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Not just a trend: Inclusion of Gamification in education

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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.

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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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DigiPlus Officially Incorporates Singapore Hub to Power Global Growth

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DigiPlus Interactive Corp, the Philippines’ leading digital entertainment company, has taken a step forward in its international growth strategy with the official incorporation of DigiPlus Global Pte Ltd in Singapore.

Fully owned by Diginvest Holdings Inc, a 100% subsidiary of DigiPlus Interactive, the newly established DigiPlus Global will serve as the company’s international hub—driving its global ambitions through strategic partnerships, talent acquisition and corporate support. The entity is formally registered under Singapore’s business activity classification for head and regional offices, acting as DigiPlus Interactive’s centralised administrative and management office.

While the Singapore entity will focus solely on regional support services, it will not operate any gaming platforms in Singapore, in full respect of the country’s regulatory framework.

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“This is not just an expansion; it’s a foundational step in our growth strategy. By anchoring our international presence in Singapore—one of the world’s most advanced business ecosystems—we are accelerating DigiPlus’ transformation into a globally recognized force in digital entertainment,” said DigiPlus Interactive Chairman Eusebio Tanco.

The move enables DigiPlus to deepen its access to global expertise, strengthen cross-border collaboration and build high-value relationships in key markets. It will also accelerate the company’s ability to pioneer the next wave of digital entertainment innovations as it continues to grow its digital platforms—BingoPlus, ArenaPlus and GameZone—which already dominate the Philippine market.

The post DigiPlus Officially Incorporates Singapore Hub to Power Global Growth appeared first on European Gaming Industry News.

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KONAMI GROUP CORPORATION Named “Most Honored Company” in the Gaming Sector in Extel’s “2025 Japan Executive Team” Survey

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KONAMI GROUP CORPORATION has been named “Most Honored Company” in the gaming sector in Extel’s (formerly Institutional Investor) “2025 Japan Executive Team” survey.

This survey is conducted by Extel to select listed Japanese companies with outstanding IR activities based on votes from 541 investors and analysts from 237 firms, nominating a total of 533 companies.
In the gaming sector, KONAMI GROUP CORPORATION ranked first in the categories of “Best CEO” (Sell-Side), “Best Investor Relations Professional,” “Best Investor Relations Program,” and “Best Company Board,” and as a result, the company has been named the “Most Honored Company.”

To increase our corporate value, KONAMI GROUP CORPORATION places high priority on constructive dialogue with shareholders and investors to deepen mutual understanding. In FY2025, the company held over 400 IR meetings, with our top management actively participating in quarterly financial results briefings and overseas IR roadshows. The “Most Honored Company” designation is in recognition of these efforts.

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KONAMI GROUP CORPORATION will continue to work to achieve sustainable growth and enhance our corporate value over the medium-to-long-term through our IR activities.

The post KONAMI GROUP CORPORATION Named “Most Honored Company” in the Gaming Sector in Extel’s “2025 Japan Executive Team” Survey appeared first on European Gaming Industry News.

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S8UL makes StarCraft II debut with the signing of veteran South Korean player GuMiho

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S8UL strengthens its EWC roster following the announcement of their participation in multiple titles, including Chess, EAFC 25, Tekken 8, Call of Duty (COD): Warzone, and Apex Legends Mumbai, May 8, 2025: S8UL, a global force in esports and gaming content, is proud to announce its entry into the legendary world of StarCraft II with the signing of veteran South Korean player Pyung Jae Koh, better known by his iconic gamer tag GuMiho, a.k.a. “The Towel Terran.”

This marks S8UL’s first foray into the real-time strategy (RTS) genre and signals its continued commitment to global expansion across esports titles that have defined competitive gaming history.

A fan-favorite and master tactician, GuMiho is recognised across the global StarCraft community for his creative playstyle, unorthodox strategies, and trailblazing use of mech-based unit compositions. A staple of the Global StarCraft II League (GSL) since the Wings of Liberty era, GuMiho rose to global prominence after winning the GSL Code S

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Championship in 2017, defeating soO in a 4–2 final that etched his name in StarCraft history. His unique style of playing with a towel draped over his hands to absorb sweat and maintain precision earned him the moniker “The Towel Terran,” while his dominance with mechanical Terran builds gave rise to another title: “The Mech God.”

GuMiho’s recent achievements reaffirm his elite status in the competitive StarCraft II scene. In December 2024, he edged out Protoss standout Clem in a tense 3–2 series at HomeStory Cup XXVI, building on the momentum of his nail-biting 4–3 grand final victory over ShoWTimE (also Protoss) at HomeStory Cup XXV just months earlier. Earlier in the year, he delivered a commanding run to the finals of WardiTV 2023, ultimately finishing second after a hard-fought series against Zerg titan Dark. These standout results reinforce GuMiho’s reputation as one of the scene’s most resilient and inventive players, proving that even after years at the top, he continues to evolve and compete at the highest level.

Speaking about his new journey with S8UL, GuMiho said: “Joining S8UL feels like stepping onto a new playing field with the same hunger to win. Their drive to break barriers in esports matches my own competitive spirit. I’m ready to give it my all and compete at the highest level again, this time with S8UL by my side.”

Animesh Agarwal a.k.a. 8Bit Thug, Co-founder and CEO of S8UL, commented on the signing: “GuMiho is a living legend, and we’re beyond thrilled to welcome him to the S8UL family. Our journey into StarCraft II is about paying homage to the roots of esports and competing with the best. GuMiho’s legacy of innovation, consistency, and competitive spirit embodies everything S8UL stands for. This is a proud moment for Indian esports as we strengthen our EWC aspirations with one of the game’s all-time greats.”

As S8UL prepares to compete across multiple titles at EWC 2025, including Apex Legends, EAFC 25, Call of Duty: Warzone, Tekken 8, Chess, and now StarCraft II, the organization continues to demonstrate that excellence in esports knows no borders, no genres, and no limits.

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With three consecutive ‘Esports Content Group of the Year’ wins at the Esports Awards and global recognition through initiatives like the MOBIES Global Impact Award, S8UL is now writing a new chapter in the global esports story.

 

The post S8UL makes StarCraft II debut with the signing of veteran South Korean player GuMiho appeared first on European Gaming Industry News.

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