Nicolas Babin disruptive week about Gamification – July 13th 2020

I am regularly asked to summarize my many posts. I thought it would be a good idea to publish on this blog, every Monday, some of the most relevant articles that I have already shared with you on my social networks.
Today I will share some of the most relevant articles about Gamification and in what form you can find it in today’s life. I will also comment on the articles.

On Apsters.com:
https://apsters.com/business-gamification-market-research-opportunities-growth-analysis-by-2026/

Always interesting to see what marketi analysts believe. Business Gamification Market Research Opportunities, Growth Analysis By 2026. Have a read.

On Casinobeats.com:
https://www.casinobeats.com/2020/06/24/gamification-getting-serious-about-play/

Gamification is something a whole generation is familiar with across a range of media, but have online casinos got the competitive, collaborative and social elements of their gamified experience right? 

On eschoolnews.com:
https://www.eschoolnews.com/2020/07/08/how-gamification-can-improve-schoolwide-behavior/

Educators can encourage behavioral improvements and positive classrooms with gamification. Now that online games have become so popular among K-12 students, school and district administrators can use gamification techniques to create a positive school climate and encourage positive behavior by individual students who have differing needs.

On coleofduty.com:
https://coleofduty.com/technology/2020/07/10/tremendous-growth-in-gamification-market-2020-covid-19-impact-share-trend-segmentation-and-forecast-to-2025-alive-mobile-badgeville-bigdoor-bunchball-cloudcaptive-gamifier/

The global market research report titled as, Gamification Market has added by Market Research Inc  to its massive repository. Primary and secondary research methodologies have been used by researchers to analyze the data effectively. It throws light on industry key factors such as, global clients, potential customers, and sellers, which helps to boost the performance of the companies. To predict the turning point of the businesses different leading key players have been profiled to get in-depth analysis about strategies.

On Prnewswire.com:
https://www.prnewswire.com/news-releases/solar-cyclist—real-world-gamification-of-charitable-donations—a-world-first-301090644.html

‘Solar Cyclist’ – Real-world gamification of charitable donations – A World First. Solar Cyclist is a paradigm-shifting app that promises to disrupt the charity industry by gamifying cycling. Solar Cyclist aims to eliminate poverty, reduce carbon, and improve your health and fitness and is supported by brand ambassador and former Olympic gold medalist, Stuart O’Grady.

On themediaonline.co.za:
https://themediaonline.co.za/2020/07/how-we-have-used-gamification-in-mediology/

Covid-19 has fundamentally changed the way we engage, and to a large part driven the digitisation of numerous businesses. Employees have also felt increased pressure to work harder at becoming more efficient. In the short term, the novelty of this way of working may spur people on to increase performance, but quickly fades as reality sets in and new challenges are dealt with. Let’s have a look at how gamification has been used in Mediology.

On smart-energy.com:
https://www.smart-energy.com/industry-sectors/gamification-in-energy/

Gamification in energy. Gamification is the usage of game mechanics and game thinking in serious contexts. In the energy sector it can be used to inform participants about (smart) energy topics or to motivate customers to reach energy efficiency or demand response objectives in a playful manner.