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 bisouv.com: https://bisouv.com/uncategorized/1480009/gamification-in-education-market-is-expected-to-deliver-higher-revenue-in-next-5-years/
“Global Gamification in Education Market – Strategic recommendations, Trends, Segmentation, Use case Analysis, Competitive Intelligence, Global and Regional Forecast (to 2026)”. Global Gamification in Education Market Report gives a complete knowledge of Gamification in Education Industry covering immensely significant boundaries including development scenario, size, share, challenges, cost structure, limit, growing technologies, mechanical developments, openings, key sellers and serious examination with top players, growth, size, share, and future forecast. This report is a mixture of qualitative and quantitative analysis of the Gamification in Education industry and provides data for making strategies to increase the growth of the Gamification in Education market and effectiveness.
On Yourstory.com: https://yourstory.com/2021/02/matrix-moments-matrix-partners-avnish-bajaj-discusses-gamification
Every company needs to embrace gamification – Avnish Bajaj, Founder and Managing Partner, Matrix Partners India. When the pandemic and ensuing lockdown was announced, there was an increasing need for human interaction and connectivity. Platforms like House Party, a social networking site, saw major growth, and even Zoom was used to play virtual games. “I have played poker on Zoom,” says Avnish Bajaj, Founder and Managing Partner, Matrix Partners India, in conversation with Rajinder Balaraman, Director, Matrix Partners India, in this week’s Matrix Moments Podcast.
On Mediaupdate.com: https://www.mediaupdate.co.za/marketing/149958/creating-unique-experiences-through-gamification
Creating unique experiences through gamification. As marketers, we often need to find new and innovative ways of connecting and engaging with our audiences, says Neil Bromehead, digital director at Stratitude. Bromehead says that sometimes, our ideas can feel quite gimmicky or trendy, but one recent innovation seems to be here to stay. Gamification is the simple idea of introducing game-like elements into marketing, training or other important business activities.
On securitymagazine.com: https://www.securitymagazine.com/gdpr-policy
Leveraging gamification for security awareness training. Traditionally, employees do not enjoy corporate trainings, and this perception holds true when it comes to security awareness education. We often hear that our customers do not find traditional methods of training interesting, and they prefer game-based courses that are better able to hold their attention. However, there are still some employees that do not feel comfortable implementing any gaming techniques in corporate education. As with most strategies, there are positive aspects to each learning technique, which enterprise security leaders should explore. A great article balancing out the plus and minuses in a gamification campaign.
On Yourstory.com: https://yourstory.com/herstory/2021/01/woman-entrepreneur-gamification-social-behaviour-qualcomm
Play with purpose: how this social entrepreneur is using gamification to help people change behaviour towards a sustainable life. Sonia D’Souza Bhavsar is the Founder of Dropledge, a mobile gamification platform that aims to address social issues and help people make informed decisions through games. In 2011, Sonia D’Souza-Bhavsar left a flourishing career in the PR and event management industry to move to China with her husband. It was an exciting time as digital and ecommerce were becoming big players and changing the face of the industry. Sonia says she decided to create a platform that creates an experience of making a difference and also enabling physical change by (1) taking pledges – real actions, (2) opting for substitutes than using harmful products, and (3) by supporting genuine NGOs. A great article about a concrete example on how Gamificaion can be used for engagement and behavior optimization.
On pymnts.com: https://www.pymnts.com/news/investment-tracker/2021/reddit-aftermath-spotlight-on-gamification-of-stock-trading/
In Reddit Rally Aftermath, Spotlight Is On Gamification Of Stock Trading. The last few weeks, the stock market has seemed like a casino, indeed: You pays your money, you takes your pick. And like a casino, more people go home unhappy than there are winners laughing on their way to the proverbial bank. Technology plays no small role here, where the availability of trading platforms like Robinhood open up investing to a broader audience. But the downside of opening the gates wide — without context — is that we’re seeing less in the way of financial education, where communities form online to thoughtfully communicate about, value and debate the merits of various holdings, strategies and potential assets and equities worthy of consideration. Have a read and you will understand how like in any campaign, Gamification needs to have bundaries.
On Techcrunch.com: https://techcrunch.com/2021/01/28/google-updates-play-store-policies-on-gamified-loyalty-programs-following-confusion-in-india/
Google updates Play Store policies on gamified loyalty programs following confusion in India. Google has updated and broadened its Play Store policy on gaming loyalty programs to help developers better understand the practices that are permitted, months after confusion about the guidance prompted some backlash in India, the biggest Android market by users. The company said on Thursday that it now specifies guidance on gamified loyalty programs that are based on a qualified monetary transaction in an app and offer prizes of cash or other real-world cash equivalent perks.