Netflix and TikTok were both first-movers, but unlike larger businesses they haven’t diversified their services very much. It seems they’re starting with gaming.
Apps are designed to encourage desired behaviours, sometimes with perverse consequences for users.
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The use of “gamification” in stock trading and other apps raises new legal challenges. Existing legal tools should be adapted to meet these challenges.
Gamification is a promising method for encouraging less car use in urban areas.
Simon McCallum, Te Herenga Waka — Victoria University of Wellington; Edward Schofield, Te Herenga Waka — Victoria University of Wellington, and Stephen Dobson, Te Herenga Waka — Victoria University of Wellington
Video gaming is often seen as a distraction for students. So the challenge is to distract students back towards learning – and video games provide the perfect model.
Robinhood’s trading app uses features commonly found in video games and casinos to make investing more fun, which also obscures the real risks involved.
Riding together from afar can help you build the exercise habit.
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From step counters and active video games to apps for exercisers and tech-enabled gear, there are a lot of ways to combine your workouts with your digital life.
The supervised, structured and balanced use of Minecraft could allow students to fully benefit from the potential of this game to build skills and increase motivation.
The marketisation of higher education is just a symptom of what’s wrong with universities.
Video games have inspired a revolution in university teaching. Pictured here is a scene from the popular game Fortnite Battle Royale.
(Sergey Galyonkin, Epic Games Berlin via Wikimedia Commons)
University course designers are harnessing the addictive quality of video games to develop ‘Serious educational games’ that engage and motivate students.
The Pomodoro, a humble tomato-shaped kitchen timer, can improve your focus.
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If innovations of our digital age are largely to blame for decreasing attention spans, don’t they also hold possible solutions?
A staff-wielding Arcstrider character takes on foes in Destiny 2. The video game by Bungie studio, published by Activision, makes use of badges and other achievements to spur on players — a technique that can be applied to education.
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Using elements of game play, we can create incentives for people to change how and when they make various transport choices in ways that enable the whole system to work better.
Fitness trackers make activity into a contest.
Wearable image via www.shutterstock.com.
The human psyche loves a challenge as well as a pat on the back for achievement. Pervasive computing taps into these drives to ‘gamify’ aspects of life that are typically not games or even much fun.
Don’t dismiss “playing games” as a waste of time - they can be a powerful tool for learning.
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