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Posts in Gamification
The Score by C Thi Nguyen review – a brilliant warning about the gamification of everyday life

The writer reflects on becoming obsessed with earning points on Duolingo, prioritizing leaderboard rankings over meaningful learning. Philosopher C. Thi Nguyen’s book The Score explores this phenomenon, which he calls “value capture” — when metrics meant to measure progress replace the original goal.

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Supporting participants when English is not their first language

Gamification can strengthen English language skills, improve learners’ attitudes and emotions, and build overall competence (Zhang & Hasim, 2023). In multicultural contexts like Australia, limited English can isolate migrants—especially women—and affect wellbeing. Sport offers a powerful space for connection, belonging, and recovery, but language barriers and fear of mistakes can discourage...

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Revealed: how Toyota uses retro-style games and prizes to urge US workers to lobby politicians

Toyota has used a gamified internal platform, Toyota Policy Drivers, to mobilize US employees and dealers to lobby politicians in support of its corporate policy goals, particularly opposing stricter environmental regulations. Workers earn points and prizes by playing retro-style games, engaging with company messaging, and contacting lawmakers using prepared talking points.

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A practical guide to using games in university teaching

In 2025, a decade-long game-oriented learning project reviewed its multidisciplinary research on using games in higher education. Since 2015, teachers have integrated existing games into courses using the GamiXlab, a large game library and simulation platform. The project identified nine game-oriented learning approaches, key game types, and six criteria for effective educational use.

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Using gamification to support children through an MRI

Hospitals can be intimidating, especially for children facing MRI scans. Özgür Taşar from Philips MRI showed how gamification and storytelling can improve patient experience through Philips Pediatric Coaching. Using an app with friendly characters like Ollie the elephant, children are prepared at home, practice in waiting rooms, and receive guidance during scans.

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New gamified tool helps defend satellite supply chains from cyber threats

As cyberattacks on space systems increase, with nearly 240 incidents in two years, University of South Australia researchers have developed a gamified approach to strengthen cyber resilience in satellite cyber supply chains. The game uses real-world attack scenarios to help defenders practice decision-making under pressure using cyber threat intelligence (CTI).

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The power of gamification

Elementary mathematics is essential for developing problem-solving skills, yet engaging students remains challenging. This study examined whether the degree of gamification influences math achievement by analyzing school-level data from 60 U.S. elementary schools using the First in Math (FIM) platform in grades three to five. Schools were categorized as high or low users of the platform.

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The unexpected game designer: how a happy coincidence sparked a popular AWS card game

AWS BuilderCards is a strategic card game created by AWS Solutions Architect David Heidt to teach cloud computing concepts through play. Inspired by a misunderstanding of “battle cards,” the game translates AWS’s extensive service portfolio into accessible, educational mechanics that balance complexity and ease of learning.

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The Video Game That Asks You to Ponder the Meaning of Soup

Something Something Soup Something is an interactive game set in 2078 where players act as servers deciding what qualifies as soup for humans, while aliens cook increasingly strange meals. Players must judge items such as batteries in liquid, rocks with garnishes, or frozen substances, choosing whether they are “soup” or “not soup.”

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This Place Saves Lives: An award for a serious game that looks closer

During the project week “A Different Kind of Game Jam,” TUM students Anie and Rai created This Place Saves Lives, a game exploring marginalized realities within supervised drug consumption rooms. Inspired by real stories and research on gender-specific needs in drug services, the game places players in the role of staff managing limited resources while engaging with users’ personal narratives.

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Gamification and the attention economy

The article critically examines gamification in contemporary digital culture, arguing that while gamification can enhance motivation and engagement, it is often used manipulatively in today’s attention economy. By applying game-like elements such as points, streaks, and leaderboards, platforms encourage desired behaviors while masking deeper purposes, such as data extraction and profit generation.

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Upping the game: can we ‘gamify’ our way to better health?

Gamification can shift insurance wellness from predicting health outcomes to actively improving them. Like modern weather forecasting, actuaries can move beyond historical patterns to influence future results through targeted interventions. Gamified platforms such as YuLife engage users sustainably, collecting rich behavioural data and motivating healthier choices through game mechanics...

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AI, Gamify: Where do educators fit in the ever-changing classroom?

Modern education faces declining student engagement, prompting interest in gamification and AI-driven personalization. Gamification can reframe learning as play, boosting motivation, persistence, and mastery through clear goals and feedback. However, when overemphasized, it risks shifting motivation from intrinsic curiosity to extrinsic competition and metrics.

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Gamifying Movement Could Be Key To Helping Parkinson’s Patients, Study Finds

A new JAMA Neurology study found that gamification helps Parkinson’s patients increase physical activity despite mobility challenges. In a 12-week trial with 74 veterans, participants received step goals and points-based rewards. During the six-week intervention, daily steps rose 28% from baseline, and remained 12% higher during follow-up.

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Use games to get students back to class

The cost-of-living crisis is reducing students’ study time and pushing them to prioritize paid work, lowering attendance at traditional sessions. Many now only attend high-value, hands-on activities, relying on online materials for lectures. To re-engage learners, the author uses gamified strategies such as escape rooms and card games, which boost participation, knowledge application...

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