Ivan Kuo

Gamification and Money: How Online Banks Engage Consumers

Banks tend to miss out on the benefits of gamification because they do not realize that consumers want to feel like they are in control of what they spend. Furthermore, banks tend not to worry about consumer engagement because what consumers do with their money is not a concept banks have leveraged with gamification. But what if banks made banking more like a game? When spending and saving money resembles a game, it has the potential to flip roles. The consumer takes control of what is in their bank account. Not the bank.

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3 Basic Principles to Gamify Employee Training

Training employees is an expensive – and time consuming – proposition. Even worse, it’s one that typically has diminished returns. Every year, companies spend big bucks to improve their employees’ skill sets, only to see that as little as 10% of those skills are retained at the end of the year. Fortunately, there’s a better way – one that leaves this outdated, expensive model in the dust.

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Gamification Fitness Games List for Summer 2015

From new year’s resolutions to workplace challenges, weight loss is a constant topic around the water cooler. Unfortunately, for many people, despite their obvious health benefits, fitness activities are also among the least fun ways to spend your spare time. Mobile app developers have taken notice, and developed gamification fitness apps that allow users to exercise and lose weight while being immersed in game base narratives and mechanics. Here are a few of our recent favorites:

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Applying Games in Education to Teach STEM

It’s the scene of a crime, set in some indeterminate time in the future. Forensic experts, computer experts, and scientists fill the scene. You are one of them. Your job is to gather clues and recover data from a top-secret research project that somehow goes wrong. It sounds like the plot of a movie. But in fact, it’s a game called Max5 and it’s another example of games being used in education, this time, for teaching science, technology, engineering, and mathemetics – the so-called “STEM” fields.

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Improving Learning One Level At A Time With Socrademy

Video games are making a huge boom in today’s market. In fact, video game sales have been more than doubling box office profit intake. With all this excitement, it’s understandable that educators have begun to see the potential of video games in the classroom and as learning tools. Justin Ballou, a Boston-area high school teacher, founded a software-startup which focuses on education called Socrademy.

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Nintendo’s “Quality of Life System” Ventures Into Games in Health

Nintendo is the beloved creator of fan favorites, such as Mario and Link, are currently on the track to watching you while you sleep. Don’t worry it is not as creepy as it sounds this is Nintendo. Nintendo President Satoru Iwata has been rallying for support in this big decision, saying that the new pillars of Nintendo include not only games and consoles but, a third pillar health as well.

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