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.
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