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Rash Decisions - case study header
Rash Decisions – Case Study

Case Study General Practitioners in Australia see one million presentations of skin cancer per year. In fact, 1 in 5 GP appointments are for dermatological reasons. Considering how predominant dermatology is in practised medicine, it’s surprising that Australian medical students receive an average of 3 dermatology-specific lectures during their entire degree unless they specialise. These…

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In Their Shoes – Case Study

Case Study Takeda Pharmaceuticals provide a treatment for sufferers of Irritable Bowel Disease (IBD), a debilitating illness which currently affects more than 2 million people in Europe alone. To allow their employees to understand what it’s like to live with this disease, they conceived a thought-provoking mixed reality experience called In Their Shoes. In Their Shoes…

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Playing to Learn

With more than 50 million individual users, it’s safe to say Lumosity is a success. A game-based learning platform, Lumosity offers “brain training” activities that challenge users’ minds and build up cognitive skills in areas where they’re lacking. Yes, today’s gamers are choosing to spend their spare minutes learning, rather than simply escaping. As surprising…

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The Virtual Reality Reality

The early adopter days of virtual reality tech are over. Today, virtual reality is our reality. Millions of users are plugging in via their phones (Samsung Galaxy’s Gear VR and Google’s Cardboard), gaming consoles (Sony’s PlayStation VR) and PCs (Oculus Rift and HTC Vive) every day. Let me put into perspective how widespread VR has…

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Playing the Long Game: How the World’s Biggest Organisations are Gamifying for Success

A decade ago, gaming had a much different role in the workplace. Reserved for young, “hip” organisations with nap rooms and bring-your-pet-to-work-policies, games were merely a fun distraction from the daily grind. Now, gaming isn’t just a pastime for tech-savvy young upstarts. Instead, it’s a bona fide development tool, helping some of the world’s biggest…

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Gaming for Attention

Trade shows provide immense opportunity for marketers. In fact, according to Statista, trade shows are the most profitable B2B media industry in recent years, accounting for more than $12.65 billion in business in 2015 alone. And those aren’t ad dollars spent uselessly either. Right around 50 percent of trade show goers plan to buy a…

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The Classroom of the Future: Games in Education

The world has changed and with it the jobs that students are likely to get and the skills required to be successful at them. Unfortunately, modern teaching methods have fallen behind. Schools no longer provide students with the type of training and practice that they’ll need to be successful in the modern workplace. Thankfully, there’s…

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It’s Time to Leave Passive Advertising Behind

It’s no secret that millennials are more tech-savvy than previous generations. So it should come as no surprise that advertising methods that worked well before the age of the internet are now in stiff competition with their digital counterparts.   Passive Advertising Alone Isn’t Enough Anymore Once upon a time, passive marketing through T.V., print,…

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Changing the Marketing Game

In today’s world, gamers come in all shapes and sizes. From the 4-year-old girls playing Minecraft to the millions of professional, working adults who wind down with Skyrim, Call of Duty, Overwatch, Madden or even just Candy Crush, the gamers of 2017 are a diverse group. In fact, according to Statista, gamers are pretty evenly spread…

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