A Brief Overview of Gamification in Healthcare

Use of games in healthcare has become a focus among startup companies, largely concentrating on combining self-monitoring with games. The question remains if these new gamification products can lead to sustainable modification in healthcare behavior, especially among those who need it most. Gamification developers want to focus on the self-management of chronic conditions. Healthcare providers want to offer games to their clients, but privacy restrictions have added some legal an ethical wrinkles in the area of health care gaming design. Privacy restrictions are making it difficult to design healthcare feedback competitive gaming designs for those who would most benefit from them.

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Facilitating Math Learning with DreamBox Learning Platform

Last year, teachers began to face an uphill battle after the increase of math standards in many states. School districts nationwide commenced searching for a solution to fill in the learning gaps created by the jump in expectations, but with limited time and teachers, the task seemed almost impossible. Since math is a “no pass” subject in certain levels of state testing, one game in education stands out as superior at helping teachers win the fight: Welcome to DreamBox Learning!

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CataBoom: Sparking Brand Loyalty with Rewarding Games

Consumers aren’t exactly brand loyal as they were years ago. Consumers evaluate how a product or service benefits them on multiple levels. They are savvy buyers and have access to a lot of information to help them make their choice. A Texas-based company called CataBoom offers tools to integrate reward-based games in marketing campaigns. Through gamification, consumers discover new ways to benefit from engaging with a brand.

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Gamifying Sexual Health with OhMiBod’s Lovelife Krush

The smart people at OhMiBod may have ushered in a serious game revolution with the release of their new wearable device, Lovelife Krush. “It’s the gamification of sexual health,” declared OhMiBod’s co-founder, Brian Dunham, to CNBC’s Chris Morris as they discussed his product fetching one of Engadget’s top honors at this year’s Consumer Electronics Show (CES). This top honor certainly helps OhMiBod efforts to launch their new device into a Sexual Wellness market currently worth $16 Billion and forecasted, by research firm Technavio, to reach $21 Billion by 2019.

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Guido Helmerhorst

Discovering KLM Airlines Next Top Model with Guido Helmerhorst

Promoting Employee Engagement and Collaboration in KLM’s IT Division Last time, we featured Head of Innovation Technology and Learning, Guido Helmerhorst from KLM Royal Dutch Airlines to discuss his team’s recent project, “KLM’s Next Top Model“. With support from higher management, the project aimed to promote employee engagement and interdepartmental cooperation of KLM’s IT division….

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Engaging Collegiate Community with Gamified app U of Nine

Game based training has caught the interest of colleges across the country. The different ways in which gamification could be implemented on campuses has not gone unnoticed. In a recent PRNewswire article, some gamification companies are meeting the new demand. According to the article an organization called ATIXA (Association of Title IX Administrators) is working in conjunction with an educational quiz based training company called Trivie to create some very useful resources for colleges.

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NewU

Integrate Popular Fitness Tracking Apps With NewU

NewU is a free IOS app (and apparently not yet available for Android platforms) designed to integrate with all popular fitness tracking apps. Once that integration occurs, calorie burn statistics are pushed into NewU and converted into Sweetsweats. If the user changes his or her fitness tracking hardware – perhaps from FitBit® to MapMyFitness® or from Jawbone UP® to Apple Health® — NewU is supposed to seamlessly reintegrate with each new tracker. Moreover, NewU also provides users with access to what is described as “curated” health and fitness goods and services such as food, gyms, spas, nutritionists and other resources. NewU also has its own flavor of “selfies,” called “Fitfies,” and users can share them to inspire friends and earn bonus points when a user’s fitness partners join NewU. Bonus Sweetsweats are also awarded for your health and fitness-related recommendations.

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Gamification Startup For Pre-School Learning: Kidaptive

Gamification startups are a dime a dozen in Silicon Valley and the surrounding high tech area. Kidaptive, which makes an educational app aimed at preschoolers called Leo’s Pad stands out for two reasons. The founders of this startup located across from Stanford University have incredibly impressive backgrounds and the company raised 18.2 million dollars in seed funding which is unheard of for edtech.

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activate

C8 Sciences Offers Alternative ADHD Treatment with Activate

The numbers of children diagnosed with attention deficit hyperactivity disorder, or ADHD, have steadily increased in the last decade, figures from the Centers for Disease Control and Prevention show. Many of these children are prescribed pills for treatment. But pharmaceuticals come with side effects that parents may not want to risk. Some companies believe that technology can treat the disease and they’re doing it with games. Focusing the child’s behavior on a video game with a health care objective has helped some children alleviate the behaviors observed in ADHD.

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Biddl

Gamifying the Mobile Shopping Experience with Biddl

The latest innovation in the mobile shopping space is Biddl, a U.S.-only smartphone application that hopes to make the experience more entertaining and visually appealing by “combining mobile game mechanics and gamification with easy-to-use shopping features…” according to PRNewswire. Developed and released by Biddl Inc. for both iPhone/iPad and Android platforms on October 14, 2015, Biddl invites users to compete for high-end branded items.

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