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For example, in November, 2011, Australian broadcast and online media partnership Yahoo!7 launched its Fango mobile app/SAP, which TV viewers use to interact with shows via techniques like check-ins and badges. Gamification has also been used in customer loyalty programs.
At the South by Southwest conference in 2011, they released an iPhone application for creating and participating in local scavenger hunts, which was compared to the SCVNGR app. [6] GigaOM called the app "an interesting example of the gamification of work", since the target use was teambuilding exercises. [7]
These examples involve the use of game elements such as points, badges and leaderboards to motivate behavioural changes and track those changes in online platforms. The gamification of learning is related to these popular initiatives, but specifically focuses on the use of game elements to facilitate student engagement and motivation to learn.
An example of is Empire Avenue, a virtual stock exchange where players buy and sell shares of each other's social network worth. In Empire Avenue , a player's worth is linked to his or her social media influence and activity, as well as that of the other players he or she has invested virtual currency in.
MyFitnessPal is a smartphone application which uses gamification elements for exercise and diet management. The app provides multiple features for diet management. These features include the ability to enter data about food consumed, either manually or by scanning bar codes [1] and Meal Scan, a computer vision technology developed by Passio Inc., that allows users to log meals by pointing ...
The Octalysis Framework is a human-focused gamification design framework that lays out the eight core drives for humans motivation developed by Yu-Kai Chou. [1]The framework lays out the structure for analyzing the driving forces behind human motivation.
Qapital is a personal finance mobile application (app) for the iOS and Android operating systems, developed by Qapital, LLC. [1] The app is designed to motivate users to save money through a gamification of their spending behavior. It moves money from a user's checking account to a separate Qapital account, when certain rules are triggered.
For example, to shape an on-screen glutinous mass, Jeff literally 'pinches' and prods and pokes it with his fingers. In a GUI interface for a design application for example, a user would use the metaphor of 'tools' to do this, for example, selecting a prod tool, or selecting two parts of the mass that they then wanted to apply a 'pinch' action to.
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