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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. (Business.com)
  3. 53% of technology stakeholders said that by 2020, the use of gamification will be widespread. (pewinternet.org)
  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. (statista.com)
  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. (talentlms.com)
  11. Employees feel that gamification makes them more productive (87%), more engaged (84%) and happier (82%) at work. (talentlms.com)