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Category: Gaming

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SXSW, STEAM 3 and the Future of Education

March 20, 2014Anne Boysen

SXSW came and went, and in the weeks surrounding this mother of all conferences, Austin was abuzz with events that forebode what’s to come in the future of education. The weekend prior to SXSW an event called STEAM3 set off. STEM is better known an acronym for science, technology, engineering, arts and mathematics – the…

Gen Z – Or the Revenge of the Computer Code

September 24, 2013Anne Boysen4 commentsdigital interfaces, Homeland generation, immersive technologies, smart phones

I like to think that I learned to code as a kid. Well, really I didn’t, but if you wanted your family’s Commodore 64 or Atari to do anything, you actually had to use some sort of commands and know basic programming language. This was back when Bill Gates was in his 30s, when Wham churned…

Gamification – Learning is what happens when you play

May 20, 2013Anne Boysen6 comments

  Gamification is a popular buzzword among  futurists these days. But it’s far more than a fad. Gamification is pretty much the process of allowing learning and innovation to piggyback on people’s natural predilection for seeking enjoyment through play and skill mastery. Win-win in other words. Earlier this year I attended two different events that prove…

The DJ didn’t kill the radio – crowdsourcing killed the DJ

May 5, 2011Anne Boysen2 commentscrowdsourcing, games, generations

Crowdsourcing is the new outsourcing when it comes to corporate savings. Outsourcing is a way of paying cheaply for services in low cost countries. Crowdsourcing is getting additional savings by engaging vast sources of amateurs and experts anywhere to do it for free – services companies once had to pay for. One of these services…

Gaming expected to count for 50% of innovations in 2015

April 15, 2011Anne Boysencrowdsourcing, innovation

Faster feedback cycles, clear goals and rules of play, a compelling narrative, and tasks that are challenging – these are some of the reasons forecasters in the gaming industry believe half of all innovation organizations will use gaming processes by 2015. IT consultant company Gartner believe a gamified service for consumer goods, marketing and customer retention will become…

When the physical and virtual worlds blend

April 12, 2011Anne Boysengames, immersive technologies, smart phones, virtual

Virtual reality, or immersive video games, are quickly becoming the “who-cares-which-reality” reality. Following what seems to be a new book trend about the beneficial social effect of gaming, authors Jeremy Bailenson and Jim Blasocovich‘s Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution hit the bookstores today. Professor Jeremy Bailenson…

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