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 energysiren.co.ke: http://energysiren.co.ke/2021/12/04/healthcare-gamification-market-2021-growth-analysis-global-scenario-by-company-profiles-%C2%96-adidas-ag-microsoft-corporation-google-inc-jawbone-rally-health-hubbub-health-inc-syandus-inc/
Healthcare gamification market. The Healthcare Gamification Market report makes available the current and forthcoming technical and financial details of the industry. It is one of the most comprehensive and important additions to the Prudent Markets archive of market research studies. It offers detailed research and analysis of key aspects of the global Healthcare Gamification market. This report explores all the key factors affecting the growth of the global Healthcare Gamification market, including demand-supply scenario, pricing structure, profit margins, production, and value chain analysis. The Coronavirus Pandemic (COVID-19) has affected every aspect of life worldwide. This has led to several changes in market conditions. The report covers the rapidly changing market scenario and the initial and future impact assessments.
On Devdiscourse.com: https://www.devdiscourse.com/article/business/1832890-airmeet-set-to-maximise-attendee-engagement-with-gamified-leaderboard
Airmeet Set to Maximise Attendee Engagement with Gamified Leaderboard. With the vision to drive audience engagement Airmeet, a one of its kind near to real virtual events hosting platform, today launched Attendee Leaderboard a unique feature designed to track event engagement and reward the most active attendees. The feature will automatically curate a list ranking attendees on a point-based engagement system that organisers can pre-establish using a gamified approach. Created to solve the persistent engagement challenge faced by event organizers, the leaderboard will inculcate an element of ‘FUN,’ enabling organizers to encourage their most loyal and proactive attendees. The attendee leaderboard will let organizers award points to specific sets of actions or activities which an attendee performs during the event. Adding a gamified element to the event will make the event more exciting for audiences, encouraging active participation.
On Businessbecause.com: https://www.businessbecause.com/news/online-mba/7908/edtech-trends-2022?sponsored
5 Hottest EdTech Trends For 2022. Educational technology is increasing flexibility and introducing more ways to learn. So what are the hottest edtech trends for 2022? Have a read and you will see that Gamification encouraging engagement is a key to education success.
On Channelstv.com: https://www.channelstv.com/2021/12/01/penn-rules-pennytree-inc-launches-first-of-its-kind-digital-lifestyle-product-in-africa/
Penn Rules: PennyTree Inc. Launches First Of Its Kind Digital Lifestyle Product In Africa. Nigerian fintech start-up launches PennyTree – a first of its kind financial service product in Africa to make financial discipline seamless and fun. PennyTree’s application comes with a first-of-its-kind product in Africa called – Penn Rules. Penn Rules allows users to integrate savings habits with their lifestyle, thereby, demonstrating that lifestyle and finance are not mutually exclusive. With Penn Rules, users are able to save as they earn, save as they spend, save as they live, and save as they interact in the digital village without second-guessing. Though now largely digitalised, savings as a product is predominantly monotonous with so many obligations involved in maintaining a savings culture. However, for PennyTree, the next level is gamifying the already democratising traditional way of doing things – and that’s why PennyTree is embedding savings into lifestyle with this trailblazing innovation. The gamified digital lifestyle platform brings ease to everything finance by building an ecosystem that integrates financial well-being with the lifestyle of its users.
On Casinobeats.com: https://casinobeats.com/2021/12/01/the-games-within-games-how-gamification-can-optimise-player-experience/
The games within games: how gamification can optimise player experience. As a buzzword across many industries, gamification is often overlooked or misunderstood by the igaming sector, sometimes dismissed as simply a game within a game. But recent years have shown that gamifying an offering is a vital ingredient in maximising the user’s experience. Delving into Casinobeats’ latest roundtable discussion are Vladimir Pavlov, VP of product at Pariplay, Ivan Piorischin, head of product owners at Soft2Bet, and Andy Sekula, head of games at Kalamba Games.
On Bakersfield.com: https://www.bakersfield.com/ap/news/startups-use-tech-gamification-for-public-health-problems/article_7cc39a30-b590-57da-9332-cf8c32c5f14c.html
Startups use tech, ‘gamification’ for public health problems. Wellth, founded in 2014, seeks the answers by employing behavioral economics, which takes into account individual biases and how they affect decision-making. Users can earn small payouts, funded by Wellth clients that include medical groups and insurance companies, for doing things like taking their medication daily, a “gamified” feature that encourages habit-forming behaviors.
On Forbes.com: https://www.forbes.com/sites/hudsonlindenberger/2021/11/29/the-company-seeking-to-change-e-commerce-wine-sales/
This Startup Is Seeking To Disrupt E-Commerce Wine Sales With Gamification. The shift to online shopping for many wineries brought heartache as sites offered discounted prices to move cases. Something many felt cheapened their brand and could have a long-term detrimental effect on their products’ reputations. By directly addressing that fear while offering wineries much-needed revenue, Underground Cellar is positioned to help usher many wineries into the twenty-first-century marketplace. The gamified e-commerce platform very well might disrupt the entire wine industry and offer a blueprint for other consumer goods industries to follow.