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Posts in games
The versatility of gamification

Casey Campbell, Managing Director, North America at Gameloft for brands, looks at the many different ways in which brands can deploy gamification mechanics to good effect. Humans are hard-wired to enjoy playing games, and brands that can build an element of gamification into their customer engagement will reap the rewards.

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Video Games Aren’t Just for Teenagers

According to an AARP survey, 44% of adults over 50 years old played video games in 2019 at least once a month-the average is five hours a week-compared with only 38% in 2016. The AARP survey includes players of all sorts of computer or video games, and the majority say they play puzzle and logic games, such as Sudoku or Words With Friends.

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Gamifying theme parks

People like to play games of all kinds, and people like rides. Many theme parks decided to add pay-to-play interactive water geyser effects to their water rides. These allow guests on dry land to drop money into a slot and time it just right so that a geyser of water would trigger and soak the riders in a passing boat on a water ride.

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When the games are the curriculum

In most schools the sound of games stretch from the ubiquitous music of Kahoot to the triumphant call of 'BINGO!' from the Biology lab when someone finally gets all the keywords. Games only have entertainment value and no long-term use in education. Games have been shown to improve Higher Order Thinking Skills, such as the analysis and evaluation in games like Risk or Diplomacy or creativity in Dixit and Azul.

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Play with purpose: how this social entrepreneur is using gamification to help people change behaviour

"The idea of Dropledge - a mobile gamification platform to address social issues was sighted as a perfect opportunity, given the rising mobile gaming trend globally," she says. Sonia also realised that when it came to gaming as an opportunity, over 2.3 billion people played video games worldwide and spent nearly $140 billion on games annually.

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Worldbuilding in Game-based Learning Environments– A System and a Tool

If games are mostly used for fun and to escape reality, using games for learning could break that purpose and become paradoxical. That has not stopped researchers, game developers and educators from producing millions of educational games, some more successful than others, using different genres, different processes, mechanics, game elements, to the point where the variety of such tools is becoming too much - and for so little result.

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