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Read up on all our latest on what’s happening in the world of Gametize.

Gamification and evolution of modern societies

By now, many have heard of the term “gamification.” Before going any further, let’s formulate what gamification boils down to. Gamification is “introducing gaming dynamics into a non-gaming context.” But why introduce gaming dynamics? Because games are addictive. In essence, each and every game is played because it combines two factors: “wanting” and “liking.” These two …

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Press Release: Selfie World Cup with USD$1 Million prize

After a year of stealth planning and development, Gametize will launch the inaugural World Cup for Selfies, also known as Selfiely, with the top prize worth US$1 Million. Thirty two nations will be competing in the championship, while the individual category will be open to public. Selfie, the Oxford dictionary word of the year for 2013, has increased its usage by more than 17,000% since end of 2012.

7 Smart Ways To Improve Learning With Gamification (Part 2)

Welcome the second installation of our weekly 3-part series, 7 Smart Ways To Improve Learning With Gamification! This week, you’ll learn about the benefits of user empowerment, how to leverage on social networks, and the fundamental importance of user experience.  If you have seen my previous post sharing two tips on improving learning with gamification, welcome back! Else, …

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7 Smart Ways To Improve Learning With Gamification (Part 1)

7 Smart Ways To Improve Learning With Gamification (Part 1) Welcome to the first installation of our weekly 3-part series, 7 Smart Ways To Improve Learning With Gamification! In this post, you’ll learn about the fundamental differences between gamification and games, and the importance of giving timely feedback to your audience.  Learning anything can feel like a …

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Gamification is Hard

Gamification, in it’s present digital form, is a very new subject. The word itself isn’t even recognized by Websters, Merriam-Websters or American Heritage. Only Oxford among the major English dictionaries lists a definition. According to Gamification.org the term only dates back to 2004 and didn’t enter wide use until 2010. And Gabe Zichermann’s workshop is …

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