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  2. Bunchball - Wikipedia

    en.wikipedia.org/wiki/Bunchball

    Bunchball Nitro is a gamification platform which aims to motivate online user engagement. [16] It contains a set of game mechanics, including badges, team points, and leader boards for websites, social communities, mobile applications, and desktop and enterprise applications.

  3. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    MyFitnessPal was named as the app that used the most gamification elements. [75] Reviewers of the popular location-based game Pokémon Go praised the game for promoting physical exercise. Terri Schwartz said it was "secretly the best exercise app out there," and that it changed her daily walking routine. [76]

  4. Headspace (company) - Wikipedia

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

    The program, titled Finding Your Best Sleep, used principles of Cognitive Behavorial Therapy for Insomnia (CBT-I) and was guided by Headspace psychologist Eric Prather and Kamau. [ 28 ] In January 2024, Headspace combined the company’s guided meditation content with its clinical coaching and therapy services.

  5. Duolingo - Wikipedia

    en.wikipedia.org/wiki/Duolingo

    Duolingo Inc. [b] is an American educational technology company that produces learning apps and provides language certification.Duolingo offers courses on 43 languages, [5] ranging from English, French, and Spanish to less commonly studied languages such as Welsh, Irish, and Navajo, and even constructed languages such as Klingon. [6]

  6. How do cash back receipt apps work? - AOL

    www.aol.com/finance/cash-back-receipt-apps...

    Cash-back receipt apps can help you earn rewards from purchases you’re already making. ... 2024 at 5:00 PM. ... Some apps offer their best rewards for name brands. Even with the discount, they ...

  7. Gabe Zichermann - Wikipedia

    en.wikipedia.org/wiki/Gabe_Zichermann

    In 2011, Zichermann co-wrote Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps with Christopher Cunningham. The book has been described as a quick read, introducing the concept of gamification and discussing how businesses could implement gamification to keep their customers engaged. [ 29 ]

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