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Gamification Weekly
This week there are some excellent articles on the use of gamification for health-related purposes, an interesting link to a card-based gamification design toolkit, and research that looks at the ethics of gamified work. 


Using gamification to help rehabilitate patients worldwide

This article presents VirtualRehab, a rehabilitation system based on video games and motion capture technology that aims to help treat patients.

The lost female genius behind Monopoly

A really interesting read that introduces us to Lizzie Magie and her role in the creation of Monopoly, a game meant for political education purposes. 

Using gamification to help engage kids with treatment

This article proposes that video games can get kids to do just about anything, including breathing treatments that may save the lives of cystic fibrosis patients.


Playify - A Gamification Design Toolkit 

Playify is a deck of cards that aims to demistify gamification and provide concrete guidance and ideas for creating engagement by working through categories.


It’s complicated: The ethics of gamified labor (pdf)

This paper highlights the ethical issues of using gamification to extract unpaid labor, and the use of gamification practices that can potentially be considered exploitative.

A survey of escape room facilities (pdf)

Scott Nicholson (known for his work on meaningful gamification) has released a great new white paper on escape rooms which are growing in popularity. 


Netflix finally comes to… the Nintendo NES

Finally, to finish up the week - the mad scientists in Netflix’s engineering lab have come up with a way of streaming its videos to a 30-year-old gaming console.
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