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Gamification Market to Benefit Profoundly; E-learning During Coronavirus Pandemic to Intensify Market Proceedings
23 sept. 2021 08h12 HE | Fortune Business Insights
Pune, India, Sept. 23, 2021 (GLOBE NEWSWIRE) -- The global gamification market size is expected to reach USD 37.00 billion by 2027, exhibiting a CAGR of 24.8% during the forecast period. The rising...
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Novus Health and Highmark Interactive Partner to Provide an Upstream, Personalized & Precise Approach to Mental Well-Being
10 août 2021 10h30 HE | Highmark Interactive
TORONTO, Aug. 10, 2021 (GLOBE NEWSWIRE) -- Novus Health, an information and technology-enabled health services provider and leader in health navigation and wellness solutions, is partnering with...
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Highmark Interactive Announces the Addition of University of Florida Gators with the Ongoing Expansion and Commitment of NCAA Universities to Highmark's EQ Elite Brain and Mental Health Performance Platform
29 juil. 2021 10h00 HE | Highmark Interactive
TORONTO, July 29, 2021 (GLOBE NEWSWIRE) -- Highmark Interactive (Highmark), global leaders in mental and brain health digital technologies, announced today that the University of Florida Gators have...
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World Game-Based Learning Market Report 2021-2026
23 juin 2021 07h23 HE | Research and Markets
Dublin, June 23, 2021 (GLOBE NEWSWIRE) -- The "Game-Based Learning Market - Forecasts from 2021 to 2026" report has been added to ResearchAndMarkets.com's offering. The global game-based learning...
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Cellcard Cambodia Expands Relationship with Evolving Systems to drive Enhanced Customer Lifecycle Management
15 juin 2021 09h00 HE | Evolving Systems, Inc.
ENGLEWOOD, Colo., June 15, 2021 (GLOBE NEWSWIRE) -- Evolving Systems, Inc. (NASDAQ: EVOL), a leader in real-time digital engagement solutions and services, is proud to announce that Cellcard...
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Global Healthcare Gamification Market Report 2021: Increasing Adoption of Gamification in Healthcare & Rise in Number of Technology Launches
20 avr. 2021 05h08 HE | Research and Markets
Dublin, April 20, 2021 (GLOBE NEWSWIRE) -- The "Healthcare Gamification Market Forecast to 2027 - COVID-19 Impact and Global Analysis by Game Type; Application; End User, and Geography" report has...
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RainFocus’ Attendee Experience Evolves to Push Virtual and Hybrid Innovation Forward
14 avr. 2021 10h58 HE | RainFocus
Lehi, UT, April 14, 2021 (GLOBE NEWSWIRE) -- RainFocus, the leading event management and marketing platform,  today announced the release of several upgraded features to enhance the attendee...
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Mobius Interactive Appoints New Vice President with 3 Decades of Corporate Development, Investor Relations Expertise
09 mars 2021 22h55 HE | Mobius Interactive Ltd
VANCOUVER, March 09, 2021 (GLOBE NEWSWIRE) -- via InvestorWire – Mobius Interactive Ltd., has appointed a new member to the company’s board of directors, effective immediately. Joining the board is...
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The Prodigy Factory Offers a Solution to the “PANDEMIC MATH PROBLEM”!
05 janv. 2021 09h00 HE | The Prodigy Factory, Inc.
PRESCOTT, Ariz., Jan. 05, 2021 (GLOBE NEWSWIRE) -- The Northwest Evaluation Association (NWEA) fall assessment during the pandemic showed elementary and middle school students have fallen measurably...
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Global Game Engines Market Report 2020-2027: Growing Trend of AR/VR and High Demand for Game Engines for Gamification Applications
17 déc. 2020 10h38 HE | Research and Markets
Dublin, Dec. 17, 2020 (GLOBE NEWSWIRE) -- The "Global Game Engines Market By Type, By Application, and By End Use, Forecasts to 2027" report has been added to ResearchAndMarkets.com's offering. ...