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GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK
#Gamification in #Healthace.. #seriousgames #ehealth #mhealth
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Rescooped by Lionel Reichardt / le Pharmageek from Digital #MediaArt(s) Numérique(s)
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Facebook to acquire Oculus VR for $2 billion #sim4health #hcsmeu #hcsmca

Facebook to acquire Oculus VR for $2 billion #sim4health #hcsmeu #hcsmca | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Facebook is acquiring Oculus VR for $2 billion, including $400 million in cash and 23.1 million shares of stock valued at a total of $1.6 billion, Facebook announced today.

According to a press release from Facebook, the company plans to expand the Oculus Rift headset's applications beyond gaming to broader fields such as media, entertainment, communications and education. At the same time, Facebook wants to "accelerate" the company's growth in the gaming space. The deal is expected to close during the second quarter of 2014. ...


Via Jacques Urbanska
Lionel Reichardt / le Pharmageek's insight:

Pharmageek partenaire de Interaction Healthcare à l'occasion de la conférence :

"Du serious game au Google glass, comment la simulation numérique peut changer la pratique du médecin et la vie du patient ?"

qui aura lieu

le 3 avril prochain à PARIS

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LA VERSION CANADIENNE DE LA CONFÉRENCE 

Pharmageek partenaire de Interaction Healthcare à l'occasion de la conférence :

"Du serious game au Google glass, comment la simulation numérique peut changer la pratique du médecin et la vie du patient ?"

qui aura lieu

le 10 avril prochain à MONTREAL -CANADA


INSCRIVEZ VOUS

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Rescooped by Lionel Reichardt / le Pharmageek from 1- E-HEALTH by PHARMAGEEK - E SANTE par PHARMAGEEK
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Serious business of gaming

Serious business of gaming | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

"Gamification, gamefullness and alternative reality sound like fun, but as Anna Jackson explains, they are important and serious gaming concepts."


Via The Digital Rocking Chair, Lionel Reichardt / le Pharmageek
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Gina Anderson CEO Mopi16 's curator insight, May 2, 2013 10:07 AM

I keep reading blogs and white papers about the power of gamification. The researcher in me wants ot pin point the draw and see which use has the most impact for retention and learning. From our initial research, I suspect an element of public recognition may be key.

Gina Anderson CEO Mopi16 's curator insight, May 2, 2013 10:08 AM

I keep reading blogs and white papers about the power of gamification. The researcher in me wants ot pin point the draw and see which use has the most impact for retention and learning. From our initial research, I suspect an element of public recognition may be key.

Danny Ong's curator insight, September 24, 2013 1:26 AM

In this article, it is shown how people applies gaming-related concepts into their daily activities. Therefore, if we could apply the same concepts when it comes to businesses, plenty of improvement will be seen among the people. One of the example is Foursquare giving people achievements if they had logged into several places using Foursquare. If this concept is applied to the business people, there might had a chance they are motivated by the rewards that will be given if they done an excellent job.