Taking prescription drugs is no game, but that may change. App maker Mega Meds is using gamification technology for the mundane task of taking a pill. Users earn rewards by sticking to their pill-taking schedule and seeing their “power” increase as they earn more points.
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If gamification can make taking pills fun, it can add a dose of competition to anything. The gamification of education is an example. According to The Journal, the application of gaming in education is expected to grow at a compound annual growth rate of 66.22% by 2020.
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Despite such speculation, not everyone is convinced that gamification is the answer. When United Airlines, for example, tried to rig its bonus system by awarding random employees up to $100,000,
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employees complained and the company abandoned the lottery-like approach, according to the New York Times. But gamification advocates say it can increase productivity, accelerate learning and influence consumer behavior by harnessing our competitive nature.
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