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.
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: https://seriousplayconf.com/international-serious-play-award-programs/
310 721 9083
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… Read the rest
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.
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.
- MOST SIGNIFICANT IMPACT –
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
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.
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.
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