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 The Conversation.com: https://theconversation.com/how-gamification-helped-explain-the-threat-of-covid-19-to-indigenous-people-in-colombia-155235
How gamification helped explain the threat of COVID-19 to Indigenous people in Colombia. Through our research, we attempted to bridge the gap between traditional ancestral knowledge and Western understanding of the pandemic by introducing strategies to reduce the risk of transmitting the disease while being respectful of local traditions. We did this by exploring people’s perception of coronavirus and employing a gamification process (using games to explore issues and find solutions) to build common ground for reducing risks that were then conveyed on an illustrated poster.
On Destinationcrm.com: https://www.destinationcrm.com/Articles/Web-Exclusives/Viewpoints/Sales-Gamification-Programs-Should-Reward-Revenue-Not-Activity-147096.aspx
Sales Gamification Programs Should Reward Revenue, Not Activity. Nobody was prepared when the pandemic hit in early 2020. But those who were prepared the least were people whose jobs largely depended on face-to-face relationships, and this includes sales reps. Fast-forward a year and things finally seem to be settling into place. While the pandemic is waning here, we are also getting used to selling and building relationships digitally—over video, email, and even chat. And now seems like a perfect time to retry (after several failed attempts) making the all-digital concept of sales gamification a reality.
On Mobilehealthnews.com: https://www.mobihealthnews.com/news/gamification-step-count-leads-more-activity-diabetes-focused-study
Gamification of step count leads to more activity in diabetes-focused study. After the one-year intervention, each of the gamification groups increased their physical activity more than the control arm. Gamification has become an increasingly popular strategy for promoting healthy behaviors from medication adherence to chronic condition management.
On ITweb.co.za: https://www.itweb.co.za/content/WnxpE74gxxbvV8XL
Security Summit: Gamification beefs up cyber security. Gamification is an effective tool in developing a robust cyber security awareness training programme. So said Priscilla Mutembwa, VP of US-Africa Cybersecurity Group, speaking yesterday during the ITWeb Security Summit 2021 event, held virtually. According to Mutembwa, awareness training is crucial to any company’s cyber security strategy. Even before the COVID-19 pandemic, she said, many companies were affected by cyber attacks. However, Mutembwa said the current COVID-19 environment has made things more difficult to the extent that every organisation – big or small – is vulnerable. The coronavirus pandemic has created new challenges for businesses as they adapt to an operating model in which working from home has become the “new normal”. Companies are accelerating their digital transformation, and cyber security is now a major concern, according to consultancy firm Deloitte.
On Forbes.com: https://www.forbes.com/sites/ashiraprossack1/2021/05/27/how-gamification-is-changing-advertising/
How Gamification Is Changing Advertising. Gamification is more than just a passing buzzword – it’s the future of many things, including advertising. To learn more about this, I spoke with Matthew Pierce, Founder and CEO of Versus Systems, a company disrupting the conventional advertising world through gamification. Versus gamifies advertising so that users are engaging with ads rather than just watching them. It’s a more immersive experience for advertising and is especially popular with Gen Z and young Millennial consumers.
On Internetretailing.net: https://internetretailing.net/mobile-theme/mobile-theme/sainsburys-brings-back-mobile-gamification-to-drive-up-fruit-and-veg-sales-23248
Sainsbury’s brings back mobile gamification to drive up fruit and veg sales. Following its success last year, Sainsbury’s is bringing back ‘The Great Big Fruit and Veg Challenge’ that uses fun, interactive targets in stores to gamify the purchase of fruit and veg. Running from Tuesday 1 June to Monday 28 June, the challenge uses fun, interactive targets to encourage customers to purchase more fruit and vegetables when shopping at Sainsbury’s, by rewarding them with bonus Nectar points that can be spent at partners including Sainsbury’s, Argos and Habitat.
On Techcrunch.com: https://techcrunch.com/sponsor/aveva/how-ai-led-gamification-stimulates-real-world-industrial-advances/
How AI-led gamification stimulates real-world industrial advances. As it turns out, the pleasure we get from playing a game can be harnessed for self-improvement. Scientists have shown how the chemicals behind this pleasure system, endorphins and dopamine, can improve motivation, prompt repetition, and enhance learning. Taking part in challenges or competing to win a skills badge, for example, can improve employees’ retention, expand their knowledge, and promote cooperation across organizations. With end results of that sort, it makes sense that AR is being adapted to industries as varied as social media and nuclear energy, alongside other gamification technologies such as virtual reality and extended reality, which deal with digital content that conveys a rich experience and immersive environment.