Nicolas Babin disruptive week – October 28th 2019

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 CRN.com:
https://www.crn.com/news/cloud/rackspace-introduces-gamification-to-enliven-channel-engagement

The cloud vendor Rackspace has added gamification in his offering to ensure engagement from its customers for its partner portal.
Leveraging the Seismic partner enablement platform, Rackspace will allow partners to compete for swag. That’s not only fun, but promises a rich source of partner data. This is the future of gamification with data at the center of all programmes. All activities will benfit from Gamification usage.

On mobileappdaily.com:
https://www.mobileappdaily.com/how-use-gamification-in-education-mobile-app-development

The gamification method is aimed to increase the involvement of the user through integrating game mechanics into it. Yes and yes! Gamification is all about the use of game mechanics in everyday’s life. It helps with loyalty, engagement and better involvement. You will be able to learn faster, have a better experience and get engaged.

On exhibitonworld.co.uk:
https://www.exhibitionworld.co.uk/2019/10/15/using-gamification-to-drive-information-and-exhibition-success

Gamification here is explained in a great showcase for exhibitions. It will help drive information, ensure engagement and will lead to success for exhibitions organizers. I have stated many times before that gamification can be used by all. Here you have another proof.

On Marketexpert24.com:
https://www.marketexpert24.com/2019/10/18/gamification-in-education-market2019-will-touch-a-new-level-in-the-upcoimg-year-2025-in-worldwide-with-top-players-bluerabbit-edu-bunchball-classcraft-studios-cognizant-d2l-kahoot-mps-inte/

A good read about market survey around gamification in education. In an earlier article above, we looked at how gamification can help people learn better, faster and more efficiently. Here you can understand the impact on the global market. If you have not heard yet about gamification, you should start thinking about it….

On e27.co:
https://e27.co/how-to-use-the-psychology-of-gamification-to-grow-e-commerce-sales-20191016/

Gamification, as I mentioned before is the use of game mechanics to ensure engagement, loyalty and efficiency. In this article you can read how the engagement that we talk about can make ecommerce sites improve their results. Customers will be more loyal to brands and will spend more.

On Zdnet.com:
https://www.zdnet.com/article/data61-using-artificial-intelligence-and-gamification-to-diagnose-mental-health-patients/

Data61, the innovation arm of Commonwealth Scientific and Industrial Research Organisation (CSIRO), has used artificial intelligence (AI) and gamification to help psychiatrists and other clinicians accurately diagnose patients with mental health disorders and help improve overall mental health research. Again here we can read how AI and Gamification can help the health market. Engagement and helping mental health patients to focus and have fun in a learning activity.

In bizcommunity.com:
https://www.bizcommunity.com/Article/196/82/196215.html

VR/AR/gamification – Placing your customer inside your brand story with experiential marketing. VR/AR and MR are all about engagement and user experience. It is the same for gamification. Combining all this marketing activity help create more engagement and fun.