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  • Gamification can boost engagement
  • Gamification can boost engagement
    Quiznos ©

Gamification can boost engagement

Gamification can help student engagement in classrooms, but can it strengthen loyalty connections? Fast food brand Quiznos ran a successful campaign leading to 4,200 signups for its loyalty programme - showing how games paired with rewards can drive brand engagement.



  • Gamifying fitness for kids with a virtual pet Gamifying fitness for kids with a virtual pet

    Nearly 99% of boys and 94% of girls under 18 in the US are reported to play computer games regularly, with the average person having racked up 10,000 hours of gameplay before their 18th birthday. Wokamon wants to use this gaming time help kids get fit or stay healthy.

  • Article image Classcraft: gamifying the classroom

    More than 7,000 pupils in 25 countries are learning with Classcraft, a platform that turns classrooms into MMORPGs. With the average young person in the US spending at least 10,000 hours playing online games by the age of 21, it seems like a logical move for education. But does gamification work for everyone?

  • Article image Play-i: coding for kids

    Coding is an increasingly important skill, but getting a young child enthusiastic about it isn’t easy. Can gamifying learning with toy robots help create a new generation of programmers?

  • Gamifying personal finance Gamifying personal finance

    Visa has launched a new version of its interactive game Financial Football, which teaches young Brazilians about personal finance. Players answer questions, and if they’re correct, they're given chances to pass and shoot.