Nicolas Babin disruptive week about Gamification – April 11th 2022

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.

On IBSintelligence.com: https://ibsintelligence.com/ibsi-news/flyp-financial-launches-neobank-with-a-unique-gamified-rewards-program/

Flyp Financial launches NeoBank with a unique gamified rewards program. Flyp Financial, creators of the mobile banking app “Flyp,” recently announced the availability of their app in both Google Play and the App Store. The app, which offers a series of banking features, including a gamified rewards program, is now live and available to download for the public. Founded in 2020 by veteran Wall Street banker BJ McAndrews and serial tech-entrepreneur Gary Zukowski, Flyp has been in stealth mode as they built the platform and completed beta testing. The platform offers a mobile banking solution that leverages social and gamification to attract and build a community of Financially Literate People (FLyP).

On SBCnews.co.uk: https://sbcnews.co.uk/europe/uk/2022/03/24/xtremepush-secures-gamification-edge-with-thunderbite/

Xtremepush has announced that it has merged the gamification technology of Thunderbite with its flagship customer data and optimisation platform.  The partnership will allow Xtremepush clients to optimise their customer engagement by providing real-time rewards and incentives based on specific campaign triggers. Further benefits will see Xtremepush platform enhanced with Thunderbite tools and utilities to drive customer engagement using push notifications and highly personalised communications.

On Chattennsports.com: https://chatttennsports.com/249338/uncategorized/gamification-market-to-witness-huge-growth-by-2028-arcaris-badgeville-bigdoor-media-bunchball-faya-corporation-gigya/

Gamification Market to Witness Huge Growth by 2028 | Arcaris, Badgeville, Bigdoor Media, Bunchball, Faya Corporation, Gigya. Gamification market research reports provides a comprehensive overview of global and local markets as well as insights into business-based factors and the outlook that will influence the Gamification’s use for many applications. Secondary research can often include a thorough study of stock prices, retail sales, or other relevant data. This is combined with an in-depth examination of regional and international politics, shifting retail trends and aggregate economic projections. The Gamification market report also provides a detailed segmentation based upon variables such as form, function, end-use, geographic regions, and other factors that can be used to assess any Gamification product. It also provides historical proof impact on global Gamification market development. The extensive paper includes a detailed review of the study and a summary of each chapter. It also provides data on the many points of view that can impact the Gamification market, such as production plans, purchasers and vendors, acquisitions, mix, latest affiliations, and segments.

On investordaily.com: https://www.investordaily.com.au/news/51017-global-securities-regulators-raise-concerns-about-retail-trading

Global securities regulators raise concerns about retail trading. Social media, gamification and crypto assets are among the key concerns for regulators worldwide. The International Organization of Securities Commissions (IOSCO) has released a new consultation paper on conduct issues in the “rapidly evolving” retail trading landscape. IOSCO’s Retail Market Conduct Task Force, co-chaired by the Australian Securities and Investments Commission (ASIC) and the Central Bank of Ireland, has identified a range of concerns that have emerged alongside the post-pandemic surge in retail trading. Among the key trends examined in the report are the influence of social media on investor behavior, the rise of self-directed trading and the increasing gamification of retail investing.

On Marketing-interactive.com: https://www.marketing-interactive.com/metaverse-experience-boardroom-qlik

Metaverse is important. But is it important enough for the boardroom? The concept of the metaverse has become mainstream nowadays and more brands are exploring this space as consumer engagement is expected to pivot in Web3.0. Interestingly, over 99% of C-suite executives believe that they will hire new roles in the next 10 years, such as chief metaverse officer, chief automation officer, head of gamification, and immersion counsellor, according to a Qlik study titled “Data Literacy: The Upskilling Evolution”. The majority of respondents (85%) believe that it will be important to have a chief metaverse officer in charge of employee and customer experiences that straddle digital and virtual realms. At the same time, 86% believe that having a metaverse experience designer, responsible for employee and customer experiences that straddle virtual and physical realms, and who ensures data transfer is seamless, will be important. Also, 86% believe a workplace environmental architect, responsible for ensuring all workspaces – physical or in the metaverse – are designed to maximize employee productivity and well-being, will be important.

On OI Canadian.com: https://oicanadian.com/the-second-life-metaverse-survives-as-an-educational-platform-in-2022/

The Second Life metaverse survives as an educational platform in 2022. Despite its absolute novelty introduction last October, Horizon Worlds, the first metaverse for Meta’s VR platform, isn’t a groundbreaking novelty. Since the global launch of Second Life by the company Linden Labs, in 2003, the concept of the metaverse has lived with us within the world of gamification and the virtualization of social networks, coexisting with other platforms such as Minecraft, Fortnite or Roblox , and understanding the concept as, according to the Oxford Reference dictionary, “a representation of reality carried out through virtual reality programs”. A good article to understand what happened to second life and how gamification can help engagement.

On Newsday.co.tt: https://newsday.co.tt/2022/03/23/us-embassy-launches-e-sport-programme-at-goodwood-secondary/

US Embassy launches e-sport programme at Goodwood Secondary. History was created in Tobago on Wednesday with the launch of the US Embassy’s e-sport initiative at the Goodwood Secondary School, the first in the Caribbean. The aim of the three-month programme, funded by the US Department of State, is to establish a club in which students can learn about different careers associated with e-sports. It also seeks to encourage girls to pursue careers in tech fields. The e-sport programme is expected to be launched at the San Fernando West Secondary School in Trinidad within the next few days. In brief remarks, US Embassy public affairs officer Kirsten Michener said the programme was conceptualized at the onset of the covid19 pandemic in 2019. She said in the absence of in-person contact, the initiative allowed for continued interactions with students. Michener said apart from teaching students about the different careers associated with e-sports, the programme will help them to develop their gaming skills and also interact virtually with professional e-sport athletes from the US.