NewsiT Brings Gamification to Citizen Journalism

Armed with a smartphone, anyone can be a reporter. This is the idea behind NewsiT, a mobile ‘crowd-reporting’ platform that uses gamification to make reporting the news a collaborative, social, fun and rewarding experience. Founded by experienced journalist Melinda Wittstock, who has worked for the Guardian, the Observer, ABC News, National Public Radio, and MSNBC, NewsiT is all…

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Gartner Adds Gamification to its Hype Cycle

This week, Gartner updated their analysis on the hype cycle of various areas in tech to include gamification. The hype cycle measures new technologies from their first appearance in research, through media hype and criticism, and finally to the plateau of productivity. Where does gamification stand? According to Gartner, it is just finishing its initial rise. Expectations of the…

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Gamification Certification is Now Also Available for Coursera Graduates!

Did you receive a certificate of completion for scoring 70% or above in the Coursera Gamification Course? If so, bolster that achievement by getting an Engagement Alliance Gamification Certification at Level One. This certification includes: A graphic you can display on your website/Linkedin profile letting everyone know you have completed the basic knowledge requirements for gamified…

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Play the Activity Alliteration Game to Increase Productivity

How do you make yourself do the things you don’t want to do?

Can you imagine how much less guilt, stress, and frustration you would feel if you could somehow make yourself do the things you don’t want to do when you’re supposed to do them?

I feel your pain. Often, when I am on a speaking tour or designing curriculum, it is easy for me to get so focused on that project, instead of doing other important tasks that will help me grow my business. I put the long-term activity on the back burner.

The result? Empty calendar dates, a website that hasn’t been updated in months, unwritten blog articles, and a net zero new connections made.

That’s why I turned procrastination into a game – and it actually becomes not only challenging, but FUN to accomplish those things that would otherwise be put off. Now I look forward to focusing on and growing my business every day of the week. It goes like this…

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best of education

The Best of Education Gamification in 2013

When it comes to gamification, no community can match the level of excitement, engagement, and dedication to the concept as much as our education readers do.

To wrap up our first week of the best gamification stories of 2013, we’d like to present 5 stories ranging from the emergence of World of Warcraft, Minecraft, and zombies in schools to increased US government spending on educational game initiatives. It’s a good (read: fun) time to be an educator for 2014.

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Modernizing Customer Loyalty Program With Canadian Tire Money

Loyalty programs have a long and varied history, with retailers rolling them out in different forms to entice longtime customers to continue spending with them. Canadian Tire, one of Canada’s largest automotive accessory retailers, has one of the oldest customer loyalty programs. Consumers who buy items with cash or credit cards earn paper bills that look like money. The Canadian Tire Money loyalty program has been in place since 1958.

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bbva game

The BBVA Game: A Shining Example of Gamification in Finance

We initially covered the BBVA Game as one really great case study for an effective use of gamification in consumer finance and this past GSummit, we were actually able to get a representative all the way from Spain to talk about some of the incredible stats the game was able to achieve for the bank. The BBVA game also led them to win the “Best Use of Engagement Techniques in Consumer-Facing Applications” at the 2013 GAwards.

Take a look at Javier Maroto, Innovation Manager at BBVA, to see what well-designed gamification can be capable of.


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Games in Education: Getting Girls in the Game

If asked to describe a typical gamer, most people would probably describe a teenage boy playing games in his parents’ basement. Stereotypes do not always match reality, however. Most game players engage in social play by playing either with another person or online, and girls make up 47% of all gamers. What research has shown is that girls are drawn to games for different reasons than boys and that the factors that motivate girls to play are also important aspects of learning. Researchers are investigating how to create games in education that motivate girls and encourage all students in learning.

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Gamification Database Resources: Learn About Gamification!

We’ve noticed that there are very few resources for individuals wanting to learn more about companies in the gamification space. The kinds of question we continue to observe on a regular basis look like:

  • What are some examples of gamification?
  • What companies are using gamification?
  • How can I gamify my service/product?
  • Which gamification service provider should I use?

There are valid questions for someone looking to explore the space but its not always apparent where one can start, which is why we built two resources for anyone curious about gamification to explore: The Gamification Buyer’s Guide and The GBase.

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