsic desire to do work, and …
[GUEST POST] What’s the Best Motivational Theory? Hayk Hakobyan Guest …
Studies on interaction design have brought about a significant understanding on the motivations of people and how it can be applied to create usability.
Through learning and analytical thinking, Gamification can save the world. …
GameLead: A Case Study of Gamification in Learning Singapore Management …
MIT’s Erik Brynjolfsson wrote about the productivity paradox in a …
Storytelling. A simple concept we all know well but here’s a short piece on why storytelling is powerful and essential.
Current research indicates that 70% of American workers are not engaged, costing the US economy approximately $370 billion in lost productivity and sales.
Given how much hype is currently associated with gamification, it is only natural to ask the obvious question, “Can every aspect of our lives, especially those that are particularly boring/demotivating, be gamified? What would be the ultimate result of human behavior in such a case?“
Welcome the third instalment of our 3-part series, 7 Smart Ways To Improve Learning With Gamification! This week, we'll be sharing our final 2 tips that you could use to gamify learning: the importance of repetition in learning, and how to improve the problem of focus.
Welcome to the second instalment of our 3-part series. This week, you'll learn about the benefits of user empowerment, how to leverage on social networks, and the fundamental importance of user experience.
Welcome to the first instalment of our 2-part series! In this post, you'll learn the fundamental differences between gamification and games, and the importance of giving timely feedback to your audience.
If you are a hardcore gamer dating 15-20 years back, you would probably scoff at today's mainstream titles.
Game designers put themselves in the powerful position of not only being gamification's biggest critics, but also picking up the paychecks when they decided to sell out on lucrative gamification contracts.
Attention managers everywhere: Tthe HUB Singapore has just announced their first colorful pants day. Conventional managers would probably dismiss this as a frivolous waste of time. Just another eccentricity of the startup world.
It was a day packed with over 5 consecutive meetings, as I huffed and puffed towards my final destination, meeting up with the private banker of a tech & entrepreneur whose achievement badges include his NASDAQ-listed gaming company.
So you're an orc foreman in the Mines of Moria. And one day a hip young marketing rep from a gamification startup shines her flashlight in your eyes and says...
As a longtime reader of the Economist, I was disappointed by the November16th blog entry anonymously posted under the nom de plume "Schumpter".
With the rapid growth of gamification, no doubt it will soon come under attack. So, I've decided to make a pre-emptive strike against this ill-conceived accusation.
Gamification in its present digital form is a very new subject. According to Gamification.org, the term only dates back to 2004 and didn't enter wide use until 2010.
In the May 17, 2012 issue of iMedia Connection, Chloe Della Costa wrote an interesting pieced called "7 Potential Pitfalls of Gamification".