Type of business | Private |
---|---|
Available in | English |
Headquarters | |
Area served | World Wide |
Founder(s) | John Shannon |
URL | www |
Launched | 2011 |
Current status | Active |
Gamify, formerly known as iKEMU, is a Gamification Marketing Company that makes branded AdverGames. Gamify's software allows users to quickly create and deploy HTML5 games across platforms and on mobile devices and websites without the need to create code. [1] [2] Gamify started in 2011, and in 2016 became available on the app market site WIX. In 2020, Shopify released Gamify game maker on their website platform.[ citation needed ]
The platform allows users to upload art files and create playable links that can be embedded in company websites. This allows for AdverGame applications to be personalised and targeted towards intended customers. Gamify's platform allows for clients to keep track of user analytics, from customer engagement through data hand-over. [3] [4] [5] [6]
Gamify become widely known after its TV appearance on Channel Tens Shark Tank being mentioned by Naomi Simson and Janine Allis . [7] [8] [9]
2channel, also known as 2ch, Channel 2, and sometimes retrospectively as 2ch.net, was an anonymous Japanese textboard founded in 1999 by Hiroyuki Nishimura. Described in 2007 as "Japan's most popular online community", the site had a level of influence comparable to that of traditional mass media such as television, radio, and magazines. At the time, the site drew an annual revenue of around ¥100 million, and was the largest of its kind in the world, with around ten million visitors and 2.5 million posts made per day.
Salesforce, Inc. is an American cloud-based software company headquartered in San Francisco, California. It provides customer relationship management (CRM) software and applications focused on sales, customer service, marketing automation, e-commerce, analytics, and application development.
Boost Juice Bars is an Australian multinational retail outlet owned by parent company Retail Zoo that specialise in fruit juice and smoothies. Boost Juice Bars was formed in 2000 with the first store located in Adelaide, South Australia The company has expanded internationally with stores in Asia, Europe, South America, and the United Kingdom through franchising.
Janine Allis is an Australian businesswoman who is the founder of Boost Juice and part-owner of Retail Zoo, which is the parent company of Boost Juice, Salsa's Fresh Mex Grill and Cibo Espresso.
Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game-design elements and game principles in non-game contexts.
Bunchball provides a cloud-based software as a service gamification product intended to help companies improve customer loyalty and online engagement using game mechanics. Bunchball was founded by Rajat Paharia in 2005 and has raised $17.5 million in funding.
Naomi Simson is an Australian businessperson, entrepreneur, podcaster and blogger. After launching the Australian online success story RedBalloon in 2001, Naomi went on to co-found Big Red Group with partner David Anderson in 2017. Headquartered in Sydney's CBD, Big Red Group is the largest marketplace of experiences in ANZ, and home to leading brands including Adrenaline, Experience Oz, Experience Oz Local Agent, Lime&Tonic, and RedBalloon.
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. In other words, gamification is the introduction of game elements into a traditionally non-game situation.
Suzu Hirose is a Japanese actress and model.
HackerRank is a technology company that focuses on competitive programming challenges for both consumers and businesses. Developers compete by writing programs according to provided specifications. HackerRank's programming challenges can be solved in a variety of programming languages and span multiple computer science domains.
Coincheck is a Japanese bitcoin wallet and exchange service headquartered in Tokyo, Japan, founded by Koichiro Wada and Yusuke Otsuka. It operates exchanges between bitcoin, ether and fiat currencies in Japan, and bitcoin transactions and storage in some countries.
The second season of Shark Tank aired on Network Ten on 8 May 2016 and concluded 7 July 2016. The series was confirmed on 9 June 2015.
Wall Street Survivor is an educational website that teaches the basics of finances. Launched in 2005, it uses gamification to teach concepts of the stock market, investing, and general financial planning. The website also provides articles, videos, courses, and other content.
Yu-kai Chou is a Taiwanese-American entrepreneur, author, speaker, business consultant, and experience designer. He is one of the earliest pioneers in the industry of gamification. He has been a regular keynote speaker lecturer on Gamification at organizations like TEDx Lausanne, Stanford University, Harvard University, Google, Tesla, Lego, Huawei, Uber, Boston Consulting Group, among others. Chou is the creator of the Octalysis Framework and the Founder/CEO of the consultancy The Octalysis Group and the mentorship education platform Octalysis Prime.
The third season of Shark Tank aired on Network Ten from 20 June 2017. The series was confirmed following the season 2 finale.
The fourth season of Shark Tank aired on Network Ten from 15 May 2018. The series was confirmed following the opening of auditions in August 2017.
A Behavioral Change Support System (BCSS) is any information and communications technology (ICT) tool, web platform, or gamified environment which targets behavioral changes in its end-users. BCSS are built upon persuasive systems design techniques.
Solve Education!(SE!) is a global technology non-profit organization founded in 2015 by Peng Tsin Ong and Janine Teo (Peihan). Solve Education! is making education and employment accessible to children and youth who do not have access to school around the globe.
Jane Lu is an Australian businesswoman.
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