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The game industry has already overcome the Hollywood’s most expensive productions. In November 2013, one retail game sold $1 billion worth of copies all around the world in one single day; a number that no Hollywood production ever came closer. While the industry is growing and players are getting more and more addicted, the side effects are also started to come to the surface in various sectors outside of the game world: a trend that many enterprises want to jump in, but most don’t know how to do. This presentation will focus not only on the ideas and applications of gamification, but also will show insights from FHNW’s gamified learning project: Tourney.