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Examples of gamification in business context include the U. Army, which uses "America's Army" as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating a fun way to "boost user engagement." Another example can be seen in the American education system.Students are ranked in their class based on their earned grade-point average (GPA), which is comparable to earning a high score in video games.Details of this project are still vague, but it has been reported that citizens will receive points for good behavior, such as making payments on time and educational attainments.
Alix Levine, an American security consultant, reports that some techniques that a number of extremist websites such as Stormfront and various terrorism-related sites used to build loyalty and participation can be described as gamification. The Chinese government has announced that it will begin using gamification to rate its citizens in 2020, implementing a "social credit" system in which citizens will earn points representing trustworthiness.
Players maintained virtual habitats across the Canton of Zurich to attract and collect endangered species of animals.
There is some indication that gamification can be particularly motivational for students with dyslexia in educational situations.
The New York City Department of Education with funding from the Mac Arthur Foundation and the Bill and Melinda Gates Foundation has set up a school called Quest to Learn centred around game-based learning, with the intent to make education more engaging and relevant to modern kids.
In August 2009, Gbanga launched the educational location-based game Gbanga Zooh for Zurich Zoo that asked participants to actively save endangered animals and physically bring them back to a zoo.