In his online course on ethical decision-making, Greg Andres, a philosophy lecturer at the University of Waterloo in Canada, has students compete for the top spot on the class' leader board. As they ...
Gamification is the application of gaming mechanics in a non-gaming context. These can be applied to different areas of life, with each requiring different approaches. Businesses can use gaming ...
Gamification was not long ago the darling of business talk. Successful initiatives like Volkswagen’s campaign The Fun Theory proved that incorporating elements of games can help achieve tangible goals ...
Gamification became more common in 2010 when it became more specifically associated with the integrating of social/reward elements of games into softw... Gamification became more common in 2010 when ...
Virtual events have swiftly become the norm; but while organisers have grown to appreciate their many advantages, keeping audiences engaged remains a challenge. In many cases, audiences have simply ...
Gamification is a technology to adapt game methods to non-game processes and events to make employees/participants more involved in the process. Why introduce gamification into business, manufacturing ...
Now that online games have become so popular among K-12 students, school and district administrators can use gamification techniques to create a positive school climate and encourage positive behavior ...
PlayStation Plus was not something that many PS players were fond of when it was first released as it took away the free online gaming aspect that sort of gave PlayStation a competitive edge over the ...
Behavioral factors can adversely affect investment decisions. A study by Morgan Stanley revealed that the average U.S. investor received about 55% of the potential returns from a balanced portfolio ...
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