#The Gamification Company
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gamificationcompany · 1 year 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 · 8 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 · 8 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 · 2 years 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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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 · 1 year 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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ralfmaximus · 7 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 · 2 years 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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redappletech · 5 months ago
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source-code-lab · 6 months ago
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appears · 4 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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coffeestainedcamera · 8 months ago
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To any Genshin players contemplating Duolingo:
I'm not a hater out of elitism. Actually, I think that free language learning resources are wonderful! Back when Duolingo hadn't gone full AI and I was a high schooler on an allowance, it helped me with Spanish 101 ffs. Unfortunately, it seems that the priority is now more on the quirky ad budget and less on actually providing students with a quality learning resource that feels like a game.
Anyways, I'm on lingodeer for Spanish and Korean nowadays (but the app is paid). Bought a year's subscription during a winter sale for $80 USD. The grammar explainers are very clear and the app has limited gamification via streaks. Cake is more focused on speaking and has lots of video lectures. Also paid, got yearly sub on winter sale for $75.
If you're on Webtoon, the international build lets you swap languages without geoblocking (and the Spanish and French sections are pretty extensive, for anyone taking school classes in these). I've found it to be a fun reading practice that displaced my bad habit of social media before bedtime. You can also start an account on Kakao Page for webtoons in Korean. Only caveat is you'll be reading in a mobile browser bc the app isn't internationally distributed and I don't endorse installing from APK. Security issues for the device and I've previously been banned from online games bc this is technically a TOS violation apparently. Can't rec Naver Webtoon (the Korean build of Webtoon) in good conscience bc I found their account setup process too troublesome and quit.
You can take free Korean 101 classes from a public uni via King Sejong Institute's site at iksi.or.kr. I've been finding their explainers very straightforward. They offer both asynchronous and Zoom classes. If your fam has Netflix, also install the Language Reactor extension in chrome for bilingual subtitles and a hover-over dictionary. Start with slice-of-life shows bc they drop lots of useful vocab.
You can also browse around Coursera's language learning section bc yeah, you actually can take a free college class there. It's basically youtube for college classes, I suppose. Including Spanish ones from UC Davis.
This is specifically aimed at the schoolkids who play Genshin. I just think that y'all deserve better than an AI textbook with a genius social media marketing team.
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cryptoworld-24 · 2 months ago
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XYZVerse: Pioneering the First Ever Sports Meme Coin
In the rapidly evolving world of cryptocurrency, innovation is the name of the game. Enter XYZVerse, a groundbreaking platform that has launched the first-ever sports-themed meme coin, seamlessly blending the energy of sports fandom with the dynamic world of blockchain technology. But what makes XYZVerse and its unique offering stand out in the crowded crypto landscape?
The Intersection of Sports and Crypto
Sports have always been a unifying force, rallying millions of fans worldwide around their favorite teams, players, and moments. The cryptocurrency space, on the other hand, thrives on community-driven momentum and innovation. XYZVerse leverages these two powerful elements to create a unique digital asset that appeals to both crypto enthusiasts and sports fans alike.
The XYZVerse sports meme coin is not just a token; it’s a symbol of community and shared enthusiasm. It captures the humor, passion, and camaraderie that define sports culture, embedding it into a decentralized financial ecosystem.
Features of the XYZVerse Sports Meme Coin
Community-Centric Approach The XYZVerse coin is designed to celebrate and amplify fan participation. Community members can create, share, and monetize sports-related memes, fostering creativity and engagement.
Utility and Rewards Unlike traditional meme coins, XYZVerse offers tangible benefits. Users can earn rewards by participating in events, engaging in fantasy sports leagues, or contributing to the platform’s ecosystem.
NFT Integration To add another layer of value, XYZVerse integrates NFTs (non-fungible tokens). Fans can mint unique sports moments as NFTs, trade them, or showcase them as digital collectibles within the platform.
Decentralized Governance XYZVerse empowers its community through decentralized governance, allowing token holders to vote on platform updates, partnerships, and key decisions.
The Roadmap Ahead
XYZVerse has an ambitious roadmap that promises to revolutionize the way fans interact with sports and crypto. Upcoming features include partnerships with major sports leagues, exclusive athlete collaborations, and the launch of a dedicated sports-themed metaverse.
Key Milestones:
Q4 2024, Q1 2025: Presale Launch
Kick off the presale campaign to give early investors the edge.
Q1 - Q2 2025: Token Generation & Exchange Listings
Host the Token Generation Event (TGE) and distribute $XYZ tokens to investors and X-points farmers.
Secure $XYZ listings on major cryptocurrency exchanges.
Roll out staking and liquidity mining programs for holders.
Q3 2025: Gamification & Play-to-Earn Integration
Launch the first wave of gamified products for users.
Forge partnerships with leading sports games and platforms for seamless integration.
Introduce play-to-earn features to reward active participation.
Begin developing a platform to drive crypto mass adoption.
Q4 2025: Sports Celebrity Collaborations
Partner with high-profile sports personalities to amplify reach.
Launch the XYZVerse referral program to grow the community.
Integrate $XYZ tokens for use in gaming and influencer sponsorships.
Collaborate with sports media companies to deliver exclusive content for XYZVerse users.
Why XYZVerse Matters
In a world where digital and physical experiences are increasingly intertwined, XYZVerse represents a paradigm shift. It taps into the emotional and cultural significance of sports while leveraging the transformative potential of blockchain technology. The result is a vibrant ecosystem where fans are not just spectators but active participants and stakeholders.
As the first sports meme coin, XYZVerse is more than a financial asset; it’s a movement. It’s an invitation for sports fans and crypto enthusiasts to come together, innovate, and celebrate their shared passions in a whole new way.
#XYZVerse2TheMoon #XYZVerse #XYZ
Our official links:
🌐 Website: xyzverse.io
🐦 Twitter\X: https://x.com/xyz_verse
📣 Channel: @xyzverse
📃 Docs: https://doc.xyzverse.io/
🔥Sales: @xyzverse_sales
💎Ambassador Airdrop Program: @xyzverse_ambassador_bot
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