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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. Category:Environmental science software - Wikipedia

    en.wikipedia.org/wiki/Category:Environmental...

    Personal environmental impact accounting; V. Vensim This page was last edited on 11 November 2016, at 11:57 (UTC). Text is available under the Creative Commons ...

  4. 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 ...

  5. 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 ...

  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. Sustainability and environmental management - Wikipedia

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

    Major human environmental impacts occur in the more habitable regions of the ocean fringes – the estuaries, coastline and bays. Eight point five of the world's population – about 600 million people – live in low-lying areas vulnerable to sea level rise.

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