Latest news with #gamification


Associated Press
4 days ago
- Business
- Associated Press
Creator-First Own.App Officially Opens Beta
Austin, June 19, 2025 (GLOBE NEWSWIRE) -- Own. App, the next-generation gamified social media platform that empowers creators to earn more, go viral with no followers, and fully own their content and audience, has officially opened its beta access. After a successful invite-only phase and a VIP waitlist that surpassed 40,000 users, Own. App (available on iOS and Google Play ) is now welcoming creators and communities into its ecosystem—starting today. Own. App is a performance-based content platform, where creators earn from real-time engagement and ranked content based on true merit—not ad budgets, follower counts, or algorithmic suppression. Backed by proprietary technology and blockchain infrastructure, the platform is redefining what it means to create, earn, and scale online—with ownership at its core. 'We're not building another social app—we're building a new economy where creators are the platform,' said Amir Kaltak, CEO and Co-Founder. 'Own. App rewards talent, and gives every user a real stake in what they create. This isn't about chasing views—it's about building value.' Key Platform Highlights: Youtube: Gen Z Early Adoption Early adoption has been strong among Gen Z creators aged 18–24, a generation that's grown up on content creation and driving global content trends, but expects platforms to deliver real visibility, earnings, and ownership. Many users don't even know Own. App runs on a decentralized infrastructure —they just know that it works. 'Own. has a lot of potential. I like how it's focused on content and the creators first. I love the layout and features and can't wait to see where this app goes so far. It's an amazing app already. Glad I came here and I'll be inviting everyone I know for sure,' said user @lance2funy. 'I love the fact that legitimate content is treated as that, and not filtered because of an algorithm that is unfair. I see Own. being the leader in this space because of actual fairness to creators,' said user @huasmurf. 'Own. has a lot to love, but my first impression of Own. was the feeling of positivity. So many creators want that chance to succeed and be proud of what they create and Own. gives you just that. So far I enjoy the gallery and being able to update my community freely throughout my day. I see Own. being one of the hottest platforms. With LIVE features & monetization rolling out, you have the potential to be one of the best growing platforms for upcoming creators such as myself,' said user @ 'I had around 300,000 + followers on different social media platforms, and just did a fresh restart of everything. What I love about this platform is the potential. The potential of being able to speak authentically about stigmatized things like plant medicines, to share knowledge and resources freely. And it's a way for creators to be in service while also being able to make enough money to support themselves at the same time. I'm looking forward to seeing how it evolves and grows and grateful to be here,' said user @shamanstaab. 'The best thing I love about Own. app is the security. I'm a crypto investor and always receive a lot of spam/scam messages on other platforms. Also as an artist I faced impersonation issues, but in Own. I can post, share and promote securely and don't have any of those issues. I see Own. as a future standard for Social Media and in the near future, I see many other platform users prioritizing Own. over all other platforms,' said user @edrickblade. 'I love how easy the app is to understand. I love that I can feel at peace knowing that my content will not be stolen and that I will be able to make some extra money soon! I can see Own being extremely successful and I can't wait to grow with it. I can see Own. being more successful than TikTok due to many issues TT is having, said user @mari_ana5572. Own. App has developed the foundation for the next generation of digital creators to grow without limitations, earn without middlemen, and build communities they actually own. Upcoming creator-first tools and features include: Built by Experts, Backed by Vision The platform is led by an executive team with deep experience at Bumble, Tinder, TikTok, Paramount, and other major tech/media companies—bringing together the tools, knowledge, and scale to build something truly creator-first. With multiple billion-dollar exits behind them, this team is setting the stage for Own. App to become the new standard for media, identity, and income online. 'At Bumble, we helped shift power in dating,'said Sarah Mick, Co-Creator of Bumble & Co-Creator, Chief Creator Officer of Own. App. At Own .App, we're shifting power in media. Creators are no longer just content machines—they're founders of their own brands. This platform is about giving them the tools, visibility, and ownership they need to build something that's truly theirs with the best user experience.' Waistlisted users should check their emails for recent updates. Access codes and onboarding instructions are now being sent out in waves. New users will continue to be onboarded daily as the beta scales globally. For more information and to join the beta, visit www. About Own. App Own. App is a gamified, next-gen social platform designed for creators to go viral, earn more, and own everything they build. With performance-based discovery, fair global pay, and content ownership, Own. App is redefining how media, money, and creativity flow online. Xenia von Wedel own (at)
Yahoo
6 days ago
- Business
- Yahoo
United States Corporate Training Market Report 2025-2029: E-learning Modules Drive 9.1% CAGR Growth in US Corporate Training Sector
The US corporate training market is projected to grow by $18.45 billion from 2024-2029, with a CAGR of 9.1%. Key factors include cost-effective e-learning, flexible platforms, and personalized training. The report covers market size, trends, vendor analysis, and identifies IoT, wearable devices, and gamification as emerging growth drivers. Dublin, June 17, 2025 (GLOBE NEWSWIRE) -- The "Corporate Training Market in the US 2025-2029" report has been added to corporate training market in the United States is forecasted to grow by USD 18.45 billion during 2024-2029, accelerating at a CAGR of 9.1% during the forecast period. The market is driven by emergence of cost-effective e-learning training modules, growing emphasis on flexible learning platforms, and rising emphasis on personalization in corporate training. This study identifies the emergence of IoT and wearable devices as one of the prime reasons driving the corporate training market in the US growth during the next few years. Also, rising popularity of microlearning and growing prominence of gamification will lead to sizable demand in the market. The report on the corporate training market in the US provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The corporate training market in the US is segmented as below: By Product Technical courses Non-technical courses By Method Blended learning Offline learning Online learning By End-user Manufacturing Healthcare BFSI IT Others The report covers key areas of the US corporate training market: Corporate Training Market in the US sizing Corporate Training Market in the US forecast Corporate Training Market in the US industry analysis A robust vendor analysis within the report is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading corporate training market in the US vendors that include: 2U Inc. Adobe Inc. Benesse Holdings Inc. BYLD Group. Cisco Systems Inc. City and Guilds Group D2L Corp. DEMOS Development Dimensions International Inc. Franklin Covey Co. Interaction Associates Inc. John Wiley and Sons Inc. Learning Technologies Group Plc Learning Tree International Inc. Mind Gym Plc NIIT Ltd. Skillsoft Corp. Stride Inc. Udemy Inc. Wilson Learning Worldwide Inc. Also, the corporate training market in the US analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth Topics Covered: 1 Executive Summary1.1 Market overview2 Market Analysis2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria2.2 Criticality of inputs and Factors of differentiationOverview on criticality of inputs and factors of differentiation2.3 Factors of disruptionOverview on factors of disruption2.4 Impact of drivers and challengesImpact of drivers and challenges in 2024 and 20293 Market Landscape3.1 Market ecosystem3.2 Market characteristics3.3 Value chain analysis4 Market Sizing4.1 Market definition4.2 Market segment analysis4.3 Market size 20244.4 Market outlook: Forecast for 2024-20295 Historic Market Size5.1 Corporate Training Market in US 2019 - 20235.2 Product segment analysis 2019 - 20235.3 Method segment analysis 2019 - 20235.4 End-user segment analysis 2019 - 20236 Qualitative Analysis6.1 Impact of AI in corporate training market in US7 Five Forces Analysis7.1 Five forces summary7.2 Bargaining power of buyers7.3 Bargaining power of suppliers7.4 Threat of new entrants7.5 Threat of substitutes7.6 Threat of rivalry7.7 Market condition8 Market Segmentation by Product8.1 Market segments8.2 Comparison by Product8.3 Technical courses - Market size and forecast 2024-20298.4 Non-technical courses - Market size and forecast 2024-20298.5 Market opportunity by Product9 Market Segmentation by Method9.1 Market segments9.2 Comparison by Method9.3 Blended learning - Market size and forecast 2024-20299.4 Offline learning - Market size and forecast 2024-20299.5 Online learning - Market size and forecast 2024-20299.6 Market opportunity by Method10 Market Segmentation by End-user10.1 Market segments10.2 Comparison by End-user10.3 Manufacturing - Market size and forecast 2024-202910.4 Healthcare - Market size and forecast 2024-202910.5 BFSI - Market size and forecast 2024-202910.6 IT - Market size and forecast 2024-202910.7 Others - Market size and forecast 2024-202910.8 Market opportunity by End-user11 Customer Landscape12 Drivers, Challenges, and Opportunity/Restraints12.1 Market drivers12.2 Market challenges12.3 Impact of drivers and challenges12.4 Market opportunities/restraints13 Competitive Landscape13.1 Overview13.2 Competitive Landscape13.3 Landscape disruption13.4 Industry risks14 Competitive Analysis14.1 Companies profiled14.2 Company ranking index14.3 Market positioning of companies For more information about this report visit About is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends. CONTACT: CONTACT: Laura Wood,Senior Press Manager press@ For E.S.T Office Hours Call 1-917-300-0470 For U.S./ CAN Toll Free Call 1-800-526-8630 For GMT Office Hours Call +353-1-416-8900Error in retrieving data Sign in to access your portfolio Error in retrieving data Error in retrieving data Error in retrieving data Error in retrieving data


Fast Company
6 days ago
- Entertainment
- Fast Company
Duolingo's tricks to make you addicted to language learning
VIDEO Duolingo isn't just a cute green owl, it's a masterclass in psychology, gamification, and habit-building. In this video, we break down the hidden tactics Duolingo uses to keep you coming back. From streaks and notifications to clever sound design and reward systems, you'll discover how this app turns language learning into something you can't stop engaging with. Whether you're a language nerd or just curious how apps keep you hooked, this explainer will open your eyes.


Entrepreneur
13-06-2025
- Business
- Entrepreneur
Entrepreneur UK's London 100: Clays Bar
Industry: Hospitality Since launching in 2021, Clays has redefined the status quo when it comes to experiential bars. Leveraging advanced motion-capture technology and using a deactivated shotgun, Clays delivers a fun and interactive gamified clay shooting experience with sub-millimetre accuracy. 2024 saw like for-like sales in its London venues up by over 25% compared to the previous year. In summer 2025 Clays will open its fourth UK site, in the heart of Central London, on Soho's Brewer Street. Alongside growth in the UK, Clays have confirmed global expansion into the US market. Entering into a Joint Venture agreement with Hadrena, Clays have confirmed a roll out of 15 sites in the US. Clays expansion into the US market leads the next wave of British experiential leisure brands dominating in the US, following the success of Swingers, Puttshack and Electric Shuffle. Clays founder, Tom Snellock, comments: "Our proprietary technology and international patents have allowed us to enter into the US market, whilst our Joint Venture agreement with Hadrena has enabled our rapid expansion plans into multiple US markets. With nothing quite like Clays in the current US market, we're confident in our potential for tremendous success across the Atlantic, paving the way to further build and strengthen our legacy."


Coin Geek
13-06-2025
- Business
- Coin Geek
AR gamification platforms to record 18% CAGR by 2028
Getting your Trinity Audio player ready... Augmented reality (AR) gamification platforms market capitalization is projected to proliferate before the end of the decade, buoyed by various factors such as advancements in mobile, 5G Internet connectivity, and increasing demand for immersive user experiences. According to a report by Grand View Research, the industry is tipped to reach a market capitalization of $97.76 billion in 2028. From its present levels of less than $10 billion, the projected market capitalization translates to a compound annual growth rate (CAGR) of 18% over three years. The report highlights key trends that will power AR gamification platforms to a nearly $100 million market capitalization. Analysts at Grand View Research say technological advancements will be the biggest growth drivers in the industry, highlighting innovations in hardware, software, and cloud-based services. On the hardware side of things, the report notes that lower production costs are triggering the proliferation of AR devices. Specifically, wearable tech is gaining significant steam, with Meta Glasses (NASDAQ: META) and other Big Tech companies going mainstream in 2025. The report highlights the rise of cloud-based AR development platforms in 2025, supporting developers in creating seamless gamified experiences. Snap Inc. and Niantic are already gobbling up significant market share in this vertical, providing AR toolkits for brands and individuals to create AR experiences. Furthermore, advances in software are supporting the integration of AR gamification with wearable tech while cross-platform interoperability begins to gather significant steam. Per the report, the gamified AR market is poised to latch onto the growth of the broader AR/VR industry that is tipped to pull in over $50 billion in 2025 alone. By volume, the number of active users of gamified AR platforms is tipped to surge to 600 million by the decade's end. By regional distribution, the U.S. and Europe will be the two largest growth regions, but the Asia Pacific market will record the fastest CAGR in the period under review. Novel use cases will drive industry growth New use cases will drive adoption metrics for the gamified AR industry. The report predicts that the retail and e-commerce industry will contribute the largest slice to market capitalization via interactive treasure hunts and location-based challenges. Furthermore, education and corporate training are poised to deploy gamified AR services en masse in the coming years. Currently, metaverse-based education has gained the support of corporations, while VR in education is expected to surge by the end of the decade. The report mentions use cases in healthcare for patient rehabilitation, AR gamified tourist experiences, and sport and fitness utility. Furthermore, an integration with artificial intelligence (AI) and distributed ledger technology (DLT) is tipped to expand the capabilities of the AR gamified platforms. Report: UAE workplaces are poised to embrace AI and XR gamification for efficiency gains Meanwhile, a new report has predicted a changing landscape for workplaces in the United Arab Emirates (UAE) triggered by the rise of emerging technologies. Abu Dhabi's Department of Government Enablement (DGE) reported that artificial intelligence (AI) and extended reality (XR) technologies will usher workplace changes. The DGE report notes an increasing number of UAE-based companies are leaning on these next-gen technologies to 'gamify' their workplaces. The early attempts at gamification are flashing glimpses of promise for the pioneering firms in the Gulf nation. A survey revealed that incorporating concepts like leaderboards, achievement badges, and staff competition can improve job satisfaction metrics for citizens. The report notes that the pioneering firms are integrating augmented and virtual reality tools to gamify employee experiences, promoting a healthy competitive atmosphere. Furthermore, XR use cases extend to improving the state of remote work while offering novel and intuitive employee training methods. There is growing optimism that advancements in XR technologies can render the workplace obsolete, with the report tipping 2040 as a year for the future of work. Besides XR use cases, UAE workplaces are bracing for innovative changes associated with utilizing AI tools. The DGE report mentions using AI-based interview robots to hire job candidates, save costs, and potentially reduce human bias. Currently, UAE workplaces are recording a bump in employee productivity levels from AI utility. However, there are lingering fears that companies will reduce employee headcounts as AI models render entire departments redundant. DGE Director General of Strategic Affairs Ruba Al Hassan disclosed that while AI has its upsides, governments must establish guardrails to ensure the responsible development and use of emerging technology. 'If we can figure out how best to use it, you can capitalize on its full potential, and that means people's full potential will be realized,' said Al Hassan. Dubai leads the UAE's push for digitization The Emirate of Dubai is setting the pace for the UAE's ambition to become the regional hub for digitization. Dubai's template for regulating digital assets has become the gold standard for regulatory authorities across the UAE. Last year, the region laid the blueprint for AI adoption, unfurling plans to construct more data centers and introduce a new AI learning initiative. A new licensing approach and clear regulations are attracting global technology firms to set up shop in Dubai as the emirate eyes a diversification away from oil and tourism. In order for artificial intelligence (AI) to work right within the law and thrive in the face of growing challenges, it needs to integrate an enterprise blockchain system that ensures data input quality and ownership—allowing it to keep data safe while also guaranteeing the immutability of data. Check out CoinGeek's coverage on this emerging tech to learn more why Enterprise blockchain will be the backbone of AI . Watch | Keith LaForce: Haste SDK introduces new revenue stream for game developers title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="">