Gamification stories
Schneider Electric pioneers data centre gamification, promising efficiency gains and cost savings with innovative management tools.
Game-based learning market expected to reach $55.80 billion by 2030, driven by demand for VR, AR, and AL in education and on-the-job training.
Gamifying cybersecurity is key to preventing attacks, with Balbix reporting that most incidents are due to individual user behaviour.
New research from McAfee reveals 78% of security pros see gamers as top candidates for cybersecurity roles, due to gaming's critical skills.
Organisations can reduce their cybersecurity risks by engaging employees through gamification, according to Palo Alto Networks.
New research warns freight delays and higher consumer prices loom as New Zealand’s logistics worker gap is projected to quadruple by 2028.
The initiative aims to elevate skillsets, build camaraderie among cybersecurity teams, and attract new and diverse talent to the field.
Komo, the digital marketing software company, appoints Leilani Vakaahi as new Partnerships Manager to support expansion plans with her experience.
The capital will use a US$1 million grant to expand its Digital Twin, helping planners test climate adaptation options over three years.
A Dunedin office project will trial real-time BIM safety tools as construction firms seek to curb a sector that drives 16% of ACC work claims.
New Zealand car retailers are transforming a Jaguar F-PACE SUV into an Xbox controller, letting buyers test drive vehicles in a virtual racing game.
Jobseekers could cut training time from days to minutes as a new virtual reality tool is piloted to fill construction skills gaps in New Zealand.
Ingram Micro and Dell Technologies have come up with the perfect reason for resellers to play retro arcade games at work.
Gamified training could help ease hiring woes in construction, with a new tycoon game aimed at teaching employability skills and industry realities.
The University of Canterbury and the New Zealand government are injecting USD $7.7 million into gaming research, aiming to revolutionise immersive applications.
The game has passed the prototype stage, and SeeCom are currently doing research to produce the full game version.
H&S education is often put on the same 'boring level' as watching paint dry and the deliberations of the NZ election - but now it's in a game.
A new report has dealt a blow to those in the anti-videogame club, showing that video and computer games have positive effects on the way Kiwis learn.
Google unveils Be Internet Awesome, a free, fun game-based programme to teach safe digital navigation to children.
A chance to try a new gamification tool that encourages collaboration. Can you save the droid before his power cells are permanently drained?.