#The Gamification Company
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gamificationcompany ¡ 10 months ago
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Revolutionize your approach to engagement with our dynamic gamification platforms at The Gamification Company. Whether you're looking to boost productivity, enhance learning, or drive customer loyalty, our platforms offer the tools you need to succeed. With intuitive design and powerful features, our solutions empower organizations to create immersive experiences that captivate and inspire.
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infonativesolutions7 ¡ 6 months ago
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E-Learning Company in India
As an eLearning company in India, it's crucial to recognize that in today's dynamic landscape, e-learning is transformative. It reshapes learning methods, transcends geographical constraints, and facilitates access to quality education globally. India, with its large population and growing internet connectivity, is increasingly pivotal in the e-learning industry's evolution.
What is E-Learning?
E-learning, or electronic learning, refers to using digital technologies to deliver educational content outside of a traditional classroom. It encompasses various formats, including online courses, webinars, virtual classrooms, and interactive tutorials.
Benefits of E-Learning
E-learning offers numerous advantages over traditional learning methods:
Flexibility: Learn at your own pace and schedule.
Accessibility: Access courses from anywhere in the world.
Cost-Effective: Reduces travel and material costs.
Personalized Learning: Tailor courses to individual needs.
Interactive Content: Engages learners with multimedia elements.
Types of E-Learning
There are several types of e-learning, each catering to different needs:
Asynchronous E-Learning: Learners access content at their convenience.
Synchronous E-Learning: Real-time, instructor-led sessions.
Blended Learning: Combines online and face-to-face learning.
Microlearning: Short, focused modules for quick learning.
Innovative E-Learning Solutions in India
1. Custom E-Learning Solutions
Many e-learning companies in India offer tailored solutions to meet the specific needs of their clients, providing customized content and interactive modules.
2. Learning Management Systems (LMS)
LMS platforms are integral to e-learning, allowing for the efficient management and delivery of online courses. Companies like Infonative Solutions provide robust LMS solutions.
3. Mobile Learning
With the proliferation of smartphones, mobile learning is becoming increasingly popular, offering learners the flexibility to access courses on the go.
4. Gamification in E-Learning
Gamification involves incorporating game elements into learning to enhance engagement and motivation. This approach is being widely adopted by Indian e-learning companies.
5. AR and VR in E-Learning
Augmented Reality (AR) and Virtual Reality (VR) transform e-learning by providing immersive and interactive learning experiences.
Conclusion
The eLearning company in India is reshaping education with adaptable, accessible, and affordable learning options. With advancing technology and expanding internet access, India's eLearning sector is set for substantial growth, fostering skill development and advancing national development.
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elblearning ¡ 6 months ago
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Enhance Learning Experiences with eLearning Gamification
https://www.elblearning.com/why-gamification - ELB Learning offers innovative eLearning solutions with gamification elements. As one of the top eLearning gamification companies, we engage learners effectively, fostering interactive and enjoyable educational experiences. Visit our website today!
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luckoflegends ¡ 1 year ago
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Sick with COVID - whee! But day 2, I have energy back. Wrote a little something after starting Dead Cells with the kiddo during illness ... Addictive video game design principles can offer educators design concepts that WORK (beyond the empty concept of cheap gamification).
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webdevelopment-ecommerce ¡ 1 year ago
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Gamification of E-Commerce Experiences: Increasing Visitor Engagement in the Digital Realm
In today’s digital landscape, businesses are constantly searching for innovative ways to capture and retain the attention of online consumers. One strategy that has gained significant traction is the gamification of ecommerce experiences. By incorporating game elements and mechanics into the shopping journey, businesses can create immersive and engaging experiences that increase visitor engagement, encourage loyalty, and drive conversions. In this blog post, we will explore the concept of gamification in ecommerce and how it has been successfully employed by SaaS companies, particularly in the realm of helpdesk software.
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allaboutelearning ¡ 2 years ago
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It is said that playing games stimulates brain development. It's also true that the easiest way to teach someone is to make him play. But how to design the most effective games without taking the fun out of them.  Read more...
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contooleindia ¡ 2 years ago
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TIPS TO CONSIDER WHILE INCORPORATING GAMIFICATION IN ELEARNING COURSES
Having gamified courses as a part of the digital learning library definitely sounds interesting and quite lucrative for the learners. While some look at it only from the fun perspective, the reality is that gamification can drive learning outcomes in a way that can directly impact your performance within a very short period of time
However, gamification in eLearning courses require investment in terms of time as well as money.
Therefore, it is important that before making such investments, we weigh the need of gamified content as a part of eLearning programs
In our experience, we have come across clients who would often express the interest of wanting to introduce gamified content in their eLearning program but when they deep dive into the learning need and the outcome they want to drive with the given resources, they resort to eLearning modules with rather simpler design which are effective too in their own way
So, what are the points to consider while using gamified content as a part of eLearning curriculum.
In this article we have tried to consolidate some of our learning in a way which will help you to gain perspective about the use of gamified content in eLearning courses
The profile of the audience
It goes without saying that it is the most crucial one. They after all are the consumers of the content. If they are not matured enough sometimes they might just trivialize the fun element and forget to take away any concrete learning from the module because their ability to synthesize any information is perhaps less
So, know who will be consuming your content, what has been their exposure to gamified content or eLearning and how prepared are they?
If they will be consuming content like this for the first time it is important that we sensitize them towards the curriculum in a way where they know what they are going to be learning and how they are expected to implement it in future
The availability of the resources
Building gamified content requires a considerable amount of time. It needs a dedicated SME who can co-create  the content with your learning partner. Gamified content is usually customized which means adding the context of your organization, it culture, its expectation and it’s current challenges is what will make the learning content more meaningful. So, be sure to have your SME team in place who can guide and validate your learning partner with a relatable context
The learning outcome and the performance goals
Using gamified content for everything may over simplify things and thereby reduce the value it can contribute as a key learning too. Therefore, before venturing out for an eLearning partner and validating their capability to deliver gamified content it is important that we are clear about – what do we really want to drive through this curriculum? How do we want the learners to be impacted with the help of these gamified modules? Will gamified module along will be enough for the performance improvement we are looking at or do we need other learning tools as well to support the learners throughout the their developmental journey?
eLearning gamification solutions sets the standards very high for learning and development but while it is important to be aspirational it is also important to be realistic about the current circumstances in the organization, the prevailing learning culture and the mindset of the people towards learning.
Therefore, it is crucial that you share the big picture with your eLearning partner so that they can provide relevant eLearning gamification solutions.
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orteil42 ¡ 1 year ago
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Between the recent custom buttons post with the pipe bomb and the gamification post with the post -deleting boss fight I'm starting to get absolutely feral over the idea of you making a social media platform.
The companies that run the current options are cowards.
i would honestly love to give it a crack and were i younger and sillier i think i probably would. unfortunately by now i've become a bit too aware that creating a social media website is one of those nightmare projects that is guaranteed to be 500 times more work and trouble than you initially expect, and if i get into that i'd never have time for anything else. i'd also have to deal with hiring an actual team and be an actual company instead of just some guy who codes in his bedroom. and then let's say maybe the website takes off and we get a few thousands of active users. after a while our uptime becomes terrible; people can't log in, posts won't load. tech sites are starting to make fun of us. we have to grow, get bigger servers, hire more people. eventually i'd have to confront the fact that despite my cute take on monetization our social media isn't recouping the growing server expenses and our seed money is drying up and people at the office are starting to bang at my door to get paid. do i pull the plug and throw away everything we've built so far? likely not, even my own ego aside there's too many people's livelihoods on the line. other folks on the team are motivated to make this work, and a feedback loop forms where we start to ever-so-slightly readjust our values if it means we get to survive another quarter. i get more cynical; our ad slots are more and more intrusive, our monetization strategy gets shiftier and more aggressive. we accept funding from less and less savory entities. we start collecting user data beyond simple telemetry. if we've gotten big enough by that point, we may choose to restructure and begin taking on shareholders. this is a deal with the devil, and we now have a fiduciary duty to play nasty and treat our userbase like livestock in order to secure short-term profit. we can't just stop accepting new users; continued growth demands that we throw away what's left of our ethics to accommodate the gargantuan swaths of money that hundreds of thousands of database calls per second require. those of us who disagree with the new direction are gradually nudged away from positions of power. me, i've either been kicked out of my own project a while back or i've adapted to become someone i would've despised a few years prior. this is all assuming the website didn't crash and burn a few months after launch from either my technical shortcomings or my inexperience with management, or maybe just because our site ended up being too niche to really snowball. it is fun to think about tho!
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copperbadge ¡ 1 year ago
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A horror trope that I very much enjoy is the "haunted book" -- a book that affects the reader in some way, like the Necronomicon driving people mad, or Dr. Mabuse's book that hypnotizes its reader into doing his bidding. It recently had a nice moment in the Magnus Archives, with the Leitner subplot, and there's even a hint of it in Frankenstein, when Victor reads the work of a scientist that his professors dismiss as nonsense and becomes obsessively deranged studying the subject matter.
So it's not that I think it's time for a revival and lord knows the word "reboot" has begun to stink of soulless profit (I think we're one, maybe two flops from a reboot of the MCU). I'm not the most current on horror media in any case so maybe it's been done, but if not I do think we oughta start considering the idea of a haunted phone app.
Apps are already designed for this, anyway. In our current era, a lot of retail "apps" are just reskinned browsers that load an optimized version of the company's website, and the goal of most apps and websites is to keep you in the app/website. (Which is why the google mail and tumblr apps both have internal web browsers.) A lot of phone games are designed to keep you in the game and continually redirect you towards microtransactions, and even apps that aren't games often gamify use; "gamification" has come to be a polite euphemism for "creating addictive circumstances".
Alongside this, a lot of recent cults and cultlike organizations have determined that straight religion is not the best way in anymore, and are coming in sidelong through MLMs (Nexium), wellness and dietary orthodoxies (Bikram Yoga, a number of insta/tiktok orthorexia gurus), or political movements (Qanon). So you get a cult, set up like a business, with an app you use for your business -- or even a cult with a "wellness" app that monitors your sleep, eating, location (wait, that's just FitBit) -- and slowly it gamifies you right into attempting to raise a Great Old One using the power of your downstream or a nice big helping of olive oil coffee.
Although I hate those thinkpieces/art pieces that are all about "you're so busy on your phone you can't appreciate the world around you, remember when we read real paper books" so I would require that the protagonist defeat the evil also using a phone app, or at the very least blind the evil using the flashlight function. Locking the book away in a library app and then putting the phone on airplane mode is a nice resolution, followed perhaps by it lighting up even though it's offline with a message "someone is attempting to locate this phone" as the post-credits stinger for the sequel.
This thought brought to you by Duolingo, which recently fed me, in succession, the task of translating from Italian the phrases
Who do you see in the mirror?
We open the curtains and see the light.
The pillows and blankets are red.
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bluebellowl ¡ 10 months ago
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GARDEN PEOPLE TALK TO ME!
I’m looking for people to interview for my game design graduation project.
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I'm making a small game to educate and inspire people about Food Forests. The start-up game company eVRgreen Studio is my client for this, so it's gonna be all about nature and gamification for a sustainable society.
The game will be aimed at Millennials and Gen X with vegetable gardens big and small. If you’re in that age group and you’ve got a garden, let’s talk! If you know people who match that description, send them my way!
The project is still in its baby shoes, but that's the best time to talk to the people who are gonna play the game later on. Your input helps me decide on how we're gonna present the game, what the gameplay should look like, and what kind of art style I should go for.
I’m working on a form rn as well, but I definitely want to actually talk to some people. If you're interested, just drop into my dms.
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redappletech ¡ 2 months ago
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source-code-lab ¡ 4 months ago
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ralfmaximus ¡ 5 months ago
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Japanese supermarket chain AEON has adopted an artificial intelligence (AI) system to assess and standardise its employees’ smiles, renewing the debate about workplace harassment. On July 1, the national brand announced it had become the world’s first company to promote a smile-gauging AI system, which it is using across its 240 shops around the country. Called “Mr Smile”, it was developed by the Japanese technology company InstaVR and is said to be able to accurately rate a shop assistant’s service attitude.
Fuck all the way off with that dystopic cyberpunk nonsense.
It also incorporates gamification, in that employees can "improve their score" by smiling into a display correctly. Disability lawsuit from somebody with nerve damage or bad teeth in 3, 2, 1...
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rabbiteclair ¡ 1 year ago
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continuing the topic of 'managers who oversee websites make wild decisions':
In my old job, I dealt with the quality software used by Large Manufacturing Company. This software was an ancient desktop application, so for several years, my team was focused on making an app that could reproduce its most vital features on a tablet, so that QA types could perform inspections and stuff without being at a computer.
And, for a long time, the main message coming down from the director overseeing this project was: it needed Gamification.
Gamification, for those of you who are unfamiliar, is all of the badges, achievements, progress trackers, leaderboards, etc in software. Stuff that gives you some goal to work toward and makes using the software itself into kinda a game. In the opinion of this director, what we really needed in this app that was used by 55-year-old mechanical engineers to document 'panel #12 on unit 321 has a chip in the paint' was to add cheevos.
So, for probably about a year and a half, that was a big part of what my team was focused on. We could've been adding, like, useful functionality, but instead we had to think about things like 'how do we make a leaderboard to track who has documented the most defects caused by holes drilled at the wrong size.' The 55-year-old engineers hated it, and on at least one occasion somebody thought that the badges and stuff were a sign that the app had been hacked.
my hero in all of this was my one coworker who, when asked to make it spray confetti over the screen when somebody finished submitting a defect report, wrote a script to do that... and then she jacked the confetti volume up by like 5x before a demo to management. So we did our demo as normal, and then when we submitted the document, the screen was covered by ten billion pieces of overlapping confetti, which crawled down the screen as the entire system was slowed to a chug by the sheer amount of bullshit it was trying to draw.
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appears ¡ 2 months ago
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Though the conflict underlined the perils of overextending one’s empire, Bang [Si-hyuk] was forging ahead. A few weeks later, he told me, “Music delivers a very strong experience and emotions in an instant of listening. But we want to make it so that it can be part of a much longer and more sustained type of content consumption.” He continued, “I’ve read books about gamification and why people are addicted to games.” He was studying multiplayer online role-playing games and first-person shooters, and planned to develop games across multiple genres; some would feature alter egos of hybe artists, but others would have no connection with the idols. This turn felt at once arbitrary and revealing: increasingly, the company seemed to be losing interest in the musicians themselves. [...] Although Bang’s fixation on audience data had kept his artists afloat, the emphasis on constant growth has changed the company culture. “We’re expanding like a U.S. business—we’re expanding catalogues, we’re expanding our labels,” Bang told me. “I don’t know if we can even call this K-pop anymore, what this will become.” -Alex Barasch, The K-pop King, New Yorker
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throesofincreasingwonder ¡ 2 years ago
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Temu isn't full of spy malware (something that is very easily fact-checkable! don't trust fox news y'all) BUT we should still be suspicious of it because its referral program is hella shady and its parent company has a bad track record.
This video goes into more detail on Temu's referral program and the guy actually downloaded the app to test it himself, but the short version is that it uses slot machine level gamification tactics to encourage people to send their code to others for free stuff, and then keeps moving the bar to make obtaining said free stuff almost (but not entirely!) impossible.
This has led to a wave of people scamming others into downloading Temu to use their referral code so that they can get closer to winning something for free. Now, that may or may not have been Temu's intention and obviously we can't blame them for how their userbase acts, but I personally am super suspicious of anything that acts like a slot machine.
At the very least, we should probably be having a conversation on how and where Temu is making its money and whether that kind of business is sustainable. According to the Snopes article about Temu that's been circulating, most of their parent company's profits come from advertising and selling user data. This is supported by and necessitates a huge and ever-increasing userbase, which ties back in to those predatory tactics described above.
At best, it's an app with shady, user-driven viral marketing. At worst, the app could turn to more extreme data harvesting as a means of profit once that well of new users starts to dry up—per the Snopes article and CNN, this appears to have happened with Pinduoduo, a separate app owned by Temu's parent company, earlier this year. That's where those malware claims come from, because they are true about another app owned by the same company.
TLDR; there are reasons to be suspicious of Temu that aren't misinformation, and the topic is more complicated than 'communist spyware' vs. 'completely safe and ethical'
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