GeoQ: Game Based Training Tool For First Responders

Few environments present training challenges more difficult than those encountered in disaster management. The elements of any particular disaster – including location, severity, duration, the extent of damage to infrastructure, and existence of any continuing threat – are unique. Even so, and regardless of the exact nature of the event, one thing is certain: public agencies and first responders need immediate access to accurate data regarding conditions in precise locations. That not only allows the correct first responders to be deployed to the places where they can have the most impact, but it also reduces the confusion inherent the same conditions being reported by different people in different media.

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New Examples of Gamification – May 11, 2012

Hello GCo Readers! Today we have one new and two older but very good examples of gamification added to our GBase: Mplifyer –  (pronounced ‘amplifier’) is a unique software platform that provides rewards and benefits to individuals, businesses, schools, charities and non-profit organizations using gamification concepts eBay – established in 1995, features one of the earliest…

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SessionM Reports Significant Rise in Retention and Engagement

  Mobile advertising is a huge business that is currently being dominated by those running ad networks. A rift has been caused between advertisers and consumers because consumers are being less responsive to current mobile ads—which are mainly miniature versions of ads seen on your computer. Lars Albright, the visionary of iAd—Apple’s mobile advertising, saw…

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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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self improvement

Gamify Your Life: Gamification Apps for Self-Improvement

More and more businesses are employing gamification to get customers interested in their products and services. Schools are looking to startups like Amplify to encourage their students to be more engaged in learning, inside and outside of school. The quantified self movement has even evolved to start measuring your brainwaves. Everywhere you look, the world is turning to games to improve participation and morale. Could there be real use for these ideas into your everyday life? These two new companies are saying yes, you can gamify your life.

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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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Businessweek’s Guide to Gamification

Businessweek recently compiled a “CEO’s Guide to Gamification”. The collection profiles a few companies that have been using gamification to solve problems in business, and gives executives a brief introduction to the topic. The site has put together a few interesting stories, and some highlights are below. Nissan has produced a well know example of gamification in…

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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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