Tenders & News for seriousgaming and gamification

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Interview Sue Bohle: Serious Games Association

A leading light in the games industry for more than 25 years, helping to build the Game Development Conference from a small gathering of programmers into a prominent industry gathering, Sue Bohle launched the Serious Games Association in 2010. SGI talks to her about the organisation’s mission to advance the growth of the sector…

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Serious Game Market worth $5,448.82 Million by 2020

According to the new market research report “Serious Game Market by Vertical (Education, Corporate, Healthcare, Retail, Media and Advertising), Application (Training, Sales, Human Resource, Marketing), Platform, End-User (Enterprise, Consumer), and Region – Forecast to 2020″, the serious game market is estimated to reach $5,448.82 Million by 2020, at a CAGR of 16.38% between 2015 and 2020.

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gamification Jon Shalowitz - badgeville
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Survey shows 78 per cent of workers use gamification

Badgeville has released the results of a survey of over 500 business workers, ranging from entry-level employees to senior execs, to underline the success of gamification across US organisations. The results showed that 78 per cent of workers are utilising games-based motivation at work and nearly all (91 per cent) say the systems improve their work experience by increasing engagement, awareness and productivity.

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Q&A: Sebastian Deterding

We caught up with Dr. Sebastian Deterding, a designer and researcher working on playful, gameful, and motivational design for “human flourishing”, according to his extensive CV. He is an Assistant Professor at the Playable Innovative Technologies Lab at Northeastern University (Boston, MA), as well as a fellow of the RMIT Games and Experimental Entertainment Laboratory (Melbourne, Australia), and affiliated researcher at the Hans Bredow Institute for Media Research (Hamburg, Germany). He is an associate of the international design agency Hubbub and founder and principal designer of the boutique design agency Coding Conduct, working for clients including the BBC, BMW, Deutsche Telekom, Greenpeace, Novartis, Otto Group, and numerous startups. He is founder and organizer of the Gamification Research Network, and co-editor of The Gameful World (MIT Press, 2015), a book about the ludification of culture.

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Damien Roux, Drimlike

Digital agency Drimlike offers a range of digital solutions including serious gaming and gamification, recently working with toy giant Hasbro on a Cluedo advergame. The firm’s Damien Roux explains a bit more about the firm…..

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Rajat Paharia
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Bunchball boss outlines gamified employee vision

Bunchball founder Rajat Paharia outlined his vision for the future of data management using gamification and its use as a tool for employee motivation in a recent webinar. Paharia says the use of performance enhancing data is inevitable and has already been adopted by a number of Fortune 1000 companies who have seen marked results. “Many Fortune 1000 companies are using gamification today very successfully and the kind of results they are seeing are a 19 per cent increase in sales; a 10 per cent increase in service levels; an 81 per cent increase in collaboration and 373 per cent increase in utilisation of learning management systems. And when you put that all together we often see an average that companies that are using this are seeing an 11 per cent increase in revenue per employee.

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Werbach’s views on gamification

In their new book The Gamification Toolkit: Dynamics Mechanics, and Components for the Win, Wharton legal studies and business ethics professor Kevin Werbach and Dan Hunter, dean of Australia’s Swinburne Law School, offer new tools for taking gamification to the next level.

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Another day, another gamification report

Yet another report on gamification and business has come out – on its use in big data.  This time Research and Markets have released Capitalising on Consumer Behaviour in Embedded Gaming: Gamification and Big Data 2015 – 2020.

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Gamification in e-learning to reach $319 bn

A new report from Market Research says the market for gamification in e-learning will be worth a staggering $319 billion by 2020  The report evaluates the historical overview, market implications, market revenue, vendor solutions, and real life examples for gamification

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Phablets on the increase in the US

Phablets: already 18% of the traffic in North America Phablets continue to gain momentum in the smartphone market. These hybrids of mobile phones and tablets, equipped with five-inch screens and more, are becoming a major platform.

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