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 Finance.yahoo.com: https://finance.yahoo.com/news/global-healthcare-gamification-market-projected-130000836.html
Global Healthcare Gamification Market Projected to Garner $47,281.5 Million Revenue by 2026, and Rise at a CAGR of 11.9% from 2019 to 2026. The global market for healthcare gamification is projected to observe substantial growth over the forecast period, mainly due to the growing digitalization across the globe. By game type, the casual games sub-segment is estimated to observe significant growth by 2026. Regionally, the Asia Pacific region to observe lucrative growth in the estimated timeframe.
On Europeangaming.eu https://europeangaming.eu/portal/latest-news/2021/09/08/99292/new-gamification-launch-bgaming-bc-game-announce-the-multiplayer-battle/
New Gamification Launch: BGaming & BC.GAME Announce the Multiplayer Battle. BC.GAME is a crypto gambling platform launched in 2017. The casino platform is fully decentralised and powered by smart contracts that prevent third party manipulation. More than 30 supported cryptocurrencies, provably fair mechanics, still breathtaking games, and open-source code shows that BC.GAME’s philosophy is quite close to the BGaming team. Currently, BC.GAME is the best Web3.0 casino and one of the first casinos to secure the CIL sub-license in the IPFS before minting it as an NFT.
On Manometcurrent.com: https://manometcurrent.com/gamification-market-impressive-gains-including-key-players-iactionable-seriosity-rovio/
The Gamification Market research report includes an in-sight study of the key Global Gamification Market prominent players along with the company profiles and planning adopted by them. This helps the buyer of the Gamification report to gain a clear view of the competitive landscape and accordingly plan Gamification market strategies. An isolated section with top key players is provided in the report, which provides a complete analysis of price, gross, revenue(Mn), Gamification specifications, and company profiles. The Gamification study is segmented by Module Type, Test Type, And Region.
On Investorplace.com: https://investorplace.com/2021/09/gamify-your-crypto-investing-strategy-with-axie-infinity/
Gamify Your Crypto Investing Strategy With Axie Infinity. Staking Axie Infinity can be fun, but the potentially lucrative NFT angle is serious business. Here’s an altcoin that’s different from the sea of digital tokens out there. Axie Infinity is positioning itself as one of the world’s top online blockchain-based gaming hubs, and its native currency, Axie Infinity, seems to be gaining in popularity.
On Tctmd.com: https://www.tctmd.com/news/increase-physical-activity-put-patients-charge-and-make-it-game
To Increase Physical Activity, Put Patients In Charge and Make It a Game. Instead of assigning arbitrary step counts, encourage patients to take ownership of goals and have fun, new research suggests. A strategy that combines wearable monitors and “gamification” of physical activity, along with encouraging participants to pursue their own goals, may help motivate people at risk for CVD to get and stay more physically active, new research suggests. This has always been the case with Gamification, it creates and optimizes engagement, this is why the healthcare market needs to embrace this mechanics for the benefit of patients.
On Edtechnology.co.uk: https://edtechnology.co.uk/comments/more-than-just-childs-play-power-gamified-learning/
More than just child’s play: the power of gamified learning. Gamified learning empowers students to be creative, driven and proactive. You often hear the term ‘gamified learning’ bandied around the edtech space. But I can assure you, it’s more than just another buzzword. The gamification of learning is an educational approach that bridges the gap between ‘work’ and ‘play’ by introducing game elements into learning environments. Like learning through play, gamification makes processes interactive, engaging and memorable, resulting in a greater intake of knowledge and a higher retention of information. Gamified learning is the future of education. I could not agree more with the author!
On Mediaupdate.co.za: https://www.mediaupdate.co.za/marketing/151040/gamification-the-new-level-of-engaging-with-your-brand-audience
Gamification: The new level of engaging with your brand audience. We have recently seen a sharp rise in the digital world with the explosion of various new social media platforms, brands allowing their customers to shop online and even the digitization of many mundane admin tasks, such as filing taxes or paying bills. No wonder brands need to fight harder to grab and hold their customers’ attention: Gamification is becoming a popular tactic for brands to engage with their audiences. The digital space allows for more meaningful conversations with an audience, and gamification makes that happen on a much deeper level.