M2 PRESSWIRE-September 3, 2019-: Global Gamification
Market Anticipated to Exceed $32 Billion by 2025
Brands like Keells can leverage gamification
to build their brand image and improve customer engagement.
Release date- 21082019 - AllenComm announces 2 new industry awards for blended learning and gamification
(Tokyo, President and CEO: Kenji Yasukawa, Ph.D., "Astellas") today announced that they have launched "Health Mock Lab." as a virtual framework for industry-academia collaboration aimed at creating and commercializing new digital healthcare solutions using gamification
Summary: New Delhi [India] July 29(ANI/BusinessWire India): NIIT Limited, a leading provider of skills and talent development services announced today that it has been selected as a 2019 Top 20 Gamification
Company for the sixth consecutive year by TrainingIndustry.com.
A question that I often get asked is "What's the difference between gaming and gamification
?" Oxford Dictionaries defines gaming as the "action or practice of playing video games." Not all video games are made the same.
Despite the predictions, however, gamification
does not seem to have taken hold among training professionals and in corporate classrooms in the Greater Lehigh Valley at least not yet.
Neal Oates, assistant head at Dubai British School, said gamification
is a method used in schools to improve engagement among students by using various applications and challenges in the classroom.
Pioneering the innovation in fan engagement through gamification
and attractive prizes, this digital property is providing a great opportunity for PSL fans, to not only take their passion to the next level but also to enjoy exciting rewards.
Exploring how to be 'future-ready', the event will feature experts discussing topics like wellness and mindfulness, imposter syndrome, retrieval practice, sketch-noting, digital literacy, deeper digital reading, philosophy for children, gamification
and evidence-based learning strategies, among others.