“Gamification” is the practice of adding game-like elements to non-game contexts. It isn’t new, nor it is always a negative, but it is being aimed at consumers and employees more and more frequently, ...
Apps like Duolingo and Pokemon Sleep are gamifying the lives of their users, but is that such a bad thing? Being human is hard work. There’s so much maintenance involved in our own personal welfare, ...
The incorporation of games into everyday life has the power to revolutionize how we learn, work, and engage with technology. Imagine turning education into an epic quest, transforming fitness routines ...
In “You’ve Been Played,” a self-identified gamer warns against the dangers of imposing artificial incentives on all aspects of our lives. Credit...Brian Finke for The New York Times Supported by By ...
As a kid playing 80s- and 90s-era strategy games on the family PC, Adrian Hon secretly entertained the idea of designing video games of his own. Deterred by his middle-of-the-road math skills, he ...
In a subscription economy, the fate of a product is decided not by the first payment, but by the twentieth. Keeping an ...
As digital self-assessment platforms evolve, MyIQ has distinguished itself by using gamification not as a gimmick, but as a thoughtful approach to encourage user participation and create a more ...
In May of 2019, the Washington Post reported that “inside several of Amazon’s AMZN cavernous warehouses, hundreds of employees spend hours a day playing video games. Some compete by racing virtual ...