What’s Up in Gamification #23: Pokémon Go Go Go or Pokémon Gone?

December has been a big – if not altogether positive – month for Pokémon GO in the media, with two major business partnerships launched in the US; a much awaited – and all the more disappointing – update; the official launch in India; publication of research findings pointing to overstated health benefits; and finally, the announcement by Google that it was the top most popular search term of 2016. Continue reading What’s Up in Gamification #23: Pokémon Go Go Go or Pokémon Gone?

15 Examples of City Gamification that are NOT Pokémon GO

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

Pokemon Go: A good model to follow in gamification

It’s the huge fad of the past weeks. Even though it’s a game and not a gamification process, we can find in Pokemon Go many mechanics that “gamifiers” should take inspiration from! Continue reading Pokemon Go: A good model to follow in gamification

What’s up? Focus on PokemonGo!

Pokemon Go is THE game everyone is talking about. This app can be (and will be) used in fitness, education, marketing, among many other areas. But what is Pokemon Go? A gamified app? A game with augmented reality? An exergame? The answers in our press review of the week! Continue reading What’s up? Focus on PokemonGo!