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 Penntoday.upenn.edu: https://penntoday.upenn.edu/news/combining-gamification-cash-incentive-increases-veterans-exercise
Combining gamification, cash incentive increases veterans’ exercise. Turning goals into a game can increase people’s physical activity. Additionally, financial incentives can be effective, especially when they’re framed in a way where people lose money if they don’t reach their goals. But a new Penn Medicine study adds to evidence that combining the two can result in significant gains. Gamification is all about engagement and with any physical activity it can improve participation, endurance and willingness to perform.
On Techcrunch.com: https://techcrunch.com/2021/07/15/play2pay-raises-13m/
Play2Pay raises $13M to convert mobile user engagement into bill payment. The gamification of payments is not a new concept. A number of companies are attempting to combine gamification and payments in creative ways. And today, one such company, Play2Pay, has raised $13 million in a Series A round of funding. The Miami-based startup has a straightforward mission. It wants to give consumers a way to reduce their bills — it claims by an average of 30%! — by playing games, watching videos and completing daily challenges, offers and surveys.
On Thecypherbrief.com: https://www.thecipherbrief.com/column_article/gamifying-disinformation-mitigation
Gamifying Disinformation Mitigation. Bottom Line Up Front: gamification can promote and scale disinformation mitigation by lowering the threshold of collaboration across different demographic groups. The Cipher Brief’s Academic Incubator partners with national security-focused programs from colleges and Universities across the country to share the thinking of the next generation of national security leaders. Have a read at one example amongst many of how the Taiwanese government has harnessed gamification to fight disinformation. And its impacts are anything but trivial. A company spokesperson at Facebook previously revealed that the government’s clarifications often traveled more broadly than false news did on its platform. Such efficient and innovative tactics don’t have a long history in Taiwan. The prominence of gamification in dispelling misinformation grew only after a nationwide election in 2018 that showed evidence of extensive meddling by the CCP.
On 2x6sports.com: https://www.2x6sports.com/gamification-market-increasing-demand-with-industry-professionals-microsoft-salesforce-badgeville/
Gamification Market – increasing demand with Industry Professionals: MICROSOFT, SALESFORCE, BADGEVILLE… Have a read at the latest research study from JCMR including most recent “Q1-2021” Global Gamification Market by Manufacturers, Regions, Type and Application, Forecast to 2021-2029. The Gamification Research report presents a complete assessment of the market and contains Future trend, Current Growth Factors, attentive opinions, facts, historical data, and statistically supported and industry validated market data. The Gamification study is segmented by products type & Applications. The research study provides estimates for and Gamification Market Forecast till 2029.
On Sbcamericas.com: https://www.sbcamericas.com/2021/07/14/ballys-to-gamify-beach-volleyball-with-acquisition-of-association-of-volleyball-professionals/
Bally’s to gamify beach volleyball with acquisition of Association of Volleyball Professionals. Bally’s Corporation has acquired the Association of Volleyball Professionals (AVP), the professional beach volleyball organization and host of the longest-running domestic beach volleyball tour in the United States. The acquisition, said Bally’s, represents the latest step in its ongoing omni-channel growth and diversification strategy, and provides a significant opportunity for the company to gamify and incorporate interactive content into beach volleyball which, in turn, will drive traffic to Bally’s platforms and promote customer acquisition.
On CMO.com.au: https://www.cmo.com.au/article/689846/what-ranfurlie-centres-doing-bring-community-engagement-life-digitally/
What Ranfurlie Centres is doing to bring community engagement to life digitally. GM marketing shares the new platform investment helping bring gamification, mixed reality, tailored communications and offers to its retail customers.
On Markets Insider: https://markets.businessinsider.com/news/stocks/qwalker-a-fitness-app-built-by-first-life-insurance-and-tpisoftware-leads-the-smart-health-trend-in-taiwan-1030613571
Qwalker, a Fitness App Built by First Life Insurance and TPIsoftware, Leads the Smart Health Trend in Taiwan.
First Life Insurance collaborated with TPIsoftware to build a health and fitness mobile app Qwalker, a step tracker featuring gamification and interactivity with rewards, turning exercise into fun games. Qwalker not only gamifies health habits but also safeguards users’ everyday well-being, driving a digital health transformation in Taiwan. First Life Insurance is one of the leading insurance companies in Taiwan. In response to the increasing health consciousness, Qwalker helps users stay healthy and have fun. With Australian quokkas as the mascot to convey happiness, Qwalker tracks users’ all-day steps, walking miles and calories burned. It connects and syncs with Google Fit and Apple Health, providing users with insight into health on the go. Users can also earn the reward points “Q Coins” if they complete daily tasks, which can be redeemed for various discounts.