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  2. Climate change video game - Wikipedia

    en.wikipedia.org/wiki/Climate_change_video_game

    Act to Adapt, [9] developed by PLAN International, [10] the Red Cross Red Crescent Climate Centre, [11] the Engagement Lab at Emerson College, [12] and the Philippines Red Cross, [13] is a giant board game that divides 10–30 players into a 'community team' and a 'hazard team.' The community team must prioritize and protect vulnerable ...

  3. Simulation video game - Wikipedia

    en.wikipedia.org/wiki/Simulation_video_game

    Construction and management simulation (CMS) [5] is a type of simulation game in which players build, expand or manage fictional communities or projects with limited resources. [6] Strategy games sometimes incorporate CMS aspects into their game economy, as players must manage resources while expanding their projects. Pure CMS games differ from ...

  4. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification has been applied to almost every aspect of life. Examples of gamification in business context include the U.S. Army, which uses military simulator America's Army as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating a fun way to "boost user ...

  5. Sustainability and environmental management - Wikipedia

    en.wikipedia.org/wiki/Sustainability_and...

    Land-use change is fundamental to the operations of the biosphere because alterations in the relative proportions of land dedicated to urbanisation, agriculture, forest, woodland, grassland and pasture have a marked effect on the global water, carbon and nitrogen biogeochemical cycles and this can negatively impact both natural and human ...

  6. Habitica - Wikipedia

    en.wikipedia.org/wiki/Habitica

    A predefined Habit may be "1 hour of productive work". If a user records an hour of productive work on the Habitica app, they will gain experience and gold; this is a positive Habit. A predefined Habit may be "Eat junk food". If a user records eating junk food on the Habitica app, they will lose health; this is a negative Habit.

  7. Gamify (company) - Wikipedia

    en.wikipedia.org/wiki/Gamify_(company)

    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 ...

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