February 24, 2020

With the Admin Dashboard sidebar, Bulk Actions, Project Sharing, App Customizer and more.

January 20, 2020

In our second Gamification Expert Series, we speak to Jaxton Cheah, Futuring Psyentist® of People Psyence® and Talent Intelligence. A Gametize champion, Jaxton shares with us his expertise in gamification consulting and training to design unique experiences for clients across Malaysia and other countries in the APAC region.

January 9, 2020

Back in July 2019, we updated our pricing plans, and with that came a new plan called Premium Plus. We realized we haven’t talked much about what benefits come with a Premium Plus Plan 🙊

November 18, 2019

In the first of our Gamification Expert Series, we chat with Carmen Chan from JTH Group. Carmen shares with us how she created a successful gamified employee engagement app, @OnePlace, to connect colleagues at JTH, and how she believes gamification is a powerful way to change mindsets and empower people in the workplace.

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Latest Articles

Read up on what’s happening in the world of Gametize.
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.
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".
Gamification is the use of game elements like points and rewards to increase engagement, acknowledge loyalty or competence and make life easier and more fun. Critics often regard it in isolation, forgetting the dull and even adversarial reality it is meant to enliven. But the opposite of engagement is not lack of engagement. The opposite of engagement is repulsion. With that in mind, I’d like to offer an example of a recent experience I wish had been gamified.
Tipping is one of the most entrenched and successful forms of gamification. It's a standard game element – a reward – ritually given for satisfactory service.
The other day a Singaporean friend posted this complaint on her FB page: "Can somebody tell me where the link to pay taxes is on mytaxportal?" Now this is a smart, computer-literate woman.
One of the oldest forms of gamification in sports is the all-star game – they have many successful examples of increasing fun and fan engagement for such events.
Suggesting Grand Theft Auto as a model for gamifying education sounds like suggesting Satanic rituals to increase church attendance.
"Gamification is a passing fad." "A lot of people won't buy in." "It exploits people." We're sure you've heard these all before. But are these myths true?

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