Heong Weng Mak

Detecting ADHD Early with CogCubed’s Groundskeeper

ADHD is one of those medical issues that come into the limelight more often than not for those diagnosed with the condition being over medicated, or receiving false diagnosis. ADHD is however a true problem for all ages of people, and in most cases it is both hard to treat as well as diagnose. Games in health are improving the experiences of consumers, and developers at CogCubed are working for those that suffer from ADHD.

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Exploring Career Options with NCSU’s Gamified Course

For some college students, the hardest academic choice they need to make is selecting a major. The difficulty is compounded by their awareness that what they study in college has a strong bearing on what they will do for their career. North Carolina State University has turned to gamification to help students with these choices. By making a game part of the education process, university officials say that they can help students make more informed choices about their college studies and their future careers.

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5 Examples Gamification in Consumer Engagement Space

The gamification market is estimated to be worth about $2.8 billion, having increased 10 fold over 3 years. Widely used in staff training or education, there is now a growing trend toward adding gamification to drive consumer engagement and loyalty. The online environment vastly increases the possibilities for the use of gaming to engage customers . You can turn your instructions into simulations that can demonstrate your products. Virtual tours have become popular for the travel industry and real estate industries. Virtual environments can also apply to the use of products. Customers can try products in a virtual environment and be rewarded for their efforts.

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Applying Games in Education As Learning Models

With recent incentive from President Obama, games in education are taking off anew. According to a recent article from Gamespot, the president has just initiated a $4-million plan called “Computer Science for Everyone” which may look toward game models as a learning method. To quote Whitehouse Deputy Director Tom Kalil, “Certainly video games are an entry point for some young people. The reason why some kids might get interested in computer science is because they like to play them, but they also want to make them.”

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Zamzee

Boosting Children’s Physical Wellbeing with Zamzee

Health care experts warn that child obesity rates are rising to alarming levels. With the increase in obesity-related medical conditions, such as diabetes, it’s no wonder that parents and health professionals alike are looking for ways to keep children healthy. A good diet is one part of the equation. But an equally important part of child health is physical activity. Gamification startup HopeLab developed a technological way to keep kids on the move while tracking this activity at the same time. The company’s gamification software is called Zamzee.

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A Brief Overview of Gamification in Healthcare

Use of games in healthcare has become a focus among startup companies, largely concentrating on combining self-monitoring with games. The question remains if these new gamification products can lead to sustainable modification in healthcare behavior, especially among those who need it most. Gamification developers want to focus on the self-management of chronic conditions. Healthcare providers want to offer games to their clients, but privacy restrictions have added some legal an ethical wrinkles in the area of health care gaming design. Privacy restrictions are making it difficult to design healthcare feedback competitive gaming designs for those who would most benefit from them.

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Facilitating Math Learning with DreamBox Learning Platform

Last year, teachers began to face an uphill battle after the increase of math standards in many states. School districts nationwide commenced searching for a solution to fill in the learning gaps created by the jump in expectations, but with limited time and teachers, the task seemed almost impossible. Since math is a “no pass” subject in certain levels of state testing, one game in education stands out as superior at helping teachers win the fight: Welcome to DreamBox Learning!

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CataBoom: Sparking Brand Loyalty with Rewarding Games

Consumers aren’t exactly brand loyal as they were years ago. Consumers evaluate how a product or service benefits them on multiple levels. They are savvy buyers and have access to a lot of information to help them make their choice. A Texas-based company called CataBoom offers tools to integrate reward-based games in marketing campaigns. Through gamification, consumers discover new ways to benefit from engaging with a brand.

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Gamifying Sexual Health with OhMiBod’s Lovelife Krush

The smart people at OhMiBod may have ushered in a serious game revolution with the release of their new wearable device, Lovelife Krush. “It’s the gamification of sexual health,” declared OhMiBod’s co-founder, Brian Dunham, to CNBC’s Chris Morris as they discussed his product fetching one of Engadget’s top honors at this year’s Consumer Electronics Show (CES). This top honor certainly helps OhMiBod efforts to launch their new device into a Sexual Wellness market currently worth $16 Billion and forecasted, by research firm Technavio, to reach $21 Billion by 2019.

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Guido Helmerhorst

Discovering KLM Airlines Next Top Model with Guido Helmerhorst

Promoting Employee Engagement and Collaboration in KLM’s IT Division Last time, we featured Head of Innovation Technology and Learning, Guido Helmerhorst from KLM Royal Dutch Airlines to discuss his team’s recent project, “KLM’s Next Top Model“. With support from higher management, the project aimed to promote employee engagement and interdepartmental cooperation of KLM’s IT division….

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Engaging Collegiate Community with Gamified app U of Nine

Game based training has caught the interest of colleges across the country. The different ways in which gamification could be implemented on campuses has not gone unnoticed. In a recent PRNewswire article, some gamification companies are meeting the new demand. According to the article an organization called ATIXA (Association of Title IX Administrators) is working in conjunction with an educational quiz based training company called Trivie to create some very useful resources for colleges.

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