TradeHero is hailed as one of the best startups to come out of Southeast Asia’s FinTech hub, Singapore. It is a mobile investment app that makes user knowledge and reputation the core of its gamification and monetization system under the motto ‘Trade Better, Together’.
. Continue reading How a Top Singapore FinTech Startup Gamifies Stock Trading
The current focus on customer-centric experiences has led to increased interest and stepping up of gamification efforts in the financial sector. This week’s picks include 5 overview articles and two award-winning apps, all in the field of banking and financial services gamification. Continue reading What’s up in gamification #14
UN Habitat called it the ‘urban century’ – by 2050, 70% of the world’s population will be concentrated in cities, from 2% at the beginning of the 19th, and 10% at the beginning of the 20th century. This puts immense pressure on urban infrastructure and planning, and many of the problems cannot be tackled without citizen participation, input, and commitment. All city administration eyes now seem to be on Pokémon GO. The mind-boggling success of this augmented reality game has propelled gamification to the top of urban planning agendas. Continue reading 15 Examples of City Gamification that are NOT Pokémon GO
A must for your calendar: 30 world-class experts reveal how to boost engagement and tap into the power of gamification in the Product Gamification Summit, Oct 6-15! Meanwhile, revisit some dos and don’ts with an infographic and two articles about essentials and common pitfalls in workplace gamification; meet two young women entrepreneurs in edu game development in our featured interviews with the founders of @67GamesSA and @ImmersedGames. The quote of the week comes to us from South Africa and Regina Kgatle: “If they can’t learn the way we teach, we teach the way they learn.” Continue reading What’s up in gamification #13
Fun is what’s on every game designer’s mind. All the time. And games being our big brothers and role models in most things, fun is a revered and all-powerful deity in gamification practice and theory, as well. But what is fun? And can you ‘design for fun’ or is it a byproduct of good design? Continue reading Gamification Design: What’s fun got to do with it?
Lots of climbing in the gamification news: An augmented reality climbing wall and an app to make you climb stairs instead of using the elevator. Also: How to get inspiration from a simple browser-based video game to become a better teacher. ; and how to motivate rehab or even make it fun. Finally, the thought of the week: “Gamification is not about fun, it’s about engagement”. Continue reading What’s up #12
As topics go, it hardly gets more serious than the holocaust, or slavery, or racism. And you’d think there could hardly be a list of subjects less suited to games, traditionally associated with fun and enjoyment. Meet award-winning game designer Brenda Romero, pioneer of serious board games tackling difficult and painful subjects and using game mechanics to capture and expose the systems underlying human-on-human conflict and violence. Continue reading Engineering Cathartic Experiences with Game Mechanics: Brenda Romero
“I hear and I forget. I see and I remember. I do and I understand,” Confucius said, and if you believe that playing is a great way to ‘do and understand’ on both the teaching and learning end of the education process (and if you happen to be in London in September), mark your calendar – megamification.com has just the event for you! Continue reading Learn to Play to Learn at #Play14 London
How a social studies teacher made a fantasy come true – students engaging with current events and playing geopolitics as a fantasy sport! We take a look at the social learning game Fantasy Geopolitics.
Continue reading Gamified Geopolitics and the Fantasy Sports Model
In gamification news: the top 9 gamification elements of a top gamifier; the scientific foundation of another top gamifier’s framework; the gamification of a news item; a good reminder on how to succeed in gamified corporate learning; 5 gamified components for your app; and the question of the week: Why should young researchers push for gamification? Continue reading What’s up #11