gamification in 2016

Four reasons to use gamification in 2016

It’s getting pretty clear that gamification is making a name for itself, growing year-on-year since 2012. Although a lot of us aren’t 100% sure how we should be using it.

Here are top reasons to use gamification in 2016:

1. Steady Rise

  • 2012: $242 million
  • 2015: $1.7 billion
  • 2016: $2.8 billion
  • 2018: $5.5 billion

There has been – and continues to be a steady rise in the market growth of gamification.

2. Effective

The steady rise in the market growth of gamification is not without reason. A study on the effectiveness of simulations and games on adult learners showed that participants scored:

  • 14% higher in skill-based assessments
  • 11% higher in terms of factual knowledge
  •  9% increase in retention rates

3. On Demand

It’s not just employees who have benefited when they provided their employees with elements of gamification in their training program; employees themselves say they want elements of gamification added to their learning programs.

  • 79% of employees and university students in a study said a game introduced to their learning environment would make them more productive.
  • Millenials who make up 60% of today’s workforce love the fun, play, transparency, design, competition and addiction that they can achieve in a single social or serious game.

4. It’s not all about fun

Gamification is not all about fun –it’s not all about technology either. Gamification uses 75% psychology and 25% Technology

To read the full article and infographic, click here.