Dodatkowe przykłady dopasowywane są do haseł w zautomatyzowany sposób - nie gwarantujemy ich poprawności.
They have, by their very nature, tended to gamify love and this has led to a goal-centric understanding.
The creatures mentioned in the article are all mysterious and strange to us, so it seemed natural to "gamify" the situation.
How users are expected to gamify yoga is unclear.
The term also includes people who work on methods to gamify technologies relevant to gameplay.
Axelos is also expected to "gamify" training materials.
In 2011, Bunchball partnered up with the Los Angeles Kings to gamify their fan website.
Digital Brand Group is the first company in India to fully gamify their work process to make their work style more engaging and encouraging.
He becomes particularly animated talking about what it would mean to gamify the software, to turn OxygenOS into the real core of OnePlus.
It can also "gamify" the marketer's online and offline presence by designing and integrating "game mechanics" to increase loyalty and transactional behavior.
Soon, more industry leaders come calling, with everyone from Playboy to Ford Motor Co. enlisting Bunchball to "gamify" their operations.
In 2009, the USA Network hired Bunchball to "gamify" the website of Psych, a television show.
"We 'gamify' gambling to make it even more fun, accessible and safe," said Mr Escalante, who recently raised $2.5 million venture capital and is seeking a gambling licence.
Developers can take any body of knowledge from English language arts to foreign language, geography, multiplication table or chemistry tables, to parts of the human body and gamify the experience.
EgyCon 2016 will be Introducing "Missions", where there are a set of missions designed to Gamify and ensure the attendee gets the most out of the convention and be able to see as much as possible.
Coca-Cola, the fourth-largest Super Bowl advertiser by spending in the past decade, unveiled its plans to "gamify the game" on Tuesday via a real-time television, web and social media campaign that taps consumers" votes to determine the storyline of the spot.
Qriket was launched in 2011 to "bridge the gap between digital media and out of home media", "The initial idea was to gamify the consumption of media, and to provide advertisers an alternative [method of reaching audiences] at a hyper local level".
The program is designed to support a broad range of application makers, from independent game developers to brands seeking to "gamify" their applications, as well as established game studios who have a unique set of challenges, from tuning an advanced economy to flipping the business model of a hit game from premium to freemium.