December 20176 To subscribe to APACCIOOutlookMailing AddressAPACCIOOutlook44790 S. Grimmer Blvd Suite 202, Fremont, CA 94538Visit www.apacciooutlook.comArt & GraphicsAmelia StewartFlynn SmythToby LangtonGokul K G Senior WritersManaging EditorAnnie JohnsonAsst. Managing EditorLalrindiki SailoCopyright © 2017 ValleyMedia Inc. All rights reserved. Reproduction in whole or part of any text, photography or illustrations without written permission from the publisher is prohibited. The publisher assumes no responsibility for unsolicited manuscripts, photographs or illustrations. Views and opinions expressed in this publication are not necessarily those of the magazine and accordingly, no liability is assumed by the publisher thereof.DECEMBER 1 - 2017, Volume 3 SE 54 Published by ValleyMedia Inc.EditorialSales sales@apacciooutlook.com+1 510.996.5168EditorialAnnie JohnsonGartner, a world-leading information technology research and advisory company, previously claimed that 80 percent of organisations will have gamified at least one area of their business. As leaders in the battle against dull online learning, we've been utilising all the benefits of gamification in learning and development for a while now. As digital technology continues to evolve, successful digital transformation will require careful collaboration, thoughtful planning, and the inclusion of every department. In line with the same, innovative gamification strategies are being adopted in healthcare, education, and maketing to generate interests among people to achieve their goals swiftly. Game-based learning has been a subject of research since the early 20th century. With the advent of computers came a revived interest in the potential of digital learning games. A significant body of research exists that shows how effective game-based learning can be compared to other methods.As more research uncovers the mechanics behind successful game-based learning, learning managers will be in a better position to deliver effective learning games. As more of these initiatives prove successful, Game-Based Learning will make up a greater share of the learning programme as a whole. Trends in the game-based learning market reflect this with compound interests of upto 8.3 percent. Game based learning is today developed with mobile technology in mind, while also adapting to the way people consume content on mobile devices. Technology is evolving so quickly that the limits of what gamification can do ­ i.e. what we can apply it to ­ will be blown wide open. Keeping in mind the same, APAC CIO Outlook presents "Top 10 Gamification Technology Solution Providers - 2017." We hope the valuable thought insights from innovative leaders and the innovative solutions from leading companies featured in this edition will help you in your endeavours today, and tomorrow. Let us know your thoughts Annie JohnsonManaging Editoreditor@apacciooutlook.comMoving `Learning' ForwardLane Adams Clara MathewRoyce D'SouzaShikha PatraAlfred MardinLouis BeckerRachael ClarkRoy ChowSelena JamesStephanie MazueraD. AshwaniAmitav Haldipur*Some of the Insights are based on the interviews with respective CIOs and CXOs to our editorial staff
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