In previous generations, I cannot imagine this phrase could feasibly be used as a motivator in a daily workout.
But welcome to 2012, where the average American spends approximately 3 hours a day playing video games, is 20+ lbs overweight, and where zombie culture is prominent enough to expand from stuffed toys to literary works. When life hands you lemons… you create an interactive experience that makes those lemons a problem-solving tool. read more »
Gamification, simply put, is the use of game-like environments to engage audiences. Now, I know what you’re going to say: “Isn’t that definition a little vague?” Yes, it is vague…Partially because this industry captures a wide variety of uses; but, also because gamification hasn’t matured enough to define. read more »
