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Gamifying Growth:Integrating Gamification with Personal Development | Rithvik Burki | TEDxBISV Youth
TEDx Talks· 2025-10-28 15:28
Core Idea - Gamification can be applied to personal goals by integrating elements from video games, such as competitions, leaderboards, milestones, and streaks, to enhance engagement and motivation [4] - Gamification reframes the perception of effort required to achieve goals, making them more engaging without changing the actual effort [5] Gamification Principles - **Milestones:** Breaking down large goals into smaller, achievable tasks and rewarding progress to prevent discouragement [9][10] - **Visual Progress:** Tracking achievements through checklists, charts, or apps to create a sense of momentum [14] - **Competition:** Introducing friendly rivalry to drive individuals to push themselves and achieve their personal best [17][18] - **Streaks:** Maintaining consistency by tracking consecutive days of completing a task, motivating individuals to continue the streak [20] Application and Benefits - Gamification can transform tasks into fun and engaging experiences, making self-improvement more sustainable [3][6] - By applying gamification principles, individuals can turn achieving goals into an active challenge, fostering excitement, urgency, and accountability [19][21]
X @Solana
Solana· 2025-10-14 12:34
RT spots.fun (@spotsdotfun)It’s time to gamify the real worldBuild your IRL empire on @solanaSpeculative. Viral. Unreal🚨48H to join the line → https://t.co/q8o8jhJweZ https://t.co/55uuKiEYeT ...
POP CULTURE GROUP CO., LTD. Plans Continued Accumulation of 1,000 BTC, Enters Trillion-Dollar Crypto Entertainment Market
Prnewswire· 2025-09-25 13:15
Group 1 - The company, Pop Culture Group Co., Ltd., plans to accumulate an additional 1,000 Bitcoin (BTC) over the next year to establish a $100 million "Crypto Pop Fund" aimed at entering the crypto entertainment market [1][3] - The initiative is part of a broader strategy to integrate advanced technologies such as Artificial Intelligence (AI), blockchain, tokenization, and gamification to enhance ticketing systems and audience engagement for music festivals and concerts [2][4] - This strategic investment in Bitcoin is intended to accelerate the transformation of digital entertainment in the context of Web 3.0 [3][4]
X @Ivan on Tech 🍳📈💰
RT Ronin (@Ronin_Network)Ronin is coming home to Ethereum.Ready Layer Two ⚔️Four years ago, we built Ronin because Axie Infinity needed a faster, more efficient network. Ethereum was still early in its scaling roadmap. Necessity was the mother of our invention.However, things are different now. Ethereum is BACK. Transaction costs and speeds are better than ever. We’re early to a new era of growth, and Ronin is ready to rise.Gaming will always be in our DNA, but we’re setting our sights on fulfilling a large ...
Markets are more speculative and embracing more risk than in 2021, says WSJ's Gunjan Banerji
CNBC Television· 2025-08-13 19:13
Retail Investor Behavior - Retail investors remain bullish and are allocating capital to assets perceived as risky [1][2][3] - Individual investors are increasingly utilizing leveraged ETPs, with assets under management for leveraged equity-tied ETFs reaching a record high of $119 billion [4][5] - Individual investors have a larger presence in options trading compared to 2021, particularly in zero-DTE (Days to Expiration) options [6] Market Speculation and Gamification - The market has become more gamified since 2021, with increased risk-taking behavior [7] - Betting on short-term stock and ETF movements has become more prevalent [8][9] Crypto Market Dynamics - Companies heavily invested in cryptocurrencies are gaining traction, reminiscent of the SPAC trend [11] - Speculation is concentrated in Bitcoin, Ethereum, and companies associated with them [11] Tech Stock Trends - Top traded stocks on platforms like Interactive Brokers and Fidelity include tech giants like Nvidia, AMD, and Tesla [12] - While some believe money might shift from AI-related stocks to crypto, the AI trade remains strong [13][14]
The Brain's Cheat Codes: Learning Through Gamification | Mohamed Ali | TEDxAjou U Tashkent
TEDx Talks· 2025-08-05 15:31
Gamification Concept & Application - Gamification involves adding game-like elements to routine tasks to make them more engaging and motivating [5] - Gamification stimulates the brain's reward system by releasing dopamine, making tasks more appealing [9][10][11] - Gamification is already used in applications like Duolingo, which retains 500 million users daily through its streak system [5][12] Impact on Education - Gamified learning can increase class scores by 34% [12] - Traditional learning is often passive, focused on memorization, and lacks engagement with the brain's reward system [16][17] - Gamification can address these issues by making learning more interactive and fun [4] Future Trends & Market - Gamification can be enhanced through virtual reality (VR) and augmented reality (AR) for more immersive experiences [18] - Adaptive AI can personalize gamified learning by adjusting difficulty and presentation methods [19] - The gamification market is projected to reach $30 billion by 2030 [20] Applications Beyond Education - The military uses gamification in simulated training to prepare personnel for stressful scenarios [13][14][15] - The medical field uses gamification to improve medical students' surgical skills, resulting in 40% better retention [15]
Trump brings back Presidential Fitness Test
NBC News· 2025-08-01 02:30
Health & Fitness - Key Observations - Reinstatement of the National Fitness Assessment, a public school program from the 1950s, is occurring [1][2] - Approximately 25% of the US population under 18 is overweight [5] - About 80% of the US population under 18 do not meet CDC recommended activity levels for general fitness [5] Factors Influencing Youth Fitness - Increased screen time (phones, video games) is a primary concern, similar to television in the early 1960s [4] - Enjoyment and community are key factors in kids staying active across their lifespan [10] - Gamification, both in-person and virtual, increases compliance in physical activity [14] Strategies for Promoting Fitness - Fit families and community activities are crucial for promoting active lifestyles [17][18] - Combining physical activity with fun and community can be achieved through virtual communities and gamification [14] - Focus on overall well-being, including movement, activity, and healthy eating habits [15]
X @The Economist
The Economist· 2025-07-14 12:20
Gamification shapes the character of combat, according to Ukraine’s digital-transformation minister. He says the system has led to an increase in the number of Russian infantry casualties https://t.co/fwJkhKOVLP ...
X @The Economist
The Economist· 2025-07-13 03:20
Military Operations & Gamification - Drone击杀一旦被记录、识别和确认,将根据被摧毁目标的军事价值赢得相应的分数 [1] - Gamification(游戏化)在俄乌战争中扮演着重要角色 [1]
X @The Economist
The Economist· 2025-07-11 16:30
Critics decry dehumanising “video-game wars”. They are dismayed that gamification rewards killing. But the use of quantitative targets in war is not new https://t.co/4rFN8bYAXI ...