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 Latestherald.com:
https://latestherald.com/2020/05/01/e-learning-gamification-market-growth-prospects-2020-2026-by-recent-growth-status-revenue-augmentation-key-development-ideas-by-market-reports-world-with-top-players/
The Research Insights publicizes a new report titled as E-Learning Gamification Market, into its massive depository of reports. The circulation converses about the modest drivers that are impelling the development of the business and the troubles rising against the market by large. It also includes the crucial outlines that are trending in the market.
On Marketscale.com:
https://marketscale.com/industries/education-technology/virtual-reality-classroom-technology-lenovo/
The COVID-19 pandemic could accelerate shifts already happening in education toward flexibility and mobility. Where does VR fit into that shift?
On this special episode of the MarketScale Online Learning Minute with Brian Runo, Lenovo Director, Global Education Solutions Rich Henderson outlined the high points of gamification and game-based learning in today’s educational landscape – and how those concepts have driven tremendous results.
On Martechtoday.com:
https://martechtoday.com/soapbox-gamification-has-promise-and-pitfalls-239879
Soapbox: Gamification has promise and pitfalls. The principles of gamification have potential, but understanding motivation and managing reward complications must be done with care. Absolutely, all gamification campaigns need to be treated professionnaly and in a careful way. Have a read, this is very interesting.
On campaignlive.com:
https://www.campaignlive.com/article/gamification-ready-its-close-up/1680588
I have been talking about gamification since 2010 and yes today’s situation is helping to prove the need for gamification in our lives. Gamification is having its moment. All of our lives, and society as a whole, are changing dramatically in response to COVID-19. It’s directly impacting our individual and collective behavior in ways that will transcend this crisis and become permanent. Life 2.0 (post-COVID-19) when we get to the other side of this will be noticeably different than Life 1.0 was before it. This wide-scale behavioral change includes how consumers prefer to be marketed to and how brands are adjusting (or not) to our current and future realities. One of the areas that is taking off, as a result, is gamification.
On innovationentreprise.com:
https://channels.theinnovationenterprise.com/articles/how-gamification-can-improve-your-digital-marketing
How Gamification Can Improve Digital Marketing. Gamification is one of the most important elements of a successful email campaign.
On disruptorleague.com:
https://disruptorleague.com/2020/04/14/how-can-you-use-gamification-to-boost-innovation/
Companies are becoming increasingly aware of the benefits of gamification. It promotes disinhibition, reduces prejudice, encourages cross-disciplinary teamwork and co-creation, helps groups with very different profiles to speak the same language and achieves a level of engagement that drives participants to go one step further. These benefits are particularly important when it comes to ensuring success in creative thinking and innovation.
On Entrepreneur.com:
https://www.entrepreneur.com/article/348932
Gamification not only makes the learning journey more fun but also increases retention of newly earned skills.