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Featured article
Thought Leadership
May 25, 2026
The more AI we use, the more human we have to be
The digital world is flooded. Between scroll-and-skip culture and the explosion of AI-generated content, the challenge for brands isn't creating more, it's creating content that actually connects.
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Thought Leadership
Nov 30, 2022
Impact games can stimulate mental wellbeing
While it’s important to acknowledge the potential risks of any hobby turning into an obsession, the moral panic around gaming has largely been overstated. Research increasingly shows that gaming can have positive effects on mental health, especially when we consider the unique benefits of impact games. As the world grapples with widespread mental health challenges, there’s a compelling case for integrating gaming into our wellness toolkits.
Thought Leadership
Sep 30, 2022
How digital access is transforming financial inclusion in Africa
According to the GMSA State of the Industry Report on Mobile Money for 2022, there were 184 million active mobile money accounts in Africa in 2021, which completed over 36 billion transactions, valued at more than $700 billion. While the growth in payments and e-commerce have been nothing short of stellar- driven in large part by the pandemic- fintech is driving major changes throughout the entire banking ecosystem.
Thought Leadership
Sep 26, 2022
The forgotten generation
4:29 PMClaude responded: Generation X sits between the Baby Boomers and Millennials, and marketers have long overlooked them. That's a mistake, because they're a highly engaged, ready-to-spend audience with more purchasing power than younger consumers.
Thought Leadership
Feb 1, 2022
Gamification in education | The most useful educational innovation in ages
Gamification is the use of game-design principles in non-gaming contexts, applying elements like point systems, rewards, and challenges to make learning and behaviour change more engaging.
Thought Leadership
Feb 26, 2015
Gamifying HIV & AIDS awareness
HIV still poses a real threat, but young people aren't seeing it that way. Serious games let us tackle tough topics where people already are, and make the conversation stick.
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