Nike+: Building Community and Competitive Advantage with Gamification

Nike is a brand that has been engrained in the United States and around the world. Motivating people worldwide to “Just Do It”™ and be active; it is a beacon of health, wellness, fashion, and promoting physical activity. However, Nike hasn’t always been this successful. Arguably Nike’s most important product line is their running shoes. Nike has had fierce competition from Under Armour and Adidas for many years. Nike took a step forward and used gamification to increase customer engagement and brand awareness to take control of the running shoe market.

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Hyatt Reservation Center Boosts Employee Productivity with Gamification

Sitting in a call center taking and making calls is the kind of job that many people find repetitive and boring. But at one major American company, an entire department plays games on company time and does so with the full knowledge and consent of management. That company is the Hyatt Hotels Corporation. Encouraging employees to play games, the company found, improved employee engagement in the work by setting goals, which in turn, boosted their productivity.

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CyberDoctor Gamifies Medication Regimen With Novel Mobile App

As patients take more pills, tracking that medication and staying on the pill schedule gets harder and harder. There’s no shortage of mobile apps that aim to help patients stick to the drug regimen. But many of these apps feel punitive. After all, an alarm or warning that you haven’t yet taken your meds can feel more like medication compliance by punishment. It doesn’t have to be that way. A gamification startup has developed a mobile app that encourages medication compliance by turning the mundane drug regimen into an engaging game.

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Reliving WWI Flight History with Mobile Gamification App: Ace Academy

For many students, a field trip to the museum is a break from the classroom but to others it’s not much more fun than school. However, mobile gamification apps can give students a real escape while engaging them in the subject matter of the museum. These apps can turn museum visits into interactive adventures. Canada Aviation and Space Museum’s Ace Academy is one of these apps. It takes a visitor on a “time-trip” to World War I flight navigation training.

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Gamified Airport Experience Survey with Beat LAX Traffic

LAX, Los Angeles International Airport is currently undergoing a major renovation project to overhaul its current layout of getting in and out of the airport terminal. The massive project potential involves reconstructing parking garages, developing a light rail line system and car rentals. Critical decisions will be made throughout the lengthy duration of the project and those decisions needs to be backed by statistical data. Instead of using traditional surveys, LAX has opted for an interactive gamified survey experience, Beat LAX Traffic.

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Destroying Loyalty 2: How American Airlines’ Abuse Set Me Free

For 2 decades I’ve been deeply enmeshed in loyalty. First as a customer, then an obsessive “hardcore” loyalty junkie. Eventually my interest in loyalty helped give rise to the gamification movement and my work designing and developing engagement solutions across a wide range of industries. Although gamification encompasses much more than loyalty, I’ve continued to…

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Exploring the Influence of Games in Education with Greg Toppo

Last time, we featured USA Today national education writer and author, Greg Toppo to discuss about his recently released book, “The Game Believes in You: How Digital Play Can Make Our Kids Smarter”. Hailed as the most important book since James Paul Gee’s pivotal work, The Game Believes in You covers how video games are presently being used in the classroom setting and the visionaries who have led the way.

Watch the full interview below to learn about:

  1. Why the education industry has not adopted more games in the classroom?
  2. What schools have done to take advantage of free, well designed game-learning modules?
  3. How does the influence of video games impact the different development phases of children education?
  4. Will the rise of games as a learning tool in the classroom demand new skillsets for teacher?
  5. Are we now able to quantify and determine the impact of video games in education in improving learning outcomes?
  6. How has the education realm reacted the concepts of reward, incentives and performance recognition in the gamified classroom?

Watch the video below and be sure to catch our next episode of the Gamification Revolution.


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