The traditional mindset of many people says the opposite of playing is working. That kind of thinking hurts both their play and their work. In fact, the opposite of play is depression. Need proof?
There is a reason for that. The answer lies in gamification statistics. What is the question?
How can we empower ourselves, be positive and creative, and be effective at work without all the stress?
First thing is first – we need a taste of the cocktail first:
Let’s dive in together into the hottest gamification statistics 2018. They’ll lead the way:
Before we start, let’s get some things straight. We start with a big one:
What is gamification?
Contemporary scientists strongly believe play is a major part of the human experience. Implementing gaming in business strategy and education gains momentum in recent years and more and more organizations enjoy the benefits.
Imagine gaining points and achievements at school or at work, or being allowed to do the task at hand any way you want using your creativity and full potential.
Well, guys, that’s what gamification is all about. It’s a trend that is already subtly changing the way we learn, work, and possibly… live.
For the purposes of selecting the most important gamification statistics in 2019, we examined tons of reviews and gamification survey data and hand-picked for you the crème de la crème. The stats we have gathered cover the years from 2015 to the present and will show you the progress of gamification in that span.
The success of gamification is undeniable, with a great impact that has been going on for a while now. As usual, we depend on our statistics to tell us all we need to know about the topic at hand.
Here we go, guys:
(Source: Digital Chalk)
(Source: eLearning Industry)
(Source: eLearning Industry)
Games are everywhere around us these days!
Here we go: I’m sure you have seen this image:
Well, instead of waiting (in pain) without internet, Google found a way to help us spend our time a bit better.
With a game! (That little dinosaur over the No Internet sign likes running, I’ll tell you that!)
We all enjoy the Google Doodles. Sometimes they remind us of a regional holiday, or a sports event, or the birthday of a famous person. Or election day. Or just…
Hey, if there is a Google Falafel Day, then why shouldn’t there be a mountain day?
However, sometimes they are animated pictures, videos and even games on the Google logo. They are creative and fun, but most importantly – they are a great example of gamification. Such short gamified activities stimulate users’ creativity and help pass a couple of enjoyable minutes and get the pressure off. And have fun as well!
But, the power of games lies beyond the pass time activities:
(Source: Talent Ims)
Let’s not forget millennials and Generation Z, guys. They are used to technology, creative thinking, not to mention that smartphones are literally stuck to their hands and they can’t handle not knowing the answer to a question. (Just try saying to a millennial “I wish I knew what year that song came out…” and – BAM! – the cat is dead, curiosity strikes again.) One more thing – those guys LOVE playing games and know how to benefit from them!
Oh, yes! Everybody, brace yourselves…
Business gamification is one of the best ways to boost employees’ motivation. Gaining rewards and recognition and adding achievements on your list of tasks is a guaranteed way to win the heart of your employees.
Gamification has the power to improve your business performance. The concept is simple:
Apply game-oriented activities to a non-game environment.
In recent years gamification became a big deal. Most major organizations have already implemented gamification in their business strategy. Why? Because their leaders understand the importance of employee commitment and motivation.
Here are some gamification stats that will prove our point:
(Source: Talent Ims)
Gamification can boost your business in unsuspected ways!
Also, gamifying your ecommerce business is a way to achieve growth quicker. Sharing our achievements and our work progress on a platform of any kind and in a non-game environment stimulates productivity and dedication of the target group. As the gamification guru Gabe Zimmermann says:
Moving on to our next stop on our gamification tour:
The key benefits of gamification are increased customer engagement, reducing banner blindness, and boosting brand awareness. Motivating users by rewarding them with special features, will make conversion rates skyrocket.
(Source: Talent Ims)
The major risks of gamification are excessive use and poor execution. Either of these can cause the system to fall short of its intended results.
On the one hand, employers should avoid the mistake of making participation in workplace activities mandatory. The idea is to help your employees feel at ease at the workplace. You can’t make a person have fun, am I right?
On the other hand, there are many great benefits to gamification. It creates a sense of competition that works miracles. Facebook’s popularity, and that of many other apps and platforms after that, is based on the newly introduced by Zuckerberg Like-system. The more likes you get – the better you feel about yourself. That principle can easily get implemented at the workplace.
There’s nothing that can get people more stimulated and satisfied with their jobs than a sense of recognition. One of the great gamification examples targets people who label products in supermarkets. The job is tedious and takes a lot of time…
However, imagine if it were gamified. Every employee would get points for doing it on time, which will accumulate and the employee moves to the next level, where they perform a different task. They would receive notice about how many products they have labeled and how many are left. That way a boring task becomes an adventure.
The implementations of gamification are countless… Literally!
Digital education has introduced some good practices in education in recent years. We are still far from using the full potential of gamification, but there is a lot to look forward to in the near future.
Teachers of many generations have strived to improve student engagement. That is as true for the education system, as for adult preparatory programs. Gamification of activities is one of the best ways to achieve the ultimate goals of every teacher and employer – engagement, motivation, dedication, and ultimately – results.
One more thing: gamification works for people of all ages. There is no restriction when it comes to learning a new skill or teaching a crowd to release their creativity and boost motivation.
The most popular gamified elements used by educators and employers are creating challenges and designing leaderboards, a points-and-scores system, dividing tasks at levels and winning badges for achievements.
Team-building activities with gamified elements are old news in 2019. The real challenge is to implement gamified elements in the workplace and in education programs all over the world.
Playing games is a super easy and fun way to get the full attention and dedication of your audience. Every kindergarten teacher and corporate team leader will tell you that.
Nowadays, playing video games is already a part of our culture, the same way a pet becomes a member of the family. Imagine if we use the dedication and vigor, with which kids play video games, and channel that into a creative and academic environment.
Children at schools are bored, and employees are the same way – they spend 8 hours every working day doing something dull. Gamification provides an ongoing learning experience, which can be measured and which can give feedback to the learner.
Homo Ludens 2‘man the player’is up for a game, everybody!
Gamification uses gaming mechanics to increase the sense of recognition and encourage retention in a non-gaming environment. Target groups are stimulated to express themselves through memorable actions and motivation games for work and for educational programs.
In the future, people will be able to use gamification to develop skills. With the miracle of machine learning, a viral and augmented reality one thing is for sure – there is a lot of potential in the future of gamification.
In the present, gamification is used primarily as a tool to prevent disengagement and to boost motivation. According to statistics, using things like gamification apps for employee engagement not only fulfill their purpose but also make employees happy. What could be better than employees who enjoy their work and give their best for the company?
It’s written in the stars, guys!
People used to be biased about gaming for years. Some still are.
The story of gamification starts when we unlearn our bias against gaming and learn to see all the opportunities for a better future for us, humans!
After you saw our list of gamification statistics maybe we changed your mind today. And if you are a definitely-pro-game person – I am sure you enjoyed seeing the way gamification is progressing.
In 2019, let’s put the power of games to work!
It is in the nature of playing games to inspire us to create. If we apply the concepts of games into a non-game environment, people can change their attitude towards various activities and ultimately – change the world.
Gamification is the future of education and business strategies all over the world, as statistics show. People enjoy different activities and hobbies.
But one thing unites us – we all love to play!
I hope you had fun with the latest gamification stats today, guys!
See you soon!