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Read up on all our latest on what’s happening in the world of Gametize – we’ll share our insights on the world of gamification, tips and tricks, and more.

Aging Population-2

Aging Population: Happy Brain

The elderly experience loneliness primarily because of insufficient social interaction. This arises predominantly from families’ time constraints, compounded by the elderly’s health issues that hinder their social engagement. These health issues often prompt families to become overprotective, limiting the elderly’s activities or prompting self-isolation due to feelings of burden. Moreover, caregivers harbor concerns about the elderly’s well-being when apart from them, often experiencing guilt over their perceived loneliness or vulnerability. This can precipitate mental health challenges for caregivers, as well as impede their career advancement and personal aspirations.

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Aging Population-1

Aging Population: Simply Gone

“Phishing, Investment and Social Media Impersonation are the most common scams targeted at seniors aged 65-75 and living in the heartlands. The main emotions targeted are fear and greed. Regarding fear, the elderly are currently taking an avoidant stance where they avoid any suspicious messages or calls instead of understanding what is authentic or not. For greed, it stems from the temptation of making extra money that few can resist. Furthermore, current initiatives are known to seniors but are ineffective for anti-scam prevention.”

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IAE Case Study Cover

Case Study: Integrated Automotive Experience Gamified Learning to Increase Knowledge Retention​

Integrated Automotive Experience sought to optimize knowledge retention and enhance customer service among their sales staff. They engaged Gametize to deliver a gamified training solution. With Gametize, they developed a gamified app featuring diverse challenges and social elements, making training both engaging and effective. Generous rewards motivated continuous learning and participation, ensuring the success of the initiative.

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SMU-X Gametize Demo Day November 2024: Combating Drug Abuse with Gamification and Community Engagement Tools

We are excited to share that Gametize will be completing our 4th collaboration with Singapore Management University (SMUx Program) after a 12 weeks long “hackathon” to combat drug abuse using Gametize and gamification processes. The key focus will be on youths for prevention, and rehabilitating individuals. Previously, we have worked with more than 250 students to promote sustainability and tackled close-to-heart issues affecting aging population and their caregivers, such as dementia, social isolation, volunteerism.

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