New Home Forums Community, Engagement & Gamification Gamification Infiltrates Research

1 reply, 2 voices Last updated by  Bradley Morris 7 years, 11 months ago
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  • #33289

    Lorraine Watson
    Adventurer
    @lorrainewatson

    Not sure if you heard the big news story back in mid-November about scientists creating a game to help with dementia research. Playing Sea Hero Quest for 2 minutes is the same as collecting data for 5 hours in a lab setting. Millions of people have played, equating to 63 years of game time and 9500 years of research. I’m not into gaming and this had me hooked for a few days.

    Being aware of gamification now, it’s fun to see gamification elements incorporated into research. This should also make the case for ditching your GPS system. As does this article Five ways to maximize your cognitive potential

     

    #33294

    Bradley Morris
    Mountain Guide
    @bradleytmorris

    Wow, this is amazing Lorraine. It’s going to be wild to see how the coming generations use gamification to continue solving some of the greatest problems the world faces.

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