Building a brand community is one of gamification’s strengths.
There's ever increasing evidence of the positive impact ‘serious’ games can have on health outcomes. And a pioneer in this field is the Sparx video game, created by Kiwi researchers to tackle teenage depression using cognitive behavioural therapy, packaged in a fun and appealing way.
Rush Digital Interactive is doing big things. What can we expect next from them – and what advice have they got for fellow game developers?