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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.
In 2011, Zichermann co-wrote Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps with Christopher Cunningham. The book has been described as a quick read, introducing the concept of gamification and discussing how businesses could implement gamification to keep their customers engaged. [29]
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [ 1 ] [ 2 ] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [ 3 ]
Bunchball Nitro is a gamification platform which aims to motivate online user engagement. [16] It contains a set of game mechanics, including badges, team points, and leader boards for websites, social communities, mobile applications, and desktop and enterprise applications.
It is the process of applying the core behavior drives that motivate a user to complete a task efficiently through an interactive experience. [2] The Octalysis framework is used in healthcare , fitness , education , training , company , and product design to increase user engagement , ROI and motivation .
Gamify, formerly known as iKEMU, is a Gamification Marketing Company that makes branded AdverGames. Gamify's software allows users to quickly create and deploy HTML5 games across platforms and on mobile devices and websites without the need to create code. [1] [2] Gamify started in 2011, and in 2016 became available on the app market site WIX ...
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.
Its applications are to be found in serious games (education, [13] awareness, [14] skill training [15]), gamification (like in production centers, [16] marketing, [17] research [18] and testing [19]) as well as in mobile multiplayer trans-reality games, MMTRG (including gamification of Foursquare [20]), using the actual geolocation of the ...
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