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Why It Works: Gamified Training For Millennials

Best Gamification Features for Generation Y As gamification becomes more prominently used by companies and organizations, it is important to identify with whom it works best and why. A case study done by Allen Communication Learning Services (@AllenComm) sought to analyze just that. According to the study, gamification is an especially good job training strategy for Millennials [...]

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Education Games and Gamified Education: Is There A Real Difference?

With both games and gamification becoming more popular in the educational space, it is more important than ever to understand the differences between them. While they may seem very similar, they have different costs, implementations and, most importantly, different results. This is because educational games do something that gamification systems do not: they immerse the [...]

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Gamification Improves Employee Engagement In Retirement And Savings Plans

Enhancing Gen Y Financial Literacy With Gamified Competition Sun Life Financial (@SunLife) has employed gamification to interact with a broader demographic in an effort to better promote its group retirement services. The company partnered with Bunchball in order launch its “money UP” campaign in Canada at the end of 2013. Sun Life’s success with gamification [...]

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Enhance Loyalty Through Emotion and Facilitation, Not Manipulation

Creating The ‘Selfie Value’ This interview occurred at the GSummit 2014 conference. The interview was conducted by Clark Buckner from (they provide coverage content on loyalty programs, employee on-boarding software, gamification trends and much more). Also be sure to check out their Tech Conference Calendar for other exciting events happening this year. Maritz Motivation was utilizing gamification principles [...]

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Gamified Education Includes Training For Teachers

It’s Mission Possible for 1:1 iPad Use at BHS Think games in education, and the first to come to mind are those for students. However, gamification is also being employed to advance educators in their profession. Consider Mission Possible, a gamified experience developed at Bettendorf High School in Iowa to promote the implementation of 1:1 iPad use [...]

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Join Gabe at Colloquy Loyalty Summit and Learn How to Make Loyalty Fun Again

Gabe will be one of the featured speakers and workshop facilitators at this year’s Colloquy Loyalty Summit September 29th to October 1st in Scottsdale, Arizona. Join Gabe on Oct 1st for his talk titled “Making Loyalty Fun Again: Gamification and Engagement” and then for his half-day Gamification of Loyalty Workshop with Jeff Berry. Quick synopsis [...]

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The Counting Kingdom Teaches Math Through Play

Kids Solve Math Problems By Saving Castles From Monsters A company called Little Worlds Interactive (@LittleWorldsInt) has just launched a new Math game called The Counting Kingdom that combines a fantasy role playing scenario with game-based learning to help young students develop addition skills. As anyone who remembers early school, the one exercise that always seemed [...]

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Emotional Hooks From Games-As-A-Service

Learn Techniques Used by Addictive Cloud Games To Engage Your Players And Customers More It’s a SERVICE. Not a game. It’s a WORLD. Not a game. It’s a COMMUNITY. Not a game. Anyone who says, “it’s just a game” is missing the point.” The Laws of Online World Design The secret to keeping players engaged [...]

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The Relationship Between Customer Loyalty and Data-Driven Decisions: Lessons from Punchtab

During our coverage of GSummit 2014, we sat down with Robyn Hannah (@robynhannah) from Punchtab to discuss the relationship between their company’s approach to customer loyalty implementations and how data driven decisions are baked into their formula. Robyn Hannah, Vice President for PR and Communications at PunchTab, a technology platform enabling brands to engage their customers and gain actionable [...]

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O’Canadian Beer Fridge, Open Sesame!

Sing Your National Anthem For A Cold One On July 1, 1867, Canada became a self-governing dominion of Great Britain and a federation of four provinces: Nova Scotia, New Brunswick, Ontario and Quebec.  The anniversary of this date was originally called Dominion Day, but was officially changed in 1982 to Canada Day.  This is the [...]

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IoT: Blurring the Digital and Physical Worlds

In his session at GSummit 2014, Brian Burke, vice president of research at Gartner, outlined gamification, its potential and its future impact. Burke rehashed his stance on gamification from his 2014 Gartner research report. He stated that gamified programs have existed for longer than most people realize (e.g., Olympic Games, Boy Scouts, Weight Watchers). However, [...]

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