Background: To business and tech enthusiasts, gamification has been a buzzing word in the community since 2010. Successful examples such asNike Plus,Zombies Run,Salesforce’s Rypple, andSamsung Nationshow how gamification can help fan engagement, employee efficiency, and behavioral change.
From website: The Education Arcade explores games that promote learning through authentic and engaging play. TEA’s research and development projects focus both on the learning that naturally occurs in popular commercial games, and on the design of games that more vigorously address the educational needs of players. Our mission is to demonstrate the social, cultural, and educational potentials of videogames by initiating new game development projects, coordinating interdisciplinary research efforts, and informing public conversations about the broader and sometimes unexpected uses of this emerging art form in education.
Ongoing projects which focus on multiplayer learning games. From website. Our team is committed to the development and distribution of games informed by research in the learning sciences, creative design, and technical development. From electrostatics to Shakespeare, our work spans a vast range of subject areas.
The most interesting aspect to me is how different subjects lend themselves to different types of games; chemistry and civics may be equally gamifiable, but will not (or perhaps shouldn't) result in games that resemble each other.