News & ressources for seriousgaming and gamification

Third award for Designing Digitally

Designing Digitally, a full-service, custom Serious Game and Gamified eLearning developer, has won’s 2016 Top Gamification Company award for the third year in a row.

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Wombat gamifies security programme

Cyber security training firm Wombat Security Technologies has added gamified Dynamic Reporting capabilities to provide security administrators the enhanced ability to discover and visualise trends and patterns in security awareness data.

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Virtual health challenge improves BP results

Social influence and financial incentives in the form of health challenges with motivational messaging can help drive sustainable behavioural changes that are associated with lowering blood pressure, according to a study presented by higi at the American Heart Association’s 2016 Council on Hypertension Scientific Sessions.

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New report calculates serious game revenue

According to The 2016-2021 Worldwide Game-Based Learning Market, a report released August 2016 from Ambient Insight, worldwide revenues for game-based learning products reached $2.6 billion in 2016.

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VR firm creates business edition

HTC has created a Vive Business Edition of its VR system, which now includes a commercial user licence for business, extended in-box content and dedicated support line.

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Lightneer adds games heavyweights to €2.8m funding

Development studio Lightneer, has appointed a number of video games heavyweights, including Peter Vesterbacka, former brand ambassador for Rovio’s Angry Birds, as its new “company evangelist”, and has also secured additional funding of €2.8m.

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Trading app gamifies stock market

Mobile fintech company VERB is set to launch the first mobile app that gamifies the US stock market, on a mission to educate and create a successful trading community.

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