Do you know that in 1795, French despot Napoleon Bonaparte offered 12,000 francs as a reward for a grand challenge to preserve food?
Or that Nike’s gamified platform Nike+ helped it to capture nearly 50% of the running shoe market?
Do you know that in 1795, French despot Napoleon Bonaparte offered 12,000 francs as a reward for a grand challenge to preserve food?
Or that Nike’s gamified platform Nike+ helped it to capture nearly 50% of the running shoe market?
Courtesy of Blanco River Lodge
How do you distinguish between work and play? Are they really that different?
Consider this:
While borrowing a book recently at the Central Public Library (basement of the National Library), I came across this neat display tying in the bestselling A Song of Ice and Fire book series by author George R.R. Martin with the acclaimed HBO TV series Game of Thrones. Its nice to see our libraries transforming into experience rich learning zones with elements of Transmedia Storytelling to promote reading and literacy.
While dovetailing with a popular TV series is a good way to drive adult reading interests, incorporating a gaming challenge helps to pique the interest of kids or tweens. Here, the library has created a B.C.A. (Books Come Alive!) Sleuth Academy where “young detectives” are tasked to solve “mysteries” and uncover clues in their local community library.
The latest buzzword in marketing – especially in online circles – is gaming (or more accurately game mechanics). To some, it has become the new viral, overtaking viral videos as the holy grail of consumer engagement and interaction.
Almost everybody online these days are raving about how game mechanics can change the future of company-customer interactions.