GList – Daniel Brusilovsky: On the Future Generation of Gamers at GSummit

Today in our ongoing GList series, we’re featuring Daniel Brusilovsky. Daniel is the CEO and founder of Teens in Tech Labs, dedicated to providing resources for young entrepreneurs worldwide. As a successful young entrepreneur and adviser who has worked with a number of successful startups,  Daniel will be providing a talk at GSummit about the rise of kids…

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Global Gamification Market Study Shows Driving Need to Engage Consumers

TechNavio, a research wing of Infinity Research, released a 40-page marketing report in November 2012. The study examines the expected role of Gamification in the North American, European and Pacific Rim areas. The purpose of the research was “to aid decision makers’ understanding of the present and future landscape of the market.”

And the landscape’s terrain is populated by social media and networking.

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Playing Video Games Related to Stronger Surgery Skills

I’ll never forget the moment when my friend’s father stated he bought a Wii because he had read some studies about how playing games improved hand-eye coordination related to surgery as he waggled a controller at the television screen. While not all Wii-actions might assist in laparoscopic surgery, a recent study by researchers at the University of Texas Medical Branch at Galveston (UTMBG) demonstrated playing video games was positively correlated with the ability to perform minimally-invasive surgery techniques.

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Gamification in the Globe and Mail

“How long till life is one big video game?” asks Ivor Tossell in his recent article in the Innovation section of The Globe and Mail. In the piece he gives and introductory definition of gamification and quotes Gabe Zichermann for his insights as someone “at the forefront of a new strain of marketing thinking” and…

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Turning Big Data into Smart Data: Nike+ Drives Valuable Insight

It was 2006 when Nike turned the most simple of sports into a key driver for adopting a healthier lifestyle. 7 years later, Nike+ now has about 7 million users. Socially rich data is key for any quantified self project, and running is no exception. The success of Nike+ is an example of how measuring performance is useful to gaining key insight. For users, they get to understand their running patterns better. For Nike, servers worth of Nike+ data can be turned into strategic business decisions to improve company performance.

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3 Games in education Examples For the Classroom

Looking at games in education for the classroom, as a teacher you might wonder if it is right for you. So let’s see if we can’t answer that question, shall we? Every child learns differently. This is a fact. Some children learn from reading a book. Some children learn from hands on experiences. Yes, some children even learn from playing video games. In fact, history teaches us that most children do.

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60 Second Gamification Tips with Gabe Zichermann

We’ve seen a lot of positive feedback for some of Gabe Zichermann‘s 60 Second Solution videos with EntrepreneurMagazine so we decided to start releasing our own Gamification Co series of 60 Second Gamification Tips with Gabe Zichermann!

Every week from now until GSummit SF 2013, we will be releasing a series of short gamification tips to help you on your path to gamification. Watch Gabe’s first tip below:

Make sure to subscribe to our YouTube channel for all the latest tip videos and gamification content we have to offer. You can check out our tip page on GSummit here:
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CodeAr.my Enters the Spotlight in Southeast Asia

CodeAr.my has recently signed a Memorandum of Understanding (MoU) with human capital development centre, Might-Meteor Advanced Manufacturing Sdn Bhd, to bring the concept of gamification to Information Technology (IT) students in participating Malaysian universities and colleges. Since its unofficial launch at this year’s GSummit, CodeAr.my has established relationships with Stanford University to enhance the platform’s…

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