The SMART Playbook Will Teach Your Kids The Basic Social Etiquette

Learning Manners Has Never Been More Playful While gamification has already made for some profitable business marketing ventures, the concept is also being applied to a variety of other mediums and outlets. As it turns out, books also provide some wonderful opportunities for games in education. The SMART Playbook: Game-Changing Life Skills for a Modern World…

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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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Why Gamification Is Important as a Young Professional

When I first heard of gamification I was working at a big data internship with Infosys in Bangalore, India. My mentor explained it to me as “bringing games to the world to drive creativity, production, and behavior change.” I remember calling my parents shortly after to tell them, “Remember all those hours I spent playing Donkey Kong Country, Super Mario, Metroid, and FIFA. Well, I don’t think it is fair for you to yell at me anymore for wasting my time. Have you heard of gamification? Well let me tell you about it…..”

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Oxford University Press is Bringing Gamification to Classic Novels

Oxford University Press has announced a partnership with game developer SecretBuilders to promote the publisher’s “50 Great Reads Before 15” initiative. The partnership will produce a series of web and mobile games meant to transform classics like Alice in Wonderland and Macbeth into interactive learning experiences for kids and teens under 15. Laura Pearson, General Manager of Oxford’s American…

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