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Gaming Facts

 

Social technologies can engage and increase workers productivity by 25%. You may be thinking that this is all old news: but with billions of people using social media worldwide, it’s only natural that companies on the vanguard of business innovation should mirror these changes, right?.

What about adoption? Getting your people to collaborate, to work in new ways with new tools, is the real challenge. One strategy being employed today is gamification that overpasses this rate, also increases collaboration, capture knowledge and improve communication.

So lets see what´s going on.

• 130,000,000 people around the world are accuring points, leveling up or earning rewards

• 70%+ of the world’s largest 2,000 companies are expected to have deployed at least one gamified application by year-end 2014

• Consumer-driven gamification commanded more than 90% market share in 2011

• Vendors claim that gamification can lead to a 100% to 150% pickup in engagement metrics including unique views, page views, community activities

• Over 2/3rds of employers consider gamification an effective strategy for encouraging their employees to improve their knowledge

 

“WORK IS WHEN YOU ARE OBLIGATED TO DO SOMETHING, AND PLAY IS WHEN YOU WANT TO DO SOMETHING. PLAYING IS DESIRABLE AND FUN”

 

• 80% of current gamified enterprise applications will fail to meet their objectives, due largely to poor design

• The enterprise industry vertical already accounts for 1/4th of all gamification vendor revenues

• 63% of American adults agree that making everyday activities more like a game would make them more fun and rewarding

• 51% of American adults agree that if a layer of competition were added to everyday activities, they’d be more likely to keep closer watch of their behavior in those areas

• 2010 Google search for “gamification”: 9.95 million • Al Gore: “Games are the new normal”.

 

WHATS GOING ON ABOUT GAMIFICATION?


 

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