PLAY.

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It's how we learn, how we develop relationships, and how we discover.

At JRVisuals we create playful experiences for advertising, education, and social transformation.
Power Strikemore_vert

Play with new Power Rangers toys in this promotional game.

Power Strikeclose

This promotional game, for a set of Power Ranger Dino Charge toys, works even on older browsers with no support for modern features like HTML5 Canvas.

Battle your way through three levels of power blasting to defeat the evil alien and his henchment; performing power punches and sword strikes for bonus points.


PLAY NOW
Space Junkmore_vert

Discover orbital debris in this serious game inspired by NPR.

Space Junkclose

Powered by HTML5 Canvas this action puzzler challenges you to populate Earth's low orbit. This game keeps players entertained at the desktop, or on the go, with fully responsive mobile support.

A recent NPR news story shed light on the hundreds of thousands of pieces of space junk orbiting our planet and the dangers this debris poses to our military and communications satellites.


LAUNCH MISSION
Type is Artmore_vert

Learn the elements of typography in a fun and creative way.

Type is Artclose

Type Is Art is a public interactive art project allowing the exploration of root typographic forms. To date it has collected over 16,000 unique designs.

Based on Susanne Cerha's poster 'Parts of a Character', with our friends at Silo Design. The project has been featured in several publications including Communications Art's Typography Annual.


MAKE ART
Stealth_Matchmore_vert

Play the hacker in this cross-branded video game promo.

Stealth_Matchclose

Released in the spring of 2014, WATCH_DOGS is an open world action-adventure video game developed and published by Ubisoft.

This mobile friendly, cross-branded game whet gamers’ appetite and offered them a sweepstakes as further incentive to beath the clock, break the code and enter the cyberpunk world of WATCH_DOGS.


HACK THE CODE
addSee the whole lot.
* For more examples visit our site on a larger screen.

Do not keep children to their studies by compulsion but by play.

— Plato

THE WORK WE DO

Gamification, Simulation and Serious Games.

What is Gamification?

Gamification is the integration or application of games and game-related concepts to everyday tasks such as learning, wellness, productivity and business activities. From the perspectives of content marketing and advertising, we pride ourselves on being able to develop a game to enhance engagement with any brand, product or service.

Gameplay has long been a popular pursuit, from the simplest moves of Go, first played in China 3,000 years ago, to the massively multiplayer online games of today. In 2016, digital games generated $101.6 billion in sales globally (according to Statista), and their popularity is driving the adoption of elements of gamification in many other areas such as business and education.

Another primary driver is the rapid uptake of social networks, now used by 78% (according to Statista, 2016) of American Internet users, where reward and status elements are embedded in implicit and explicit forms in people’s interactions in their engagement in online communities. Game elements and competition are interspersed throughout the platforms that have made social networks like Facebook, Twitter, and Instagram so popular.

According to the Pew Center for Research, “Serious gaming simulations and game mechanics such as leaderboards, achievements, and skill-based learning are becoming embedded in day-to-day business processes, driving adoption, performance, and engagement.” Elements of game mechanics are being employed nowadays in training, marketing, education, and wellness initiatives.1

Gamification Statistics

The total global revenue in the learning games market in 2012 was $3,912 million and with a five year CAGR of 18%, this revenue is expected to reach $8,958 million in 2017.1

According to a study conducted by the University of Colorado on the impact of simulations and games in adult learners, participants in gamified eLearning experiences scored

  •    • 14% higher in skill-based-knowledge assessments,
  •    • 11% higher in terms of factual-knowldege
  •    • 9% increase in retention rate.3

Beyond learning, the global gamification market is set to grow from USD 1.65 billion in 2015 to USD 11.10 billion by 2020, at a CAGR of 46.3%.3

Sources
1 The Future of Gamification.
2 The Top Gamification Statistics And Facts For 2015 You Need To Know.
3 Gamification Market Growing at 46.3% CAGR to 2020 led by Social Media.

Partial Client List

Here are some of the clients we have worked with.
American Express The Buffalo News Comedy Central Crayola Fisher-Price Houghton Mifflin Harcourt Independent Health InStyle Magazine Ripley Publishing Roadrunner Records SAP Global Marketing TIME Inc. Unilever Brands Xerox

Partial Client List

Here are some of the agencies and brands have benefited directly from our work.

4KIDS Productions, Ambient Blue, Arnold Worldwide, Artists In Buffalo, The Buffalo News & Buffalo.com, Crayola, Corus Interactive, The Cooper Group, Creata, Fisher-Price, Houghton Mifflin Harcourt, Independent Health, Lunchbox, MarketSource MS3, Montreal Canadiens, New Era Cap, Paddock Chevrolet, Ripley Publishing, Roadrunner Records, SAP Global Marketing, SAP LABS, Selatra Games, Silo Design, Simmulation Curriculum, Smith Brothers, TIME Inc., Time Magazine, Real Simple Magazine, InStyle Magazine, People Magazine, Life Magazine.

The following clients were serviced indirectly, through other agencies and studios.

American Express, AT&T, Comedy Central, Delaware North Companies, Fisher-Price, GlaxoSmithKline, GlobalSpec, IBM, Kellogg's, Mattel, Microsoft, MTV, NCAA, Ripley Entertainment, Roache Pharmaceutica, Schering Plough, Samsung, Skinny Cow, Sony Pictures, Unilever, Xerox.


WOAH! TOO MUCH INFORMATION

The creation of something new is not accomplished by the intellect but by the play instinct.

— Carl Jung

LET'S PLAY TOGETHER

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