gamify

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gamify

(ˈɡeɪmɪˌfaɪ)
vb
to adapt (a task) so that it takes on the form of a game
ˌgamifiˈcation n
Collins English Dictionary – Complete and Unabridged, 12th Edition 2014 © HarperCollins Publishers 1991, 1994, 1998, 2000, 2003, 2006, 2007, 2009, 2011, 2014

gamify


Past participle: gamified
Gerund: gamifying

Imperative
gamify
gamify
Present
I gamify
you gamify
he/she/it gamifies
we gamify
you gamify
they gamify
Preterite
I gamified
you gamified
he/she/it gamified
we gamified
you gamified
they gamified
Present Continuous
I am gamifying
you are gamifying
he/she/it is gamifying
we are gamifying
you are gamifying
they are gamifying
Present Perfect
I have gamified
you have gamified
he/she/it has gamified
we have gamified
you have gamified
they have gamified
Past Continuous
I was gamifying
you were gamifying
he/she/it was gamifying
we were gamifying
you were gamifying
they were gamifying
Past Perfect
I had gamified
you had gamified
he/she/it had gamified
we had gamified
you had gamified
they had gamified
Future
I will gamify
you will gamify
he/she/it will gamify
we will gamify
you will gamify
they will gamify
Future Perfect
I will have gamified
you will have gamified
he/she/it will have gamified
we will have gamified
you will have gamified
they will have gamified
Future Continuous
I will be gamifying
you will be gamifying
he/she/it will be gamifying
we will be gamifying
you will be gamifying
they will be gamifying
Present Perfect Continuous
I have been gamifying
you have been gamifying
he/she/it has been gamifying
we have been gamifying
you have been gamifying
they have been gamifying
Future Perfect Continuous
I will have been gamifying
you will have been gamifying
he/she/it will have been gamifying
we will have been gamifying
you will have been gamifying
they will have been gamifying
Past Perfect Continuous
I had been gamifying
you had been gamifying
he/she/it had been gamifying
we had been gamifying
you had been gamifying
they had been gamifying
Conditional
I would gamify
you would gamify
he/she/it would gamify
we would gamify
you would gamify
they would gamify
Past Conditional
I would have gamified
you would have gamified
he/she/it would have gamified
we would have gamified
you would have gamified
they would have gamified
Collins English Verb Tables © HarperCollins Publishers 2011
References in periodicals archive ?
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.