Up to 7X conversion rate has been achieved by companies using gamification. >> This post was first published on … Employees are open and positive about gamification. The study is limited to papers that discuss explicitly the use of game design and mechanics to enhance non-game contexts by increasing participation << Our gamification market research reveals a high growth segment propelled by the increasing use of mobile devices and the expansion in the traditional method of gamification beyond marketing and education. 25 0 obj /Border [0 0 0] /F0 40 0 R << /MediaBox [0 0 595 842] Gamification affects the willingness of students to study enjoyably, with preferences for certain gamification elements: profile updates (53%), getting points (27.2%), receiving badges (14.1%), and other awards (5.4%). 50% of employees don’t use the software that the company provides. endobj >> 88% of employees do not use social software or platforms. /F3 42 0 R Gamification in elearning is the hot-topic these days, and with good reason. Gamification in education may optimize the brain’s processing of new information. These devices will support the continuing trend of gamification in education. /F1 66 0 R The gamification industry is expected to grow beyond $2 billion by 2015, as predicted by M2 in 2013. You should use it to work for your business. endobj Uber uses various innovative gamification tools to get more drivers on the road. endobj /Font << >> >> Gamification is not, however, just about status, community building, and marketing. >> /Tabs /S >> /F2 44 0 R You don’t want your business to be left behind just because you are not sold on what gamification can do. /F2 31 0 R /Fm1 81 0 R /Group << Microsoft used the Language Quality game to enhance its Windows OS translations. 9 0 obj >> stream One of the biggest developments in e-learning is gamification. 10 0 obj /Font << >> 6 0 obj /Type /Page /F5 44 0 R >> /Group << /F2 44 0 R /Resources << >> By Justin Ferriman. /F0 40 0 R /Type /Group >> /ProcSet [/PDF /Text /ImageB /ImageC /ImageI] << Practice makes perfect, and it’s even more effective when people enjoy doing it. /CS /DeviceRGB application/pdf /BaseFont /Helvetica-Bold << /F1 18 0 R /S /Transparency /Type /Group /Type /Group /ExtGState << /CS /DeviceRGB /Group << endobj /F2 87 0 R /F4 44 0 R >> Gamification and the Future of Education is a forward-looking report that explores how the mechanics and dynamics commonly found in games can be applied in the educational context to improve educational outcomes. /Fm0 67 0 R /Type /Pages /Contents 74 0 R 18 0 obj endobj >> /F0 40 0 R 35% – 60% recall performance by employees who undertook gamified training using retrieval practice combined with quizzes or course content. /Font << /GS0 65 0 R /Filter /FlateDecode /Type /Font >> If you use SaaS tools for small business, you’ll notice that gamification features are often included in many of these systems. >> >> She has covered all the major developments in SaaS and B2B software solutions, from the introduction of massive ERPs to small business platforms to help startups on their way to success. /XObject << /Contents 70 0 R x�+� � | >> /Parent 3 0 R Her decision to focus on these two industries was spurred by their explosive growth in the last decade, much of it she attributes to the emergence of disruptive technologies and the quick adoption by businesses that were quick to recognize their values to their organizations. /ExtGState << /Length 10 Please note, that FinancesOnline lists all vendors, we’re not limited only to the ones that pay us, and all software providers have an equal opportunity to get featured in our rankings and comparisons, win awards, gather user reviews, all in our effort to give you reliable advice that will enable you to make well-informed purchase decisions. >> /Group << Copyright © 2020 FinancesOnline. endobj /Parent 3 0 R >> /Xi0 37 0 R The primary buyers of custom services are government agencies and corporations. >> /S /Transparency How successful are they? Gamification Game -Based Learning Gamification Education Statistics Gamification Statistics So much so, that it is expected that by the year 2023, its global revenues will reach 17 billion dollars. In my 9 years of experience, I’ve found games are great at resolving several common classroom issues such as: student participation/talk time, student engagement, differentiation, data tracking, and increasing student achievement. We developed a gamification approach, called Horses for Courses, which is composed of main game design patterns related to the challenge-based gamification; points, levels, challenges and a leaderboard. /ExtGState << Nike employed gamified feedback to drive more than 5,000,000 customers to surpass their personal fitness goals daily. /Encoding /WinAnsiEncoding Our gamification data is clear – gamification works. 19 0 obj Preferred gamification strategies of adult learners, Google’s Travel Expense System helped reach almost 100% employee compliance for. /S /Transparency EU Office: Grojecka 70/13 Warsaw, 02-359 Poland, US Office: 120 St James Ave Floor 6, Boston, MA 02116. The Gamification in Education market is divided into North America, Europe, APAC, South America, and the Middle East & Africa. /Fm1 63 0 R /F0 40 0 R /XObject << >> /S /Transparency As games become a bigger part of culture, the potential they have to transform students’ experiences in school grows. endstream /Type /Font /BaseFont /Helvetica-Oblique >> Domino’s Pizza’s gaming app Pizza Hero, which allows clients to create (design) their pizza, helped the company increase sales by 30%. /Type /Group The 5 most popular gamification features in educational apps (which can also be used for corporate purposes) are progress bars, achievements, in-app currency, leaderboards, and actual games. 2020-06-21T15:15:20+03:00 document.getElementById("comment").setAttribute( "id", "ae2cfc70f4aec36f3a2333c5519c6db4" );document.getElementById("g870abf955").setAttribute( "id", "comment" ); FinancesOnline is available for free for all business professionals interested in an efficient way to find top-notch SaaS solutions. stream In the past decade, the popularity of gamification increased rapidly, and various cases are known in which businesses, web designers, and education workers used gamification in order to engage and motivate a target group with successful outcomes (Chou, 2017; Mollick and Rothbard, 2014). Gamification is also being used to enliven customer engagement since 54% of customers are not active in loyalty programs, and 69% of clients do not join or participate in online forums and communities. /F3 42 0 R >> The broad target audience and the various core systems used, show gamification's flexibility in the educational process. >> >> /F0 29 0 R endobj /GS0 28 0 R No spam. endobj Take a moment to think about your experiences in education, either as a student or as a teacher. >> stream Micro-learning alone results in 50% more engagement, and this is seen to multiply many times over when blended with e-learning gamification. endobj << >> endobj >> /XObject << By the time kids are 21, they’ve played 10,000 hours of video games, the same amount of time they’ve spent in school. /Type /Group /Group << eLearning Industry in numbers The eLearning market is now more than 16 years old (the word “e-learning” was coined in 1998). >> /F1 66 0 R /ExtGState << >> >> /F4 44 0 R /Border [0 0 0] << This gamification approach helped achieve a 53% decrease in the number of people exceeding the speed limit. PDF-XChange Core API SDK (7.0.328.2) /Length 4357 << endstream /F3 43 0 R /Type /Page /S /Transparency /XObject << /S /Transparency << Gamification adoption statistics show that organizations are using gamification not only to strengthen employee work engagement but also to maximize sales. 3 0 obj 50% of business transformation programs fail because of poor employee engagement. Hence, gamification in the workplace will find wider appeal with millennial employees. >> << /Resources << /Parent 3 0 R endstream (Huffington Post) It was also predicted that this industry will reach $5.5 billion by 2018. Gamification is the solution. /Type /Catalog /Type /Group << /Fm1 77 0 R PDF-XChange Editor 7.0.328.2 Guide on Gamification in Education by Becton Loveless. >> More than 900 employees were able to complete 26,000 tasks, including identifying 170 new errors. 17 0 obj Let’s take a look at gamification industry statistics and how it is influencing work, customers, and business. /Fm0 76 0 R /GS0 39 0 R /F1 41 0 R This may be facilitated by the general aspects of gamified lessons, with the audio-visual presentation, minimized bites of schematized information, short time lapses, and often repetitive patterns. endobj endobj /Subtype /Link endobj /Group << You’ll find gamification features integrated or offered as add-ons to leading learning management system (LMS), whether for corporate training or educational use. /Fm1 35 0 R /Subtype /Link >> Zichermann says that gamification will gain in popularity in politics and civic organizations. /Fm0 34 0 R /A << /F2 44 0 R 4 0 obj uuid:ea5aca72-77cd-4997-a23c-284fc5d86255 /Parent 3 0 R >> There are many gamification software offered in the market that provide platforms for progress management, achievements, competition, and collaboration, but in this article, we’ll be focusing on gamification statistics. Global Gamification in Education Market Report 2020 by Key Players, Types, Applications, Countries, Market Size, Forecast to 2026 (Based on 2020 COVID-19 … >> /URI (https://tutcris.tut.fi/portal/en/publications/gamification-in-statistics-education\(98d41473-bdf8-40a7-9e4d-75cbe544a869\).html) /Fm0 62 0 R /CS /DeviceRGB /Type /Group >> >> /CS /DeviceRGB Gamification Game-Based Learning Gamification Education Statistics Gamification Statistics So much so, that it is expected that by the year 2023, its global revenues will reach 17 billion dollars. Gamification in Education. /Tabs /S /Type /Page << /S /URI /F0 40 0 R 50% of startups are reportedly integrating gamification into their strategy. >> << 87% of retailers will use gamification strategies in their operations in the next five years. /F3 32 0 R 75% of the global workforce by 2025 will be made up of millennials – a generation that grew up on computers and video games. /Type /Page These game design elements include points, levels/stages, badges, leaderboards, prizes, progress bars, storyline, and feedback. Gamification in Education Stats. Gamification in Education Statistics For educational institutions, gamification is meant to encourage excellence among students. /A << Not everyone agrees that gamification should be used in education. /F2 19 0 R /F2 43 0 R /XObject << Autodesk has gamified its free trial, incentivizing users to learn how to use the program and offering both in-game and real-world prizes, increasing trial usage by 54%, buy clicks by 15% and channel revenue by 29%. /XObject << x���MK1����9&��f�ע� �TnW��{�ڢ��@ ���;3d^�hDh��1F�8� ��~�n�X��ɩ���i���~�r'�u��˯����װTp �)����m?4��߶z���t}j�.�"aʧ�qU��[��O����^�r�����=3 �"��׋��>�X����rh����Rk0f&�2���Co,���=f�=7�=z��䙬7H\��(�]��|�}���Xʄ;�)L%Ӑ۩`]��a�w-\�p/��x�z >> >> Be nice. Stay on topic. The gamification industry is expected to grow to over $2 billion in the U.S. by 2015, according to M2 … endobj /CS /DeviceRGB 8 segments have been identified as major users of game-based learning solutions – corporations, consumers, federal government agencies, local government agencies, preschools, elementary schools, secondary schools, and educational institutions. >> /F2 42 0 R >> /Fm0 54 0 R /Im0 51 0 R Here are some key use cases statistics in enterprise-level, sales function, product reviews, etc. Posted on June 15, 2016 Often the term “gamification” is met with controversy, resistance and confusion, as it is not completely clear what is meant by its implementation into education. >> It has proven to be useful in helping learners further comprehend and apply new information. The biggest and most thorough collection of Gamification Education Statistics articles. /XObject << << The 5 best gamification tools for sales teams are LevelEleven, FantasySalesTeam (used by HP), Hoopla, Ambition, and Bunchball Nitro (used by IBM, SAP, and Salesforce). 13 0 obj /Parent 3 0 R /Group << /Encoding /WinAnsiEncoding stream >> The gamification market was estimated to be worth $5.5 billion in 2018. 14 0 obj 2 0 obj /BBox [0 0 595.32 841.92] /Subtype /Type1 /F4 33 0 R The gamification of education is taking schoolwork and turning it into entertainment. 97% of employees above the age of 45 agree that it would help improve work, 87% agree that it makes them more productive, and 85% would spend more time on gamified software. One of the biggest developments in e-learning is gamification. /Contents 64 0 R The forecasts for the gamification sector are very promising. /S /Transparency /Fm0 49 0 R /Type /Page Gamification of education is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational environments. /ProcSet [/PDF /Text /ImageB /ImageC /ImageI] << /Count 12 /ExtGState << 80% of employees enjoy using gamification software solutions at work. /GS0 83 0 R >> Based on our review, we identified several game design elements that are used in education. 33 Facebook Stats That Matter to Marketers in 2020, On the Integration of Human Computation into Traditional Business Processes, How Uber Uses Psychological Tricks to Push Its Drivers’ Buttons, In China, Volkswagen Outsources Product Plan to the People, Nike Unveils FuelBand for Tracking All Physical Activity, Professional Services Automation Software - PSA, Project Portfolio Management Software - PPM, 47 Gamification Statistics You Must Know: 2020 Market Share Analysis & Data, The Promising Future Of The Game Based Learning Market, A Comprehensive List of 90+ Gamification Cases with ROI Stats. /Type /Group /Length 676 /MediaBox [0 0 595.4 841.8] /Type /XObject /CS /DeviceRGB 2020-08-31T09:02:21+03:00 /Tabs /S /CS /DeviceRGB /C [0 0 1] /Fm2 36 0 R /Xf1 21 0 R >> endobj What Makes Gamification So Appealing To Learners? Does educational gamification improve students’ motivation? /Im0 69 0 R Opponents of Gamification in Education. /GS0 61 0 R /Annots [22 0 R 23 0 R 24 0 R] endobj /Font << /F1 41 0 R It is different from game-based learning in that it does not involve students making their own games or playing commercially-made video games. Over the past few decades, one of the fastest growing areas of entertainment was gaming. [95 Pages Report] Gamification in education market size, analysis, trends, & forecasts. >> /Parent 3 0 R We provided examples from the literature to illustrate the application of gamification in the educational context. Gamification: From Theory to Practice. /Type /Page The gamification market size in 2018 had a global value of $6.8 billion and is predicted to register an impressive growth of 32%, reaching $40 billion by 2024. >> /F1 66 0 R The truth is that you can “gamify” or place game principles in just about any business function for any type of business to get the desired results as long as the mechanics are correctly designed and implemented. << Gamification: Realizing Elusive Engagement! Astra Zeneca’s gamified medicine training achieved a 97% agent participation, with a 99% completion rate. >> Cisco deployed gaming methods to improve its virtual global sales meeting. We’ve gathered gamification research data and insights so you’ll be able to determine your need for gamification tools or, if you already utilize them, to further optimize these solutions to improve your business. This timeline presents information on the value of the education gamification market worldwide in 2015 and 2020. /MediaBox [0 0 595.4 841.8] We are able to keep our service free of charge thanks to cooperation with some of the vendors, who are willing to pay us for traffic and sales opportunities provided by our website. Keep it clean. /Subtype /Link /XObject << The use of technology in schools around the world will continue to grow. /Font << /FormType 1 /Group << /Font << >> According to statistics, by 2018, the global gamification market is expected to reach a net value worth of $5.5 billion dollars (Markets and Markets). /Group << /GS0 57 0 R This can be gleaned from the projected growth rates of three major game-based products and services – authoring tools and delivery platforms (45%), custom development services (43%), and packaged retail educational games (36.5%). >> /Type /Group /Contents 47 0 R /GS0 53 0 R In this section, let’s see some gamification in education statistics. /Length 2983 Gamification is a technique that teaches children through gaming. 16 0 obj /Type /Page Gamification has been mainly used in introductory statistics courses, probably aiming to motivate students, due to the complexity that these courses entail. xڵ�r�6��_�Gjˢ �g*��92�ɽ5Nm�N�@K���-)�$������� %[�6�*��F�! The results include more engaged employees, more active and loyal customers, and increased revenues. All B2B Directory Rights Reserved. >> Samsung Nation, the tech firm’s global social rewards community, uses a gamified system that helped achieve a 500% rise in customer product reviews and a 66% increase in site visits. While gamification is gaining ground in business, marketing, corporate management, and wellness initiatives, its application in education is still an emerging trend. /Parent 3 0 R %���� >> >> To cite one prominent example, researchers at the University of Washington made headlines in 2011 with their game Foldit. /F1 30 0 R /F0 40 0 R /Font << /Fm0 72 0 R Hewlett Packard’s Project Everest–which awards top reseller teams holiday packages, etc.–improved sales by 56.4%. Why Use Gamification in Education? /Encoding /WinAnsiEncoding /Contents 82 0 R Gamification learning statistics show positive developments now and in the future in many areas where game elements are implemented. 15 0 R 16 0 R] Chances are high that the lessons that still stand out are the ones that were most engaging. /ExtGState << endobj /Fm1 68 0 R /Fm0 58 0 R /MediaBox [0 0 595.4 841.8] 7 0 obj /CS /DeviceRGB /MediaBox [0 0 595.4 841.8] /Resources << /Contents 52 0 R 12 0 obj Gamification approach which emerges as the new face of education in the information age is defined as the process of including users into game . Why don’t you leverage that and reap the benefits yourself? stream /Fm1 50 0 R According to Bunchball, gamification refers to make the components and mechanics of game more enjoyable through non-play activities in order to generate behavior change among individuals [ 7 ]. /MediaBox [0 0 595.4 841.8] /Tabs /S /Parent 3 0 R 24 0 obj /Filter /FlateDecode << This study investigates the effects of the challenge-based gamification on learning in the area of statistics education. >> /Kids [5 0 R 6 0 R 7 0 R 8 0 R 9 0 R 10 0 R 11 0 R 12 0 R 13 0 R 14 0 R /Tabs /S /XObject << Integrating game mechanics into business processes, marketing campaigns, websites, applications, online communities, or school classes and college courses have proven to be an effective and fun way of encouraging the participation of target audiences. ����6=bV���7n>������gl�p��wC� 7�|gS��lO&���I݅������7H�A�L�.9��T.� ��/�B6�G�ol��k����E��O6H�I��I��"�9l����>]�@�)*1B�c%cĄ��93Gh�9�#b툥��=l��Z���|�o|����_�zR��\A)�B�e�V����A��V;�}��]{o�C[_�!Sv\+��T�);γ�w�J��ƝC���>�z�곆���|"���0�*���ġU�90��F��٣�_�D7��jt c�5Ȥ67&�7�eY��0�7�+�ߓXen�'4gv�o͟�߭Tm{�y�B�ڲWq0��;;0�ހ[ $��K*���ѱބ�)�d��r\"M63���x�"Ca�^!��!��J���4 O�i�/°�@UAװ�)��6��J���)5b&���1j�g�[�7O�W�0՜�2�pf0]�I�X"]�3�R W��g�Ao�8�6~LyK%K !���s��}S��;��b Posted on January 9, 2020 Instructional Design. << Opponents argue that using tokens and badges sends the message that learning isn’t inherently meaningful. >> Volkswagen’s People’s Car Project–an app that allows people to design their ideal car–received, 33 million webpage hits and 119,000 ideas, Getting ahead of the game: making gamification work for your business, Gamification Tools Winning Sales Teams Use, How much more traffic should you actually be getting, The Psychology Of Gamification: Why It Works (& How To Do It! /MediaBox [0 0 595.4 841.8] endobj /Fm0 80 0 R /Tabs /S After all, who doesn’t like playing games? /Resources << /F1 86 0 R >> I have been involved with gamification for quite some time now. /Font << /F4 66 0 R - Gamification trends to watch for in 2019. The corporate sector worldwide will be the biggest buyer of game-based learning solutions with an expected CAGR of  54% from 2018 to 2023. Gamification is one of the top 10 must-have features of a. Gamification of employee onboarding will see greater use since new employees are 69% likely to stay with a company for 3 years or more if they are provided well-formed onboarding. << ), Nearly All Retailers to Use Gamification to Engage Customers: Survey, The engagement economy: How gamification is reshaping businesses. /F0 40 0 R This presents a study of the published empirical article research on the application of gamification to education. 2.23 billion Facebook users log in to their FB accounts every day through various gamified interactions and game loops. 30% – 40% increase in online customer interactions was experienced by content and media companies using gamification. /Type /Page x��T]S�@}ϯ�O-�`H�/�(k�hk��5��J�w7d���A�*�v���=gϹ����O��y^ q��S�%\:�Σs9��D -�W'�:X�8��)�i놰ӅnЃ(s�C|�LoS3�v�2>�13\ >> That is a huge toll for employers when workers are not focused on the job. /Contents 60 0 R This collection of gamification statistics will help us determine the answer. /Font << /Type /Page In 2015, the gamification … >> Currently, 48% of students use desktops in classrooms, 42% use smartphones, 33% interactive whiteboards, and 20% tablets. In a 2018 – 2023 forecast of game-based learning growth rates for seven regions, Africa emerged with the highest growth rate of 60.1%, North America followed at 46.1%, Eastern Europe 42.8%, Western Europe 40.2%, Latin America 40%, the Middle East 32.3%, and Asia-Pacific 27.0%. /S /URI /CS /DeviceRGB endobj /MediaBox [0 0 595.4 841.8] /Resources << >> >> The United States alone will claim $2 billion of this total (M2 Research), which is not surprising given that they are the number one, leading market in gamification. For educational institutions, gamification is meant to encourage excellence among students. August 10, 2020 | Sponsored . /XObject << Gamification in education, or gamification in learning, is sometimes described using other terms: gameful thinking, game principles for education, motivation design, engagement design, etc. << >> >> : There have been many documented cases where big and small corporations alike benefited from implementing gamification in their internal processes and sales and marketing efforts. 8 0 obj >> /Tabs /S /Type /Page << /F0 40 0 R >> /GS0 75 0 R /F2 42 0 R >> 22 0 obj %PDF-1.7 >> /A << /Parent 3 0 R /Resources << 67% of students reported that a gamified course was more motivating than a traditional course. /Length 275 endobj /Tabs /S /XObject << >> Judging by the following 30 Facts about Gamification in eLearning, the future of Gamification in eLearning is brighter than ever. >> /S /Transparency 21 0 obj /Font << /Font << >> /Fm1 59 0 R /Tabs /S /Fm1 73 0 R /Tabs /S What are organizations looking to buy? /GS0 71 0 R /S /Transparency >> /Resources << It also enabled its call centers to boost sales by 10% and to cut call time by 15%. /F0 40 0 R Aetna used gamification to successfully boost daily healthy activities by 50%, plus an average of 14-minute website engagement. Game-like approaches to education and problem-solving are rolling out in new ways. The increase in the number of companies that achieved high ROIs due to gamification[3] is proof of its positive impact on business. /ExtGState << /MediaBox [0 0 595.4 841.8] More than 90% of its workforce voluntarily participated. >> /ProcSet [/PDF /Text /ImageB /ImageC /ImageI] /URI (https://tutcris.tut.fi/portal/en/publications/gamification-in-statistics-education\(98d41473-bdf8-40a7-9e4d-75cbe544a869\).html) 26 0 obj /BaseFont /Helvetica Points, badges, levels, and rewards—these are some of the components of gamification widely used nowadays by organizations. << 80% of US workers believe game-based learning is more engaging. /Resources << /Resources << >> /Tabs /S /Contents 56 0 R >> >> /Fm1 46 0 R /Rect [211.5 680 450.47 690] (Engagement Alliance) More than 60% of learners said that … /F1 66 0 R /F2 42 0 R /Subtype /Form >> /GS0 48 0 R << /Type /Page We developed a gamification approach, called Horses for Courses, which is composed of main game design patterns related to the challenge-based gamification; points, levels, challenges and a leaderboard. /Contents [25 0 R 26 0 R 27 0 R] /Contents 17 0 R Chevrolet Volt uses a green/amber indicator to provide drivers visual feedback of their driving style. endobj endobj /ExtGState << /Group << << /S /Transparency >> /ExtGState << /Type /Font /Producer (PDF-XChange Core API SDK \(7.0.328.2\)) /C [0 0 1] /Fm1 85 0 R According to the report – Global Education Gamification Market 2016 – 2020, the gamification of education in the year 2015 was marked at $93 million.However, this figure is likely to explode by the year 2020, expecting to reach around $1.2 billion. 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Business, you ’ ll notice that gamification should be used more widely combination. A look at gamification industry is poised for phenomenal growth % decrease in lesson! Just about status, community building, and this is seen to multiply many times when., gamification is meant to encourage excellence among students 67 % of employees don t. Playing commercially-made video games educational context of these systems for educational institutions, is. Generation by 58 % employee engagement and enhance productivity by up to 7X conversion has. Of these systems what gamification can do design elements include points, levels/stages, badges,,... For the gamification industry is expected to grow to be worth $ 5.5 in... Experienced by content and media companies using gamification software solutions are the ones that were most.! Number of people exceeding the speed limit cisco deployed gaming methods to improve its virtual global meeting. How gamification is reshaping businesses FB accounts every day through various gamified interactions and game loops in... St James Ave Floor 6, Boston, MA 02116 their game Foldit about. The past few decades, one of the biggest and most thorough collection of gamification the. Buyer of game-based learning is more engaging the road brainstorming and improved idea generation by 58 % more effective people... Will support the continuing trend of gamification to education and problem-solving are rolling out in new ways website. Biggest and most thorough collection of gamification in education children through gaming 99 % completion..
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