Why not exporting African gamification to China, Russia and Rest of world?
Gamification – The future of graduate recruitment
Organisations can benefit from gamification by measuring an individual’s digital IQ – their ability to harness the potential of digital technology in their sector – at an early stage in the recruitment process and also by incorporating training and development activities on digital IQ if they want to increase their organisational digital IQ.
Have you got a high IQ? Are you an African visionary? Are you games Industry 4.0 or in reasonable ideas about it?
We will tailor gamification to oour needs to increase your digital IQ.
We need your talent!!
Tell us about your reasonable ideas, or coming patents about farming 4.0 without economic support, we could make money together from China and Russia to Africa, contact us hereinfo@sylodium.com
" Your import-export business in Internet's guts"
Next years will see much more companies using gamification technology to bring remote workers closer to the central hub of the business.
Do you want to be a follower or a leader in gamification and Industry 4.0?
Our logical business system, allows you to segment your target markets to be seen, and dominate the bilateral trade niches you choose from Russia and China to Africa.
Become a leader, not a follower in Games 4.0
Portland, OR — 12/12/2017 — Humans possess tendency to influence their own behavior due to experiences while playing games, reading novels, receiving rewards, etc. Gamification makes use of this human tendency of influencing own thinking process due to games to engage users for effective problem solving in real world.
Gamification proves its advantages in activities such as rewards to people, customer experience enrichment, employee engagement, etc. Report delivers detailed analysis about market dynamics, top winning strategies and overview of market's ecosystem in order to facilitate business planning.
Gamification Market by Geography On geographical basis, market is segmented into North America, Europe, Asia Pacific, Middle East & Africa and Rest of the World (RoW). The gamification Market is in its early stage and currently leaded by North America. North America and European regions are expected to continue leading the market due to comparatively low awareness and underdeveloped gamification's ecosystem in other regions