GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK
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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 Transmedia: Storytelling for the Digital Age
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How 'Life Is Strange' Uses Games As a Storytelling Platform to Help People

How 'Life Is Strange' Uses Games As a Storytelling Platform to Help People | GAMIFICATION & SERIOUS GAMES IN HEALTH by PHARMAGEEK | Scoop.it

Via The Digital Rocking Chair
Lionel Reichardt / le Pharmageek's insight:

 

James Clements:  "For years, games have acted as escapism. Life is Strange, however, could be described as the exact opposite. What happens when a game gets you to look at your own life instead? Well, in Life is Strange’s case, an incredibly powerful story that can bring comfort and relatability."

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Soraia Ferreira, Ph.D.'s curator insight, March 22, 2016 5:29 AM

 

James Clements:  "For years, games have acted as escapism. Life is Strange, however, could be described as the exact opposite. What happens when a game gets you to look at your own life instead? Well, in Life is Strange’s case, an incredibly powerful story that can bring comfort and relatability."

blaucloud's curator insight, March 22, 2016 7:56 AM

 

James Clements:  "For years, games have acted as escapism. Life is Strange, however, could be described as the exact opposite. What happens when a game gets you to look at your own life instead? Well, in Life is Strange’s case, an incredibly powerful story that can bring comfort and relatability."

Art Jones's curator insight, March 22, 2016 12:10 PM

 

James Clements:  "For years, games have acted as escapism. Life is Strange, however, could be described as the exact opposite. What happens when a game gets you to look at your own life instead? Well, in Life is Strange’s case, an incredibly powerful story that can bring comfort and relatability.

Rescooped by Lionel Reichardt / le Pharmageek from E-HEALTH - E-SANTE - 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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Luca Brigada's curator insight, March 19, 2013 6:48 PM

Gamification is "the use of game mechanics and game design techniques in non-game contexts" (mashable.com) and it's a huge trend in marketing right now, as well as an idea that is being embraced in health, education and non-profit sectors.

 

Examples of gamification are:

- Badges to reward participation (e.g foursquare)

- Assigning missions and using levels of achievementImposing time limits Points

- Rewards and leaderboardsMaking everyday tasks fun by turning them into a game.

 

Matmi's curator insight, March 28, 2013 6:55 AM

Like this author states - gaming is a serious business. Games are no longer just a teengage boys hobby - they are a serious revenue generating tool. More and more people from all walks of life are playing casual mobile games so there is even more of a need for businesses to be ahead of the game ( excuse the pun ) and have their own game developed to get customers interacting with their brand.

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.

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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