Making the Value of ‘Together’ Better: Local Gamification
According to Gartner’s Hype Cycle, gamification entered the 5th stage – ‘stabilization in 2022, moving from the 2nd stage – ‘before popularization’ in 2012. […]
According to Gartner’s Hype Cycle, gamification entered the 5th stage – ‘stabilization in 2022, moving from the 2nd stage – ‘before popularization’ in 2012. […]
Learning done well is more like play than ‘work’. There are many games which can help to instill learning skills, as you and your family enjoy time together. […]
Language learning is big business. Games-based learning and gamification have emerged as powerful tools to engage learners and enhance language acquisition […]
Can anything be a game? I think the answer is probably ‘Yes’, and I want to try out the idea that ‘real-life’, e.g. work, can be deliberately designed gamefully […]
Why would Steve Jobs want to trade all his tech for an afternoon with Socrates? Why did he say, “In Apple’s DNA, it’s technology married with liberal arts.” […]
An infographic compiled from Dive Deeper: Empirical Analysis of Game Mechanics and Perceived Value in Serious Games, looking at how purpose increases pleasure. […]
This infographic summarises Learning Models in Educational Game Interactions: A Review – which is a literature review by Syahidi, Supianto, Hirashima and Tolle […]
Using the Theory of Flow and the PENS model of player experience, this study explores differences in types of experiences depending on the games being played. […]
Although playing video games may seem counterintuitive to workplace productivity, the values that people can learn from games may benefit the overall business. […]
As soon as you are introduced to a game and its storyline, your resources and characters, the meeples, the boards, are literally and figuratively in your hands. […]
Rarely are games alone the catalyst for students reaching their learning outcomes. How do players use, play, and develop from a socialized gaming environment? […]
The key, according to many experts is to allow self-directed activity – and not to act as some kind of entertainments manager for your kids. […]
The meaning of the metaverse is still hard to define, although the word was created more than thirty years ago. Is it devices, avatars or the space itself? […]
What makes something “gamified?” How can gamification be used strategically? What are the pitfalls of gamification and how can we avoid them? […]
Are ‘magic circles’ only found in games and play, or is that entering magic circle, means the activity you are taking part in is, in some way, playful? […]
Ludogogy 2022