Informações:

Sinopsis

The term “gamification” gained popularity in 2010; by the end of 2012, it had reached mega-trend status. For decades, video games had demonstrated phenomenal power in engaging the focus of people of all ages. Now, businesses were using gamification, which we define as game-inspired tactics to engage people, often with similarly powerful results. However, the […] For additional content and links, visit http://www.engagingleader.com/podcast/gamechanger