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

A Power Rangers Dino Charge promotional game.

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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.

Space Junkmore_vert

A serious game inspired by NPR.

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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.

Type is Artmore_vert

A fun and creative way to explore typographic elements.

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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.


Learn what makes a bridge work; and what makes one fail.


Bridges was created in partnership with Simulation Curriculum and the Salvadori Center, an educational museum.

Created as an installation for the museum's learning space, it augments the S.T.E.M. experience by allowing students to drag and drop labels onto key features, test what sorts of loads each bridge type can bear and compare two side-by-side.

addSee the whole lot.

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

— Plato


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 game around the promotion 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

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 top and brands we have worked with.
American Express Barbarian Group Crayola Fisher-Price Houghton Mifflin Harcourt Independent Health Ripley Publishing Roadrunner Records SAP Global Marketing TIME Young and Rubicam

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 &, 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.


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

— Carl Jung


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