Pelaajabarometri 2018: Monimuotoistuva mobiilipelaaminen
Uutta tietoa pelaamisesta, eSports-harrastuksesta ja suomalaisten asenteista pelaamista kohtaan.
Pelaajabarometrin tutkimusraportti on kokonaisuudessaan ladattavissa verkosta: http://urn.fi/URN:ISBN:978-952-03-0870-4
Syyskuussa 2018 valmistunut uusi Pelaajabarometri-tutkimus vahvistaa kuvaa Suomesta aktiivisten pelaajien maana. Samalla uudessa tutkimuksessa nousee esiin pelaamisen sisältöjen ja muotojen monipuolisuus sekä pelikulttuurin jatkuva muutos.
Uuden tutkimuksen mukaan 97,8 % suomalaisista pelaa ainakin jotakin, kun niin digitaaliset kuin perinteiset, ei-digitaaliset pelimuodot ja kaikkein satunnaisinkin pelaaminen otetaan huomioon. Aktiivisia, eli vähintään kerran kuukaudessa pelaavia on kaikki, myös ei-digitaalinen pelaaminen huomioiden noin 88 % suomalaisista. Aktiivisia digitaalisia pelejä pelaavia on suomalaisista 60,5 %. Nämä määrät ovat pysyneet käytännössä samana kuin edellisenä tutkimusvuonna … Read the rest
Holding your customers’ attention is harder than ever. How can gamification cut through the noise and keep them coming back?
As the digital economy opens up new avenues for marketing, the value of each impression is being diluted. People are bombarded by advertisements at every turn. The desire to tune out the cacophony of companies shouting for our attention has launched new industries: ad blockers, spam filters, and DVR machines are making it easier than ever for customers to block out your message.
Author: Noah Brimhall
Source: https://www.bunchball.com/blog/post/1925/incentivizing-loyalty-gamification-marketing… Read the rest
Image credit: K20 Center @ University of Oklahoma
The K20 Center for Educational and Community Renewal at the University of Oklahoma is a statewide education research and development center which promotes innovative learning through school-university-community collaboration. It is said to be an “Oklahoma powerhouse of authentic resources for teaching and learning for Oklahoma’s educators and students in grades K-12.”
The K20 Center’s IDEALS framework sets the stage for the ten research-based practices linked directly to high student achievement (IDEALS is an acronym for Inquiry, Discourse, Equity, Authenticity, Leadership, and Service) and has done extensive study and analysis on the effects … Read the rest
Ok, so this is going to polarise you guys a little, but MY number one mistake in gamification design, as I personally see it…
Designing the solution that you want rather than what the client needs. Note I am saying what the client needs not what they want.
When designing a solution, it is easy to get caught up in how cool and how fun it can be. Then you start to work on great designs that you love. You take them to the client and you start to explain why your idea and design is absolutely … Read the rest
Games for Change (G4C) is looking for an intern to support research efforts for the organization around a new project on building out a social impact games and extended realities (XR) accelerator.
The intern will lead on this project which will culminate in an accelerator/incubator and impact investment fund supporting video game designers creating games for positive social impact. The intern will report to Senior Director, Partnerships & Programs Asif Khan and President, Susanna Pollack.
● Lead on a research project on social impact games, funding models and social impact accelerators.
● Do a landscape review of social … Read the rest
What’s the most powerful digital experience currently available? The answer is obvious: gaming. Game design has developed sophisticated new tools and techniques, resulting in an experience so compelling that it’s even considered addictive. Now you can harness that powerful attractive force to keep users engaged with your online business and your employees excited about reaching their goals. Here’s how you can leverage the allure of gaming and change the whole chemistry between your company and its people.
Author: Noah Brimhall
Source: https://www.bunchball.com/blog/post/1924/leverage-benefits-gamification-your-business… Read the rest
Image Image credit: Shadow’s Edge by Resonance House, LLC
Games for Health Europe 2018, to be held on 8 & 9 October at TAC (Temporary Art Centre) Eindhoven in The Netherlands, includes on its first day program the session Can A Mobile Game Change A Sick Teens Life, presented by Rosemary Lokhorst, Executive Director at Resonance House, LLC, a wholly owned subsidiary of Community Foundation Silicon Valley.
“Rosemary Lokhorst is a technology entrepreneur and game producer, a professional geek with a creative mind and an interest in looking at things from a different angle. During her ascending career,
… Read the rest
Image credit: Tako Dojo game by Grifo Multimedia
Games for Health Europe 2018, to be held on 8 & 9 October at TAC (Temporary Art Centre) Eindhoven in The Netherlands, includes on its first day program the session Tako Dojo: A Game App For Kids With Diabetes, presented by Roberta Memeo.
Graduated with honors in Arts from the University of Florence (Italy) in 1993, she has been working for Grifo Multimedia since its foundation in 1997. She recently successfully managed PERGAMON (PERvasive Serious GAMes suppOrted by Virtual CoachiNg), a project funded under the ICT Call of the Horizon … Read the rest
Human Resources (HR) organizations are often tasked with improving employee engagement and building a company’s culture. However, it’s not always an easy mission. While the rapidly evolving digital landscape offers innovative ways for companies to grow and individuals to connect, employees are often distracted and disengaged.
We’ll look at some of the current challenges HR organizations face with employee engagement, make the case for HR gamification, review some best practices and show how Bunchball is uniquely positioned to help organizations improve company culture.
Author: Noah Brimhall
Source: https://www.bunchball.com/blog/post/1923/how-gamification-hr-improves-company-culture… Read the rest