Gamified Office – Update

January 11, 2012

Here is an overview of the current state of the platform and some of our future plans. For more background on games and office work, you can check out our post on gamification and motivational design.

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Gartner Hype Cycle for 2012

November 29, 2011

Every year, the research firm Gartner publishes a report of emerging technologies and the stages of their impact in the marketplace. The Hype Cycle for Emerging Technologies report has become a constant source of inspiration for all kinds of technical and business professionals, from IT managers, marketers, directors to entrepreneurs.

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Games and Office Work

September 13, 2011

Gamification, serious games, motivational design – these are some of the terms used when we apply lessons from game design to drive engagement in non-traditional contexts such as office work, health care or education.

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The Two Aspects of Gamification

August 8, 2011

Games are all about fun. We play them because we are competitive by nature and we feel challenged through them, because we can risk it all in games and lose nothing in the real world, because games are a welcome break from our daily routine and, most importantly, because we get a feeling of accomplishment when we make progress in a game.

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Serious Games and Gamification

March 4, 2011

Games are an important part of our lives – online games take up as much as 3 billion hours of our collective time every week. Playing games, we experience something everyday life is often lacking – clearly defined goals, endless motivation and a constant source of challenges. Over the last couple of years, game designers around the world have tried and often succeeded in applying principles from games in fields such as health care, education, science, productivity and even crowd-sourcing.

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