So it might have been a flash in the pan, but you were either living under a rock or on the moon if you didn’t hear about 2016’s sweeping phenomenon known as Pokemon Go. Its popularity and pervasiveness has obviously diminished, but it had explosive adoption around July 2016. The app used augmented reality (AR) to help users seek out, fight, and catch virtual Pokemon creatures in their nearby environments. ... [more]

When some people think of virtual reality (VR) they may envision the super intense gamer with a huge helmet and goggles who is synced into world full of zombies and other strange creatures. However, virtual reality is way more than just helmets and zombies. According to Merriam-Webster Dictionary, it is actually a 3D image or environment that can be interacted with in a seemingly real or physical way. Helmets and goggles are used, but so are screens, fitted gloves, and sensors. Although it can be used for gaming, VR can also be used for educational purposes. ... [more]

Let’s face it: the market for gamification is poised for a breakthrough, and soon. With the rise of gaming technology like VR and the growth of gaming-crazy Millennials in the workplace, it’s impossible to prevent the integration of gaming and elearning content. Although there is already much research and development underway, here is a great look at some of the HUGE potential the elearning industry represents to the gaming world. Statistics courtesy of Big Fish Games and eLearning Industry.   ... [more]