Improve Employee Productivity with Gamification

Are your employees as productive as you’d like them to be? With added distractions from smartphones to social media, most companies could use a strategy to keep employees on task to help boost profits and satisfy customers. 

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Author: Noah Brimhall
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Deadline Feb. 15 For Digital Serious Game Entries In International Serious Play Awards Competition

ORLANDO — January 15, 2020 — Entries in the 2020 International Serious Play Awards competition for Digital Serious Games are due February 15. 

International Serious Play Awards honor outstanding commercial titles designed for use in education or training programs.

Entry categories include: Corporate/Vocational; Healthcare/Medical; Local and State Government/Military; Museum/Visitor Centers; PreK Education; K-12 Education; Higher Education; and Other.

The entry form can be found here:

Media Contact:
Sue Bohle
310 721 9083

Author: Eliane Alhadeff
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$18.66 Billion in Investment Flowed to Game-Based Learning Companies in 2019

A Record $18.66 Billion Flowed to Game-Based Learning Companies Globally in 2019

ORLANDO — January 14, 2020 — Investment in learning technology companies in 2019 blasted past previous highs, reaching $18.66 billion in 2019.

After 2018 surprised the industry, 2019 set another record. And in fact, investments in 2018 and 2019 combined far outstrip the total combined investments made to all ed tech companies during 20-year period between 1998 and 2017, according to serious games analyst firm, Metaari.

Across the globe, almost 900 learning technology companies reported investment. Forty-four companies received more than $100 million in funding in 2019. Of

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Five Gamification Techniques for Businesses

Gamification can help businesses reach objectives that are traditionally difficult to achieve by making tasks fun and rewarding for employees, and measurable for leadership. A gamification platform makes it easy by integrating with the existing systems your employees already use every day, automating game elements, and keeping track of statistics for you so that you can focus on setting goals and building the strategies that will get you there. 

We’ve identified some common business challenges and paired them with gamification techniques that can help you overcome them.

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Author: Noah Brimhall
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Submit Your Game for the 2020 Games for Change Awards!

Each year, the Games for Change Awards celebrates exemplary work in the impact games sector. Our Awards portal is now open for submissions. We encourage you to submit your games and XR experiences now through February 14th! The 2020 G4C Awards categories are…

  • BEST GAMEPLAY – Recognizes games that incorporate engaging gameplay mechanics that align with and reinforce the intended impact goals of the project.
  • MOST INNOVATIVE – Recognizes games that pave new avenues for sector-growth by demonstrating creativity and embrace experimentation.
  • BEST LEARNING GAME – Recognizes games that successfully balance learning with fun, engaging gameplay.
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Being Silly and a Flash Christmas Sale

How do gamification folk! You all ready for Christmas?

So a very short blog, you may have noticed I’ve taken it a bit easier this year, everyone deserves a break 😀

Being Silly

It sounds very unbusinesslike, but it is so important just to do things for fun from time to time. I’ve spoken about Easter Eggs in the past, but I wanted to just briefly revisit them.

Easter Eggs are a reward for people who want to explore deeper than most would. I firmly believe that you should try to include them whenever you can, even if there is a … Read the rest

Serious Games Industry News Service, Business Website Launches Today

Serious Play Wire, a free news service covering new game-based products, platforms, simulations, technology and software as well as announcements about people, college game programs and analyst reports launches today.

The direct to email news feed is for anyone in the Serious Games Industry: corporate learning officers; government, military and healthcare training professionals; business consultancies; medical, nursing and pharmaceutical school faculty; instructional designers; solution providers; game developers; higher ed faculty; ed tech teachers, school administrators and curriculum designers; students interested in a career in the serious games industry; and VCs and principals of investment firms.

Serious Play Wire is Read the rest

Are Points and Badges Dead in Gamification?

I suppose an alternative title to this could be “Should Points and Badges Be Dead in Gamification”

When you look at gamification, you will see two main streams of thought on the use of points and badges in gamification.

The first and probably most prevalent is that the simple addition of points and badges to a problem will make it more engaging and fun. The second is that points and badges have no place in “good” gamification.

I have sat on both sides of the fence over the last few years and have come to the conclusion that the answer … Read the rest

2019 Winners Announced Today @ Serious Games Showcase & Challenge Awards Ceremony

Image credit: 14th Serious Games Showcase & Challenge @ I/ITSEC 2019

The seven categories of SGS&C winners were announced today at the Awards Ceremony. Congrats to all for the superb quality of this year’s submissions!

Here are this year’s winners:

Best Government Game – Chain of Command: Capture the Seas by Naval Information Warfare Command PMW-120

Best Business Game – Swibo Tilt by Swibo Ltd.

Best Student Game – SIGNALby UC Berkeley and the Project on Nuclear Gaming

Best XR Game – VestAid Game Suite by Intelligent Automation, Inc.