Gamification is based on the use of game mechanics, mainly online, to engage people more in the tasks they do and help them and their organization to achieve a higher performance and at the same time satisfaction and enjoyment.
Though not without their own growing pains, the digital evolution has been kinder to films, TV, music and, naturally, video games. It is the book industry today that is looking to evolve its very offline habits and compete effectively for consumers' attention.
As parents it's difficult to know how much screen time is too much, but if you're constantly asking yourself 'how do I persuade my teenager to turn off Snapchat and have a conversation?', then it's probably time to moderate their usage.
For instance, Kate needs to find William and Peeta needs to find Katniss - this will get strangers mingling and talking to one another, and serves as a perfect icebreaker if you're throwing a blind date party or are trying to fix up single friends!
It's such a familiar narrative that I barely need to go over it again but here is the news - it's July 2016 and children everywhere are obsessed with technology to an extent that we fear for the future. How will civilisation ever function when this generation of socially-deprived, couch-potato tech-heads are in charge?
When I read about J K Rowling, one of the many things that comes over as impressive about her is her social conscience. There is a deep, deep humanity in the magical world she created - a magic that has gone missing from the cynical world of politics.
Whilst there are several custom made games and gaming systems specifically targeted towards rehabilitation out there, their availability to the general public is currently pretty limited as they are typically limited to specialist rehabilitation centres; the majority of people after stroke or head injury will not have access to these.
But as we have seen over the last few weeks, a surge in popularity can leave a company more likely to be exposed to vulnerabilities. Here, we take a look at some of the challenges faced by Niantic Labs and Nintendo and what we can learn from them
A Pokémon Go gamer may feel the urge to visit unknown and dangerous places aiming to catch Pokémon. Technically we can detect that easily, but would the game send a warning? Would the place put a warning? Would the party governing a place be able to communicate messages to players in its physical area?
Pokémon Go shows the frightening ease for technology to hijack reality. The game eliminates the boundary between real and virtual, where people put themselves in harms way for the benefit of their online exploits. Smartphones have a monopoly over our time and this game sets a precedent
As accusations of guilt and protestations of innocence flew about under the star filled night sky it felt like we'd been teleported back 400 years to the Salem Witch Trials. It was staggering how a simple card game can provide such a fascinating looking glass into the human soul - evasion, persuasion, suspicion, suggestion you'll see it all here.
Pokémon Go has been capturing headlines across the globe. The smartphone game requires people to explore their local areas, searching for Pokémon via augmented reality (where the creatures are super-imposed onto the real world).
It started quite slow, I mean I only got 100 subscribers in my first year, but then suddenly more and more people started watching the videos and making requests. I started using my mobile and doing little bits beforehand, where I'd talk into the camera, and started posting more regular 'Let's Play' videos and the next year was on about 1,000 subscribers, but then it started going mad... In 2011 I was already on 100,000 subscribers. That's when I realised it could be a fulltime job.
Everyone is suddenly crazy for Pokémon Go. Nintendo has set the world alight with their Augmented Reality (AR) game and watched their share price soa...
I don't care if it's cluttering up Twitter, I don't care if you're getting sick of hearing about your friend's latest catch. Just be glad that every time you see one of those Tweets, or hear one of those brags it means someone has got up from their chair, and gone for a walk.
Augmented reality is here, and is already having a strong impact on everyone's lives, including those who never played a video game in their lives and never heard about augmented reality...