How Walmart Used Game-Based Training to Improve Worker Safety

Warehouses and distribution centers are busy facilities with lots of moving parts. They’re also dangerous places where stacked pallets and forklifts can lead to workplace injuries. Those challenges are magnified at a global company, like Walmart, which must make sure that its widely dispersed workforce uniformly follows corporate safety procedures. The retailer found a way to improve worker training and reduce workplace injury through gamification

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U.S. Army Begins Search for Next-Gen Game Based Training

The U.S. Army Program Executive Office for Simulation, Training and Instrumentation (PEO STRI) put out a request for information last month entitled, “Games for Training (GFT) Next Generation Game (NGG).” In the release, the division made clear that a push towards updating their game based training programs is an absolute priority and that the search for interested vendors with applicable technologies has begun.

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SCRIPT Helps Stroke Patients Recover with Physical Therapy Games

A stroke can result in devastating injury, such as impediments to speech and muscle movement. Survivors of stroke must go through physical therapy to rebuild their muscles and regain the ability to use their hands. This therapy can be productive, leading to restored hand function. While these exercises are helpful, they are not all that interesting. Many patients say that they find them repetitive and boring. But a new medical device that facilitates muscle movements in conjunction with computer games is showing potential as a new application of games in health care.

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PwC’s Multipoly Boosts Employee Recruitment and Retention

The human resources department of any company has the tricky task of trying to recruit the best candidates, then keeping them on staff once they’ve been hired. It’s a tall order. With most job searches now conducted over the Internet, a job candidate can be lost with a single click. Accounting and consulting firm Pricewaterhouse Coopers wanted to see if it could do a better job with recruiting and retention.

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Verizon Franchise Finds Employee Engagement Winner with FantasySalesTeam

It’s hard to overstate the popularity of fantasy sports. Many Americans spend considerable amounts of time tweaking their assembled teams of athletes in a virtual competition against other players. They do it out of the fun they have in researching their teams, competing against colleagues, and hopefully, winning their leagues. Many companies have tried to tap into elements of sports competition as a way of driving their employees to work harder or meet targets with varying degrees of success. One of them, Wireless Zone, which is the largest independent Verizon Wireless franchise in the United States, found its employee engagement solution through an application that takes its cue from the same motivations that make fantasy sports both popular and engaging.

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SuperBetter: Improving Individual Resilience with Jane McGonigal

Last time, we featured author, inventor and co-founder of SuperBetter, Jane McGonigal to discuss about her upcoming new book, “SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient”. Supported by a decade’s worth of scientific research, Jane reveals how adopting a “gameful” mindset can help cultivate new powers of recovery and resilience in everyday life.

Watch the full interview below to learn about:

  • What were the challenges of of turning a gameful system into a scientific proven approach?
  • Are there conditions that games/gamification/gameful thinking would not be able to help improve an individual’s well being?
  • How does Superbetter and games in general contribute to the development of a person’s resilience?
  • Does gameplay in the virtual world provide sufficient impact in the “real” world?
  • How would a user experience SuperBetter if they are lacking social connections or “allies”?
  • How does the Tetris Effect improves an individual’s self control in memory recollection rather than erasing memory in trauma research?
  • Why does Jane introduces readers to the concept of gameful thinking and a series of small games introduced through the medium of a book?
  • How does Jane overcome environmental resistance and groups who are bias against games?

Watch the video or listen on the audio podcast below and be sure to catch our next episode of the Gamification Revolution.


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Habitica Battles Procrastination With Gamified Lists and Virtual Rewards

Do you find yourself struggling to complete daily tasks, or organize your daily schedule? Habitica is a gamification mobile app that encourages players to control and structure their lives in a virtual setting. Habitica treats your life like a role-playing game, with the ability to earn new equipment, pets, mounts, and more, simply by completing listed tasks. You assign your own tasks under three categories: habits, dailies, and to-dos. When you have finished a task in real life, you can check it off on your Habitica page for instant gold or item rewards!

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UCSF Hospital Uses Gamification to Increase Job Satisfaction and Performance

The medical field is hectic: stressful on good days, devastating on bad days. Amongst all the chaos, individuals are completing crucial tasks that can be the difference between life and death for a patient. The work done by medical professionals and other hospital staff often goes unnoticed. The leaders at UCSF Bennioff Children’s Hospital decided to make a change.

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Gamified Design Review: A Follow-up Analysis Of Duolingo (part 2)

Although I haven’t been particularly interested in getting my Duo a fancy robe or other sort of outfit, users that get a kick from customizing their avatar probably do so. Let’s take a peek behind this door and imagine for a second the opportunities by further developing user avatars’ customizing options. I wonder if the app creators have considered the business deals that could potentially come together on this end.

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Georgetown University Applies Gamification To Teach The US Constitution

The Washington Examiner recently ran a story about a new video game that teaches the United States Constitution by casting the student players in the role of constitutional lawyers. The game is called “Do I Have a Right,” created by a company called iCivics. Playing the game is part of a three-week college-level course run by Georgetown University in Washington D.C. that teaches high school students subjects ranging from international relations to politics as part of a summer program run by the Junior State of America.

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Gamified Design Review: A In-depth Analysis Of Duolingo

Duolingo has become a hot topic in recent reviews that underline both its pioneer path in the demonetization of online education, as well as its success rate since it first launched. Without a doubt, its gamified design plays a significant role in this success, which itself has obtained the attention of investors interested in its expansion. Duolingo is an online application currently available for use in 21 different languages, offering a free learning experience for 13 different languages.

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Remodeling Clearly’s Logistics Training Program with Sean Goodman

Last time, we featured Clearly Logistic Supervisor, Sean Goodman to discuss how Clearly’s logistics department revamped their employee training program. Modeling after gamification concepts from Gabe Zichermann’s book “Gamification Revolution”, the program achieved major success and the organization is looking for new opportunities to incorporate gamification for its processes.

Watch the full interview below to learn about:

  • What challenges were facing Clearly’s logistics department before gamification was introduced?
  • How did the team came together in designing and implementing the program?
  • What has been the cultural impact on the organization upon implementing gamification?
  • How has the team responded to the introduction of non-cash vs cash rewards in the rewards program?
  • Has Clearly changed or rebalanced the value of the rewards in the virtual economy since the program’s introduction?
  • What were the lesson learnt in driving progress and specific metrics for individuals?
  • How has the management team reacted to the program’s success and taking it other parts of the organization?

Watch the video or listen to the audio podcast below.


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