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We are often asked for data on the most popular genres of games to help decide product-market fit before developing a new game or concept. The results of studies vary greatly. Most likely due to the ever-changing gaming market, every year it would most likely change either slightly or even greatly. In this study by

A survey by Badgeville found that 90% of employees are more productive when their work is gamified, and 72% of employees feel more engaged and motivated when they have access to gamified tools and systems. According to a study by the University of Iowa, gamification can increase physical activity by up to 48%. The

Numerous studies support that games and game mechanics enhance learning outcomes and skill development. We created a list of examples of games that showcase the ability for games to offer engagement, active learning, immediate feedback, skill development, adaptivity, team-work, and risk taking. -A study by the University of Michigan found that students who

Being in the hospital surely has its gloomy moments of despair. Patients are confined to a room and often feel bored and blue. But, something is greatly changing the way patients are being treated. That something is virtual reality (VR). VR’s immersive experience allows patients to escape the crummy hospital and travel anywhere in

We have been involved in several Smart Toy projects and wanted to write a simple post on what they are. Smart toys are a combination of physical toys and digital games. Currently, toys-to-life / smart toy products are the fastest growing sector of the toy industry and they are expected to reach annual global revenues

Augmented reality is the use of computer-generated input that are augmented into a view of the real world. It has been a concept explored in the 60s, and continues to pick up steam 50 years later. Just recently, Niantic released the astronomically-popular Pokémon Go, which has been downloaded over 500 million times and