Nicolas Babin disruptive week 7/7/2019

I am regularly asked to summarize my many posts. I thought it would be a good idea to publish on this blog, every Monday, some of the most relevant articles that I have already shared with you on my social networks.

Today I will share some of the most relevant articles about Gamification and in what form you can find it in today’s life. I will also comment on the articles. The interesting point here is the fact that gamification can be used in all aspects of life: medecine, retail, learning, marketing, customer support… Have you tried your gamification campaign yet?

On the

Gamification is all about engagement. In this article you will understand how companies are using gamification to make data collection processes more fun and engaging. Results are great with more reliable data.

On Jing Daily:

Chinese millennials have largely normalized gamification in everyday lives in a way that their western peers cannot imagine. This is a generation that buys Cartier jewelry from a WeChat mini-program game. Everything is about having fun and optimizing engagement


The development of games has also been subject to gamification, as common indie funding route Kickstarter presents a game-like veneer. There’s a meter to fill, and there are ‘stretch goals’ which feel similar to optional quest objectives that the backers (by adding more money) and the developers (by building them) collaborate on. Developing a game is nothing like playing a game, but it can certainly be perceived that way.

On IT Pro Today:


Why Gamification may make sense for enterprise security. Gamification helps organizations build their understanding about what works (and what doesn’t) when it comes to enterprise security.

On CIO review:

Gamification is used by restaurants to gain visibility. They implement a disruptive approach of posting series of custom games with attractive offers. They get traction, loyalty and engagement. And the winner is…. Gamification


How gamification can help strock recovery.
Researchers at the University of East Anglia are pioneering virtual reality (VR) rehabilitation for stroke survivors, using low cost videogame technology.


Gamified learning can take on many forms; from puzzles and matching activities, to group question-and-answer games, to simply “keeping score”, with the aims of both increasing user engagement and improving learning outcomes. Gamified methods of learning have increasingly been adopted through learning platforms and apps, both in and outside of the lecture theatre.