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Die spielerische Einführung der Funktionen sowie Belohnung und Wettbewerb, liefern starke Anreize zur Nutzung von IBM Connections. Die flexible Gamification Engine unseres neuen australischen Partners ISW erlangte bereits große Resonanz auf der Lotusphere in Orlando. Es ist die ideale Ergänzung zu unseren aktuellen Angeboten im Bereich IBM Connections Services.
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Gamification & Mitarbeiteranerkennung für IBM Connections TIMETOACT GROUP
Die spielerische Einführung der Funktionen sowie Belohnung und Wettbewerb, liefern starke Anreize zur Nutzung von IBM Connections. Die flexible Gamification Engine unseres neuen australischen Partners ISW erlangte bereits große Resonanz auf der Lotusphere in Orlando. Es ist die ideale Ergänzung zu unseren aktuellen Angeboten im Bereich IBM Connections Services.
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In recent years, online games have become a mainstream form of entertainment across all ages, especially those played on mobile phones. Research reveals that there are 626 million online gamers in China, resulting in an increasing number of brands exploring the potential of this medium. While most brand promotion is currently either through in-game advertising or content sponsorships, there is still much to uncover about gamer behaviours and the effectiveness of advertising to this audience.
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OMD China has launched the fourth edition of its ongoing research series, Rhythm, with the latest report entitled Gamers. The study provides marketers with an in-depth understanding of online gamers in the People’s Republic of China, as well as examines the effectiveness of in-game advertising.
In recent years, online games have become a mainstream form of entertainment across all ages, especially those played on mobile phones. Research reveals that there are 626 million online gamers in China, resulting in an increasing number of brands exploring the potential of this medium. While most brand promotion is currently either through in-game advertising or content sponsorships, there is still much to uncover about gamer behaviours and the effectiveness of advertising to this audience.
Who plays mobile games? What do we know about mobile players?GameCamp
Who plays mobile gaming? Insights about mobile gamers and players. What gaming segments can we differentiate among mobile players and mobile payers? Who is paying in games and what is the motivation to pay or not to pay?
Everyone Wins! How Games Can Improve Learning Outcomes Across Multiple Genera...Aggregage
Nearly 70% of American adults play video games. Why? Because games provide a fun, motivational, and risk-free medium to compete, collaborate, and conquer. More and more instructional designers are asking what games they should use to increase the effectiveness of their training and to engage their target audience. Today there are five distinct generations (Traditionalists, Baby Boomers, Gen X, Millennials, and Gen Z) in the workforce. In this webinar, Stephen Baer, Chief Creative Officer at The Game Agency, will discuss each generation’s unique learning styles and identify game types that appeal to each one and improve your learning outcomes.
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𝐓𝐉 𝐂𝐨𝐦𝐬 provides unlimited package services including such as Event organizing, Event planning, Event production, Manpower, PR marketing, Design 2D/3D, VIP protocols, Interpreter agency, etc.
Sports events - Golf competitions/billiards competitions/company sports events: dynamic and challenging
⭐ 𝐅𝐞𝐚𝐭𝐮𝐫𝐞𝐝 𝐩𝐫𝐨𝐣𝐞𝐜𝐭𝐬:
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Let’s Play! How Blizzard Entertainment Harnesses Gamification by Jason Anderson of Insights Meta - Presented at Insight Innovation eXchange North America 2013
16. 35% 35% 33%
22% 19% 19%
18-24 25-34 35-44 45-54 55-64 65+
Have you played a PC or video game in the past 30 days?
16Source: Insights Meta poll, US Internet population, n=7,977.
17. 35% 35% 33%
22% 19% 19%
not born 0-2 2-11 12-21 22-31 32+
Have you played a PC or video game in the past 30 days?
17Source: Insights Meta poll, US Internet population, n=7,977.
18. 35% 35% 33%
22% 19% 19%
not born 0-5 6-15 16-25 26-35 36+
Have you played a PC or video game in the past 30 days?
18Source: Insights Meta poll, US Internet population, n=7,977.
19. 35% 35% 33%
22% 19% 19%
0-2 3-12 13-22 23-32 33-42 43+
Have you played a PC or video game in the past 30 days?
19Source: Insights Meta poll, US Internet population, n=7,977.