Points, badges, levels, and rewards—these are some of the components of gamification widely used nowadays by organizations. Integrating game mechanics into business processes, marketing campaigns, websites, applications, an online community, or school classes and college courses have proven to be an effective and fun way of encouraging the participation of target audiences. How successful are they? This collection of gamification statistics will help us determine the answer.
There are many gamification software solutions offered in the market that provide platforms for progress management, achievements, competition, and collaboration but in this article, we’ll be focusing on gamification statistics. We’ve gathered gamification research data and insights so you’ll be able to determine your need for gamification tools or, if you already utilize them, to further optimize these solutions for improving your business.
Our gamification market research revealed a high growth segment propelled by the increasing use of mobile devices and the expansion in the traditional use of gamification beyond marketing and education. If you use SaaS tools for small business, you’ll notice that gamification features are often included in many of these systems.
In help desk solutions, for example, they help improve customer support staff operation. The truth is that you can “gamify” or place game principles in just about any business function for any type of business to get desired results as long as the mechanics are properly designed and implemented.
Source: MetaariDesigned by
Our gamification market analysis reveals that it cost US companies more than half a trillion dollars every year because of disengaged employees. That is a huge toll for employers when workers are not focused on the job. Gamification adoption statistics show that organizations are using gamification not only to strengthen employee work engagement but also to maximize sales. This comprehensive list of companies that achieved high ROIs due to gamification is proof of its positive impact on business. Let’s take a look at gamification industry statistics and how it is influencing work, customers, and business.
For educational institutions, gamification is meant to encourage excellence among students. One of the biggest developments in e-learning is gamification. In fact, you’ll find gamification features integrated or offered as add-ons to the leading learning management solutions (LMS) whether for corporate training or educational use. In this section, let’s see some gamification in education statistics.
Progressing to different levels%
Receiving real-time performance feedback%
Competing with friends%
Being part of a story%
Source: BravonDesigned by
The widespread availability of gamification software solutions and the robust adoption and usage of gamification across government, corporate, and academic sectors are helping raise gamification to unprecedented levels. Gamification learning statistics show positive developments now and in the future in many areas where game elements are implemented. Here are some forecasts.
There have been many documented cases where big and small corporations alike benefited from implementing gamification in their internal processes and in their sales and marketing efforts. The results include more engaged employees, more active and loyal customers, and increase in revenues.
As can be gleaned from the market statistics in the first section of this article, the gamification industry is poised for phenomenal growth. You don’t want your business to be left behind because you are not solved on what gamification can do. Our gamification data is clear – gamification works. You should use it to work for your business.
The good thing about gamification is that it’s easy to implement especially with many gamification tools in the market, and it’s fun and interesting for your audience whether they be your employees, customers or students. Who doesn’t like playing games?
The powerful motivation to compete, win, level up, and be rewarded (without losing sleep if you fail because you can try again with more patience and perseverance next time) ensures the participation of everyone. Why don’t you leverage that and reap the benefits yourself?
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