Gamification stories
Matthew Endresz, who is the CEO of XRii, joins us today to tell us more about XRii and what they are doing in the APAC region.
Game-based learning market expected to reach $55.80 billion by 2030, driven by demand for VR, AR, and AL in education and on-the-job training.
Gamifying cybersecurity is key to preventing attacks, with Balbix reporting that most incidents are due to individual user behaviour.
New research from McAfee reveals 78% of security pros see gamers as top candidates for cybersecurity roles, due to gaming's critical skills.
New research warns freight delays and higher consumer prices loom as New Zealand’s logistics worker gap is projected to quadruple by 2028.
The initiative aims to elevate skillsets, build camaraderie among cybersecurity teams, and attract new and diverse talent to the field.
Komo, the digital marketing software company, appoints Leilani Vakaahi as new Partnerships Manager to support expansion plans with her experience.
The capital will use a US$1 million grant to expand its Digital Twin, helping planners test climate adaptation options over three years.
A Dunedin office project will trial real-time BIM safety tools as construction firms seek to curb a sector that drives 16% of ACC work claims.
New Zealand car retailers are transforming a Jaguar F-PACE SUV into an Xbox controller, letting buyers test drive vehicles in a virtual racing game.
Safer training is helping staff absorb lessons better as Aurecon uses virtual reality to let workers practise risky scenarios without real-world harm.
Jobseekers could cut training time from days to minutes as a new virtual reality tool is piloted to fill construction skills gaps in New Zealand.
Ingram Micro and Dell Technologies have come up with the perfect reason for resellers to play retro arcade games at work.
Gamified training could help ease hiring woes in construction, with a new tycoon game aimed at teaching employability skills and industry realities.
The University of Canterbury and the New Zealand government are injecting USD $7.7 million into gaming research, aiming to revolutionise immersive applications.
Students will visit hazardous building sites and leaky-home repairs virtually, as the University of Auckland tests low-cost VR teaching tools.
The game has passed the prototype stage, and SeeCom are currently doing research to produce the full game version.
H&S education is often put on the same 'boring level' as watching paint dry and the deliberations of the NZ election - but now it's in a game.
A new report has dealt a blow to those in the anti-videogame club, showing that video and computer games have positive effects on the way Kiwis learn.
Google unveils Be Internet Awesome, a free, fun game-based programme to teach safe digital navigation to children.