Children play games to learn. For that reason, it makes perfect sense that games can be used to learn in business scenarios, too.
This is proving to be true: Business Insider says that consultancies MarketandMarkets and M2 both put the size of the gamification sector at between $400 million and $500 million by the end of 2013 and that M2 sees the sector reaching a value of $2.8 billion by 2016. Gartner predicts that more than 70 percent of Global 2000 companies will use the gamification strategy by 2014.
Game On: From the fight against cancer to the improvement of the performance of customer service representatives, making a game of it all is proving to be a potent approach. This slideshow highlights creative uses of gamification. Readers viewing all 10 slides get extra points!
Here are the top 10 strategic technology trends that will impact most organizations in 2017. Strategic technology trends are defined as those with substantial disruptive potential or those reaching the tipping point over the next five years. ... More >>
Digital innovation is by far the biggest influencer, changing the way we do just about everything, from shopping to communication to running a business. ... More >>
The real value that the Internet of Things brings is at the intersection of gathering data and leveraging it. ... More >>