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:
- Introduce game-like incentives to motivate employees.
- Improve your training methods with gamified, eLearning experiences.
- Create a more connected workforce with a competitive gamification strategy.
According to Learn Hacking, these are the gamification elements that people most prefer:
- progressing to different levels (30%)
- points/scores (27%)
- real-time feedback on performance (26%)
- progress bars (25%)
- activity feeds (24%)
Important gamification statistics:
- 70% of business transformation efforts fail due to lack of engagement. (Forbes)
- 40% of the top organisations in the world are using gamification this year. (Business.com)
- 53% of technology stakeholders said that by 2020, the use of gamification will be widespread. (pewinternet.org)
- Companies with engaged employees have 2.5x higher revenues than companies with low engagement. (Daily Infographic)
- Gamification improves the work experience of 91% of employees. (Badgeville)
- 70% of Forbes Global 2000 companies are planning to use gamification to boost engagement, retention, and revenues. (Forbes)
- Almost 80% of learners say that they would be more productive if their university/institution or work was more game-like. (Digital Chalk)
- The gamification market is expected to grow from 4.91 billion U.S. dollars in 2016 to nearly 12 billion in 2021. (statista.com)
- The worldwide gamification market will grow from $242 million in 2012 to $22.9 Billion by 2022. (P&S Market Research)
- 80% of employees enjoy using gamification software at work. (talentlms.com)
- Employees feel that gamification makes them more productive (87%), more engaged (84%) and happier (82%) at work. (talentlms.com)