Decades ago, when the gaming industry was still in its infancy, it was common to see children spending time playing vintage arcade games. Pac-Man, Space Invaders, When Donkey KongStill, the gaming industry has undergone countless iterations and changes since that heralded era in the ’70s.From computer games to console games, the future of gaming is more immersive More than ever before with the advent of virtual reality and the Metaverse. But as the industry evolves the way people game, so does its usefulness beyond entertainment.
“Games are more than just a tool to pass the time and have fun with friends. Today, we can also find elements of gaming in other areas of entertainment, digital marketing, the workplace, and lifestyle. Gamification should be education,” says Adrian Gimate-Welsh, founder of the full-service game development studio. tagwiz.
Adrian believes gamification is currently underused in education and the area he promotes may be the most productive. We have provided services such as art concept and design, development, quality assurance, backend development and customer support services to support and collaborate with other video game and business companies. The nature of TagWizz’s customers allows the company to expand opportunities to create games and apps with an educational orientation in mind.
Below is an abridged version of an interview I did with Adrian Gimate-Welsh, discussing his thoughts on his career, TagWizz, and games as an academic tool.
Rod Berger: Thank you for sharing your 25 years of work in the games industry.
Adrian Gimate-Welsh: I’m glad I came here.
Burger: I would like to start by learning more about your life before your career. Please help me understand the journey that led to your current pursuit.
Gimate-Welsh: I was born in Mexico to a Mexican father and a French mother. My first exposure to video games was nothing special. Like any other kid at the time, I was exposed to arcade games at the mall with my parents’ hard-earned money. He first played Pac-Man when he was around eight years old, and that experience sparked his interest in the game.
I moved to France when I was 10 and it took me a few years to get used to it. But when I did, the game bugs were still there. I ended up going to the University of Paris and graduating with a degree in Computer Science Engineering. A few years before TagWizz, I joined his Ubisoft mobile game startup Gameloft to help develop the world’s first mobile game.
By 2005, I had a Gameloft office in Mexico. This is a low-cost, strategic location that helped the video game giant become the undisputed leader in his gaming battle with Java-Brew Mobile that was happening at the time.
Ubisoft is France’s largest video game developer and one of the largest in the world. Gameloft was born after my time at Ubisoft. I ended up being the coordinator for his worldwide Android production at Gameloft, based in New York. He was also involved in the development of the world’s first iPhone and native Android games.
Burger: Let’s move on to TagWizz. Where did the name come from?
Gimate-Welsh: When I was based in New York, a friend and I thought about this video game where you tag other players. When I got back to Mexico, I wanted to develop that game. That’s one of the reasons he started his own studio. That idea gave birth to the first part of the company name. “Wiz” refers to wizards as an indication of our experience and skill. Hence TagWizz.
Burger: What games have you and your team worked on with TagWizz? Earlier I hinted at the potential of gamification in education using metaverse concepts. Have you worked on any metaverse projects recently?
Gimate-Welsh: In fact we have. We are developing a metaverse gaming experience using the Roblox platform. The Roblox platform has nearly 58 million daily active users. 67% of the daily user base he is under 16 years old. Isn’t there great potential for gaming platform education? And it’s just one of many other metaverses. So how do we introduce educational materials into a digital space that is already recruiting masses of next-generation citizens? In other words, how can we use the Metaverse to create a more impactful virtual school? is it ok?
At its core, gamification is the application of game design and mechanics within a non-game context. In today’s world where attention spans have dropped by an average of 10 times, how else can we keep our children’s attention? Eight seconds Did the need for gratification become so strong through social media and immediately?
At TagWizz, we have successfully participated in projects like this. For example, the Capital Foundation’s app taught personal finances to disenfranchised people in several Latin American countries. Also, Fictive’s project with G-Book gamified fairy tales to boost American reading culture.
Since multiple metaverses will most likely be the next internet paradigm, I don’t see why these concepts should not be implemented in the metaverse.
Burger: Your efforts seem to expand the gamification environment. What key benefits for education come to mind from your experience with gamification?
Gimate-Welsh: One is to increase your level of engagement with the subject matter. The harder people work, the more they learn. They also retain more of what they’ve been taught when it’s presented in an engaging way like a game.
We talked about short attention spans, but kids can spend hours sitting or playing video games in their digital lives. For them, we need to ensure that the inevitable rise of numerous digital communities reflects our values and serves as tools for their knowledge and cognitive development. I wouldn’t be surprised if children are citizens of a physical country and at the same time “citizens” of some other digital world.
If we don’t put these environments in time for our children’s education, we may end up raising a generation that doesn’t know what they’re learning. I have. They have their own culture, values, rules and regulations. They integrate public services, crypto banking, commerce, workplaces and excellent schools. While this future may seem terrifying to some, it’s not necessarily a dystopia, at least if we proactively address it for the greater good.
Gamification has been in increasing use in classrooms for some time, Motivation and student engagement while streamlining the workload of teachers. As technology-driven learning tools gain an even stronger foothold, gaming companies are vigorously waving to ensure future advancements are recognized. We ask that you take a seat at the table in order to bring it to the forefront.
Adrian Gimate-Welsh believes gamification in the classroom is expanding as the emergence of the Metaverse becomes more real. As a result, through TagWizz, he’s focused on creating games with an educational focus. He envisions a shift to a place where gamification is not just a buzzword, but a ubiquitous influence on education everywhere.
Interviews have been edited and condensed for clarity.