It is human nature to play. We are programed to do it from day one. Play enables us to explore new things, to stretch our abilities, to learn and adapt. Sadly, as we get older, adulthood sneaks up on ...
When classrooms went online in 2020 during the pandemic, gamified learning opportunities grew as a quick and easy way to evaluate the general learning that was happening from student to student.
Gaming is pop culture’s greatest form of escapism, with over three billion players contributing to an estimated $200bn in yearly revenue, $67bn in micro-transactions, and almost $10bn in advertising.
Susan Kennedy is a faculty scholar with the Markkula Center for Applied Ethics and an assistant professor in the School of Philosophy at Santa Clara University. Views are her own. In November last ...
The most recent Global Gamification Market report includes a high-level overview of the industry as well as in-depth analysis of key areas. The overview presented highlights the definition of products ...
We've heard of gamification in HR and in the workplace, but what about gamification in scrum and agile methodologies—specifically in tech settings and businesses? According to the Society for Human ...
Cary Tilds, Chief Strategy and Operations Officer at Frameplay and co-founder of the Web3 Marketing Association, shares her predictions for the coming 12 months. We have gone through such turbulent ...
Is your job a game? Should it be? Imagine if at the office you were made to feel like you were playing "Candy Crush Saga." Envision that every one of your professional endeavors was meticulously ...
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