Writing a Business Plan for Independent Game Ventures

by Dante Monique Pirouz

gamesWith the average cost for producing a computer game topping $2M per title (that’s twice as much as it cost just two years ago on average), how does an independent producer get the money to create that killer game concept? 

Production costs may be growing exponentially but so are gaming industry revenues. Unit sales of video game and computer entertainment are worth an estimated $5.3 billion in 1997. Sales are up almost 60% for the first quarter of 1997 over the same period last year thanks to strong Sega, Nintendo 64 and Playstation sales. With sales of interactive entertainment software expected to explode to $8 billion by 2000, this seems like an ideal time to attract a finance partner to an independent gaming project. Continue reading

Why We Need Gamification For Our Online Training Course Development

by Ashok Sharma

gamingA young girl sits calmly with a tablet in her lap. On the screen, small cartoon fish swirl about in a pattern. Smiling, she puts a finger on the screen and the fish begin to coalesce into alphabet characters.

This girl is learning two valuable lessons. First, she’s mastering the alphabet, a tool that will help her communicate, love and express herself for the rest of her life. The second, and the reason she’s learning these characters before anyone else in her kindergarten class, is the power of gamification. Gamification is a process that incorporates game mechanics into learning and accelerates the learning process while improving retention. Continue reading

The Intersection of Learning and Fun; Gamification

by Barbara Kurshan

gamificationWorldwide, we spend more than 3 billion hours a week playing video and computer games.  Approximately 26 million people harvest their virtual crops on FarmVille every day.  More than 5 million people play an average of 45 hours a week of games, and nearly one-third of high school students play 3 or more hours of video or computer games on an average school day. Given this fascination with games, adapting some of the same principles found in gaming for entertainment to gaming for education- “gamification”- offers tremendous potential to impact teaching and learning. Continue reading

4 Effective Strategies about Gamification for Corporate Training


GamificationChances are you’re already familiar with the phenomenon of the online game, Candy Crush Saga.The basic game play is simple. You match three candies of a kind and something happens – you win points, you clear the board, etc. There are fancy ways of matching candies to create striped, wrapped, or candy bombs with additional powers. But at its core, it’s just a simple matching game.The one and only goal of Candy Crush Saga is to make the game developer, King, money. Continue reading

Gamification market to reach $2.8 billion in 2016

By Steve Peterson

Gamification-in-2012-M2R3Gamification, the process of applying game mechanics to activities that aren’t games, is rapidly becoming a big business, according to a new report by Wanda Meloni of M2 Research. She projects the market to reach $242 million in 2012 (more than double the 2011 total), and to climb to $2.8 billion in 2016.

“Gamification takes advantage of game mechanics to deliver engaging applications, and make non‐game applications more entertaining and appealing,” said Meloni. The market for gamification has broadened rapidly, as the process has spread from consumer and media brands to the enterprise, healthcare and educational markets. “The adoption of applying game mechanics in more nontraditional industries has grown exponentially in the past 18 months,” noted Meloni.