Case Study: Driving Loyalty Across Brands at Yamaha

In late 2013, Gabe traveled to 12 cities worldwide for GSummit Global, a series of full-day workshops and meetups to bring GSummit closer to gamification fans. As a part of GSummit Global, we also released 10 new webinars and videos by gamification and engagement professionals. We will be releasing them publicly as we keep counting down to GSummit 2014.

Jeff Hawley is the Director of Customer Experience Group at Yamaha Corporation of America (@TheYamahaHub), and he will challenge you to think of Yamaha as a brand bigger than motorcycles or music instruments.

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Adam Penenberg: How Games Inspire Breakthrough Thinking

In late 2013, Gabe traveled to 12 cities worldwide for GSummit Global, a series of full-day workshops and meetups to bring GSummit closer to gamification fans. As a part of GSummit Global, we also released 10 new webinars and videos by gamification and engagement professionals. We will be releasing them publicly as we keep counting down to GSummit 2014.

Adam Penenberg is a journalism professor at New York University, author of “Play At Work” and editor of PandoDaily, and in this seminar he talks about examples of games in non-game activities from historic methods of teaching human anatomy to modern companies gamifying training.

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Case Study: Nissan and GT Academy

In late 2013, Gabe traveled to 12 cities worldwide for GSummit Global, a series of full-day workshops and meetups to bring GSummit closer to gamification fans. As a part of GSummit Global, we also released 10 new webinars and videos by gamification and engagement professionals. We will be releasing them publicly as we keep counting down to GSummit 2014.

Karl Dunn, Creative Director at TBWA Chiat Day , talks about how Nissan GT Academy came to be and how it engaged 400’000 players to participate.

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Games for Change 2014 Grows In Popularity

It all started in June 2004. This was the very first Games for Change Festival ever, it was held at New York Academy of Sciences in New York City. The goal? To investigate whether or not games could become serious games, ones that could be used for educational purposes and to inspire social change. Unfortunately only forty-two people attended…

However, this year’s Games for Change Festival will prove just how strong this movement has become. It has been projected that more than 800 people have attended in-person and an additional 10,000 people will have attended the event through streaming this past week. The festival also nabbed a great ally in their quest for social good by partnering with the Tribeca Film Festival for this year’s event.

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Flirt Planet: If Second Life Went Mobile and Got (Even) Sexier

Online dating sites may be on the way to becoming old news. Gamification mobile apps have moved into the dating field with the introduction of twin applications, Flirt Planet Meet and Flirt Planet Play. These two new applications work together to offer the first mobile game and dating application for mobile. Flirt Planet Play is an interface where users can practice their dating skills and Flirt Planet Meet is an interface where users can try their new moves on potential dates.

Imagine if Second Life got supercharged with gamification and focused on mobile…you’d get this.

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Case Study: The Search for New Genres of Serious Games at IBM

In late 2013, Gabe traveled to 12 cities worldwide for GSummit Global, a series of full-day workshops and meetups to bring GSummit closer to gamification fans. As a part of GSummit Global, we also released 10 new webinars and videos by gamification and engagement professionals. We will be releasing them publicly as we keep counting down to GSummit 2014.

Phaedra Boinodiris, the global serious games program manager for IBM, talks about how IBM has used serious games and gamification in the past and how it intends to go beyond its application in training to other areas.

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Managing Gamification Initiatives and Expectation with Rabobank

Last week, we featured Rabobank‘s Gamification Hub manager, Maarten Molenaar to discuss Rabobank’s gamification initiatives and what internal measures were taken by the Dutch banking and financial services company to achieve its business objectives with gamification.

Watch the full interview below to learn about:
  • How Maarten jumpstarted the gamification hub within Rabobank.
  • The importance of having a consolidated gamification central hub for the organization.
  • How to balance gamification and overall user experience when solving business challenges.
  • What gamification hub best practices can be taken applied for other organizations.
  • How to manage different expectations amongst colleagues and key stakeholders.
Be sure to also catch our next episode of the Gamification Revolution this Tuesday April 22th at 1 PM ET:



Download this episode (right click and save)

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Study: Playing Video Games Can Increase Brain Size

A study published in PLOS ONE, an online peer-reviewed journal, gives quantitative evidence of what effects video gaming has from a physical, biological perspective. At very least, playing video games can alter your brain.

Studying a mix of 152 teenagers, both boys and girls, testing was done on two areas of the brain: the left dorsolateral prefrontal cortex (DLPFC) and the left frontal eye fields (FEF). What the researchers discovered was that these areas, responsible for executive control, strategic planning, and eye movement relative to “visio-spatial attention” were all positively influenced by video game play in a significant way.

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How a Teacher Used Civilization IV to Teach Roman History

Education Games Research had an account of a Canadian teacher, Dr. Shawn Graham, who employed a unique approach in using games in education. The teacher set up a scenario in the popular simulation game Civilization IV to allow students to become one of the factions in Ancient Rome’s “Year of the Four Emperors” that took place in 69 A.D. after the assassination of Nero. During that year, four successive Roman generals, Galba, Otho, Vitellius, and Vespasian in rapid succession marched on Rome with their legions and seized power.

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Case Study: Lessons on Gamifying Social Media at Events with Livecube

In late 2013, Gabe traveled to 15 cities worldwide for GSummit Global, a series of full-day workshops and meetups to bring GSummit closer to gamification fans. As a part of GSummit Global, we also released 10 new webinars and videos by gamification and engagement professionals. We will be releasing them publicly as we keep counting down to GSummit 2014.

This week, Aaron Price, co-founder of Livecube and founder of NJ Tech Meetup, will share his learnings after successfully gamifying social media at events, including GSummit for the past 2 years. We are also doing it this year, so stay tuned and participate to win awesome prizes!

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