Asia
Not just a trend: Inclusion of Gamification in education

Esports has now become a multi-billion-dollar industry that has advanced in a short span of time, thanks to its growing demand considering its strength to attract people. Moreover, the abundant exposure of digitalisation of almost every format is a way of living for the millennials and Gen Z.
Identifying the popularity of esports, especially among the age-group who are still students, the new-age learning system applied its potential as a powerful, engaging tool to educate and reach students from different stages. The process can enhance students’ engagement levels to what games usually do while improving their particular skills and optimising their learning. This also proves to be a simple medium to create an inclusive and welcoming learning environment and learn in a way which they would enjoy. Education institutions are smartly blending gaming-based learning practices and esports into their curriculum, intending to maximise students’ interest in learning more while excluding any additional burden/pressure on them. The benefits of this learning process go beyond the four walls of the classroom and into the students’ lives.
Game-based elements applied for scoring points, setting a healthy competing environment among the fellow students, rooting teamwork and leadership skills, score tables, assimilating new information, testing their knowledge, and many more, allow students to be surrounded with an atmosphere that helps them with their overall development. But, among all its benefits, the best advantage of this is, it is self-teaching, giving anyone and everyone the access to use it.
Shivam Rao, as the Co-Founder and the COO of Trinity Gaming, India’s top gaming talent management company, and a gaming fanatic himself, keeps a close watch on this new trend. Some of the ways to apply gaming into education are:
1. Including points system for every academic and non-academic objective achieved:
Encouraging students through a point system to upgrade their knowledge and frame it in the best possible way, just like it is done during the offline evaluation system. On the non-academic front, there could be a points system for the students who deliver the task within a set period of time or did exceptionally well constantly.
2. Creating interesting challenges and barriers to level up
This proves to be a great encouragement material as these challenges could be anything ranging from academics to creativity or even logistics.
3. Introducing competitions
Challenging fellow students or the students from other classes is a great way to encourage students. Even teachers can join them through these challenges, forming teams, elevating teachers and students’ relations.
4. Evaluation of the performances
Giving a reality check is also important for the students to better evaluate, identify the problem, and with the support of their mentors, they find the solution to it. This is also the perfect way to identify where their strength lies. The personalised breakdown of one’s performance motivates them to work harder to achieve their goals.
5. Using different methods of ‘PROGRESSION’
The students who successfully achieve the milestone can ‘Level Up’ with rewards like extra playtime or some bonus, or it could be a session on the computers or a chance to be a class perfect for the month and so on and so forth.
Interestingly, the Indian parents and the educational institutions are adapting to this change and are coming to terms with this setup. Especially after the pandemic hit and with schools remaining shut, it was really difficult for parents to balance their professional life while ensuring their kids did not suffer from their education. However, with digital classes and the widespread growth of gamification of learning, the process was smoother.
This format makes students feel that they have the authorship over their learning process; they are not dependent and give them a sense of achievement which boosts their confidence. They are learning in a more relaxed atmosphere, and even if they encounter any failure, which can be easily turned around by simply trying again. Students are often more stress-free in the gaming environment and are not scared to make mistakes; after all, they have not been called out in the middle of the class to encounter any form of embarrassment. Instead, it allows them to uncover an intrinsic motivation to learn more. This also makes learning more measurable through the different progress indicators. Learning becomes more fun for sure, especially when they even get to explore different avatars or characters to study and play virtually at the same time. The learning process has become more than just filling worksheets.
The power of esports has not only amplified in the e-learning settings, but it has also shown some tremendous impact for corporate companies, where gamification has been introduced to train their employees. It triggers powerful human emotions such as happiness, curiosity, excitement, a sense of achievement and accomplishment. Sighting the proven positive results, several sectors are inducing gamification to advance their respective formats and generate marvellous results.
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Asia
Think Tank Advocata Questions Independence and Integrity of Proposed Gaming Regulator in Sri Lanka

Sri Lankan policy think tank has questioned the independence and integrity of the country’s proposed new regulatory body as the government rushes to put the agency in place ahead of next month’s launch of Melco Resorts & Entertainment’s City of Dreams Sri Lanka.
Sudaraka Ariyaratne, Research Consultant at Advocata Institute, said to media that while establishing a regulator was vital to the industry’s long-term future, the planned Gambling Regulatory Authority appears to lack the independence needed to provide proper oversight.
Ariyaratne said: “If you look at the theory of regulation, it is very clear that the regulator has to be an independent body which gives credibility. That is not the case with this Gambling Authority Bill.
“I think the government is trying to push this bill through in a rush because Melco is coming next month. We think Melco would’ve wanted a regulator in place. When it comes to these big names in the gaming industry, the integrity of the market is a big consideration, given the image of the industry, as a whole. They need to sustain a good reputation so that they can attract good customers to whom integrity is important.”
Ariyaratne, who stressed that his think tank supports the idea of a legal, regulated gambling industry, added that the Gambling Regulatory Authority in its current form risks being a proxy for the nation’s Finance Minister.
“Even if it’s not a proper regulator, as long as it gives the perception of integrity, that’s what [operators] are looking for, to engender market confidence,” he said.
“The danger with this bill is that it won’t even give a perception of integrity, if the Minister of Finance can basically do whatever he or she wants.”
Ariyaratne added that Sri Lanka would be better served to withdraw its current bill and resubmit a more comprehensive version.
The post Think Tank Advocata Questions Independence and Integrity of Proposed Gaming Regulator in Sri Lanka appeared first on European Gaming Industry News.
Asia
METABORA Partners with LINE NEXT

METABORA, a global casual game developer and blockchain project operator, has announced a strategic partnership with LINE NEXT Inc. Through this partnership, METABORA will distribute Web3 games via the LINE Messenger–based Dapp Portal, expanding its reach in the Web3 gaming space.
The Dapp Portal is a platform built on the KAIA ecosystem that offers Mini Dapps (decentralised applications) directly within the LINE Messenger app. Users can enjoy a variety of Mini Dapps—ranging from games to social features—without needing to install separate applications. Since its launch in January this year, the platform has garnered significant attention, surpassing 100 million cumulative users.
Through this new partnership, METABORA and LINE NEXT will work closely to accelerate the growth of the Mini Dapp’s gaming ecosystem. Leveraging its network of development partners and global experience in game development and publishing, METABORA will supply Web3 games to the Dapp Portal. LINE NEXT will expand accessibility to Web3 games and support marketing of these games through its platform.
As part of the collaboration, METABORA will also expand the utility of its BORA token within the LINE Messenger–based Mini Dapp ecosystem. The company plans to implement a payment infrastructure that enables users to purchase in-game items currently planned for upcoming titles to be released under the BORA brand. Additionally, METABORA will apply Gas Abstraction technology, allowing users to make in-app purchases with BORA without needing KAIA tokens to cover gas fees. This feature is expected to be fully implemented in the second half of the year.
By expanding the utility of the BORA token, METABORA aims to elevate its value beyond the confines of the BORA Chain, laying the groundwork for broader integration across the Web3 ecosystem.
In addition, METABORA and LINE NEXT plan to continue their collaboration by researching and developing infrastructure to support the use of stable coins such as USDT, further enhancing the Web3 gaming experience within the LINE ecosystem centered on the Dapp Portal.
Lim Youngjun, Co-CEO of METABORA, said: “We’re pleased to partner with LINE NEXT, a company making remarkable strides in the global Web3 gaming market with its vast user base. Through our strong network of development partners, we will carefully select and bring high-quality games to the Dapp Portal, working together to create a leading example of Web3 gaming reaching a mainstream audience.”
Kim Woosuk, CSO at LINE NEXT, said: “Through this partnership with METABORA, we look forward to creating a major success case for Mini Dapp. Moving forward, we will continue working closely together across multiple fronts, including enabling USDT stablecoin support to improve game onboarding and the overall user payment environment.”
The post METABORA Partners with LINE NEXT appeared first on European Gaming Industry News.
Asia
MelBet Announces Monami Ghosh as its New Brand Ambassador

The leading iGaming company, MelBet, has announced Monami Ghosh as its new brand ambassador. With over a decade of captivating performances across films, series and television, Monami now brings her star power to MelBet, ready to entertain and engage players like never before. The collaboration between MelBet and her is a perfect match, combining MelBet’s dynamic igaming platform with Monami’s charisma, talent and star appeal.
MelBet is delighted to have Monami Ghosh in the team and is confident that together they will create a unique experience to please all of the players with unforgettable emotions. Her energy and talent turn every event into a truly spectacular show.
Monami will become the main character of the revolutionary MelBet Night Show. A project that promises to revolutionise the idea of entertainment. Something truly unique and exciting – an experience unlike anything the public has seen before. The players can follow MelBet’s updates on social networks to know about the premieres of the show.
MelBet and Monami are ready to turn players’ everyday routines into a bright adventure filled with passion, excitement, inspiration and unexpected discoveries and pleasant bonuses.
The post MelBet Announces Monami Ghosh as its New Brand Ambassador appeared first on European Gaming Industry News.
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