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By 2023, the global gamification market is predicted to reach 19.39 billion dollars.

The facts are clear, gamification has gained a lot of traction as an employee and customer engagement tool. What was once a trendy buzzword is now a solid business solution. But to opt-in, you should arm yourself with some fast facts.

Here is what you need to know about introducing game-like incentives to motivate employees or your customers:

A common misconception.

Gamification is not an actual game, but a business tool to improve employee engagement.

How does gamification work?

Everyday work/life situations are framed in a game construct, using elements like leaderboards, rewards, and badges.

The aim:

  • To motivate a target audience – either employees or customers.
  • To improve eLearning and training initiatives.
  • Boost employee morale.
  • Increase engagement with co-workers and employees.
  • Turn administrative and repetitive tasks into experiences that satisfy intrinsic, human needs.

Why it works

  • Research shows that interaction with game-like constructs creates rewarding experiences.
  • Gamification changes behaviors because it provides a motivation to do something with elements like rewards and recognition.
  • In a gamified scenario, tasks are broken down into manageable portions and so users feel like they have more capability to complete them.
  • The tactic is to use triggers or cues to help complete an action, which is a powerfully-motivating tactic.

Some ways you can use gamification:

  1. Introduce game-like incentives to motivate employees.
  2. Improve your training methods with gamified, eLearning experiences.
  3. Create a more connected workforce with a competitive gamification strategy.

According to Learn Hacking, these are the gamification elements that people most prefer:

  1. progressing to different levels (30%)
  2. points/scores (27%)
  3. real-time feedback on performance (26%)
  4. progress bars (25%)
  5. activity feeds (24%)

Important gamification statistics:

  1. 70% of business transformation efforts fail due to lack of engagement. (Forbes)
  2. 40% of the top organisations in the world are using gamification this year. (
  3. 53% of technology stakeholders said that by 2020, the use of gamification will be widespread. (
  4. Companies with engaged employees have 2.5x higher revenues than companies with low engagement. (Daily Infographic)
  5. Gamification improves the work experience of 91% of employees. (Badgeville)
  6. 70% of Forbes Global 2000 companies are planning to use gamification to boost engagement, retention, and revenues. (Forbes)
  7. Almost 80% of learners say that they would be more productive if their university/institution or work was more game-like. (Digital Chalk)
  8. The gamification market is expected to grow from 4.91 billion U.S. dollars in 2016 to nearly 12 billion in 2021. (
  9. The worldwide gamification market will grow from $242 million in 2012 to $22.9 Billion by 2022. (P&S Market Research)
  10. 80% of employees enjoy using gamification software at work. (
  11. Employees feel that gamification makes them more productive (87%), more engaged (84%) and happier (82%) at work. (