Gamifying Driving Safety With Mobile App TextNinja

While automobiles have been part of the American landscape for a century, mobile phones only started becoming commonplace about 15 years ago. Today, the pairing of the two products forms a dangerous combination leading to distracted driving, and in far too many cases, car accidents. TextNinja, a gamification startup is trying to overcome the problems caused by the collision of these technologies with a new technological solution: a mobile app that helps keeps drivers’ focus where it belongs – the road.

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Ball State Achievements: Improving Learning Outcomes and Student Retention

Last time, we featured Ball State University Achievements program coordinator, Scott Reinke to talk about the university’s student engagement app, Ball State Achievements. Developed in-house, the mobile application helps at-risk students engage with the university ecosystem and improve learning outcomes in higher education.

Watch the full interview below to learn about:

  • Why did the team chose a mobile platform to deliver content to its target audience?
  • What were the results since the program’s launch? Were there findings that surprised the team?
  • How did the team designed the actionable tasks found on the platform?
  • Why did the team not rely on extrinsic rewards such as prize money and gift cards to incentivize user actions?
  • What were the challenges for creating a gamified solution for a higher education setting?
  • What is the team’s vision for the future? Would this type of gamification platform be scalable for a larger higher education ecosystem?

Watch the video, listen on the audio podcast or subscribe to our iTunes channel below. Be sure to catch our next episode of the Gamification Revolution.

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Decoding the Psychology of Video Gamers with Nick Yee

Last week, we featured Quantic Foundry co-founder and analytics lead, Nick Yee to talk about Quantic Foundry’s Gaming Motivation Model. Combining social science and data science, Nick’s team was able to decipher users gaming behaviors and motivations through the unique framework.

Watch the full interview below to learn about:

  • How Nick’s team designed and developed the gaming motivation model?
  • What was the experience like studying social science (i.e. conducting an academic survey) using social media?
  • What were the most surprising findings when studying the user’s age and gender on their gaming motivation?
  • Did the gaming motivation framework enabled Nick’s team to establish user persona’s of their survey participants?
  • What are the 2 schools of thought in explaining the relationship between data points?
  • How can the gamer motivation framework be applied in the real world, beyond the context of video games alone?

Bonus: Interested to find out about your gamer motivation profile? Try taking the survey here.

Watch the video, listen on the audio podcast or subscribe to our iTunes channel below. Be sure to catch our next episode of the Gamification Revolution.



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MilestonePod: Running to Train and Win with Gamification

Training for a marathon feels like a lonely challenge for many runners, quietly logging in the miles. To alleviate this, Milestone Sports is launching a platform called MilestonePod for runners to track their training progress with gamification elements according to MarketWired. Individuals using the platform can track many metrics, connect with others, and compare training progress.

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Redefining Consumer Market Research with OnePulse

With an eye toward international expansion, London-based consumer engagement app OnePulse recently closed a $1.07million seed investment round. Led by D5 Capital, AngelLab and LCIF, OnePulse has already signed over 300 clients looking for on-demand consumer insights. Major businesses and retailers including Aviva, Coca-Cola, and CGA Strategy, look to OnePulse mobile app users for instant responses and feedback.

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CleverPet: Fulfilling Idle Pets Cognitive Needs with Leo Trottier

Last week, we featured CleverPet Inc. founder & CEO, Leo Trottier to discuss about the company’s gamified device, CleverPet. Successfully funded on Kickstarter, the device provides engaging stimulation for a more active lifestyle desired by bored, lonely dogs.

Watch the full interview below to learn about:

  • How does CleverPet works and what are its capabilities?
  • How did the idea of creating a interactive gamified device for dogs came about?
  • What would game design looks like from a dog’s perspective? Would the design and interaction differ if it was made for cats?
  • How did the team go about tested the design gamified device?
  • What kind of complex behaviors the devices aims to instill beyond basic gameplay stimulation?
  • Were there concerns raised on the the impact of applying operant conditioning on pets?

Watch the video, listen on the audio podcast or subscribe to our iTunes channel below. Be sure to catch our next episode of the Gamification Revolution.

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Incentivizing Water Conservation With Gamification Startup Oasys

With much of the West Coast mired in a years-long drought, it’s hard to get away from the stream of messaging about water conservation. But much of that messaging doesn’t get through. Many people still use (and unfortunately waste) water in the same way that they did when water was abundant. A gamification startup called Oasys has a developed a device that aims to help homeowners understand just how much water they use.

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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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Gamified Tutorial For College Courses Pre-Registration

The New York University Polytechnic School of Engineering is a comprehensive university of engineering, applied science, and technology. Its 150 year history of education makes it one of the oldest engineering schools in the United States. With campuses in Brooklyn, Manhattan, Abu Dhabi, and Shanghai it is also a multi-cultural, global institution.

When the NYU Polytechnic changed their course registration procedure to a more self-service approach, they hoped it would lead students to take more ownership of their course of studies. Whereas before the students would be presented with a schedule and entered into courses by university staff, students would find and register for classes themselves through the new gamified tutorial system.

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Improving Personal Financial Management with Gamified Mobile App Jojonomic

If you were listing five subjects that seem impossible to gamify, you probably would list personal finance first. Singapore-based start-up Jojonomic thinks it has cracked the code with its new financial management application, offered as what its CEO and founder Indrasto Budisantoso says is the antidote to the very low level of financial literacy in the company’s target geographic market, which is South East Asia. The goal of the gamified mobile app, according to Budisantoso, former CEO of Groupon, is to facilitate personal finance management by minimizing the number of screens that a user had to work through in order to record transactions and by making it fun.

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New Research Suggests Fitness Games Improve Long-Term Health

If someone gave you the chance to claim a reward in exchange for boosting your physical activity, would you do it? It turns out, a lot of people are taking up that offer, apparent in the growing number of examples of games in health finding a place in businesses. But executives at companies considering such programs might wonder whether they work. New research suggests that not only are patients participating in games, this participation is also leading to measurable improvements in health.

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Improving Your Business English With Wall Street Journal’s Newsmart

On the theory that the best way to learn “business” English is by reading the Wall Street Journal and other publications of Dow Jones & Co., the WSJ has launched an online video-driven educational program called Newsmart. A subscription based service, Newsmart proposes to use game based learning to teach business English to non-English speakers by exposing them to actual WSJ articles and videos drawn from the general areas of business, finance and technology news. Once the learner has read or viewed the media, she is guided through an array of exercises intended to test comprehension and to both teach and improve vocabulary and grammar. A beginning user is also offered the opportunity to self-test on a TOEFL interface presumably to assist the student in determining the proper entrance level.

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