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  • 47 Gamification Statistics You Must Know: 2019 & 2020 Market Share Analysis & Data

47 Gamification Statistics You Must Know: 2019 & 2020 Market Share Analysis & Data

Category: B2B News

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, online communities, 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 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 to improve your business.

key gamification statistics

Gamification Market Statistics

Our gamification market research reveals a high growth segment propelled by the increasing use of mobile devices and the expansion in the traditional method 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 the desired results as long as the mechanics are correctly designed and implemented.

  • The gamification market size in 2018 had a global value of $6.8 billion and is predicted to register an impressive growth of 32%, reaching $40 billion by 2024. (ReportLinker – TechSci Research)
  • The corporate sector worldwide will be the biggest buyer of game-based learning solutions with an expected CAGR of  54% from 2018 to 2023. (Metaari 2018-2023 Global Game-based Learning Market Report)
  • Federal agencies across the globe will account for a growth rate of 41.7% for game-based learning products, while state and local government agencies will achieve a 43.4% CAGR. (Metaari)
  • What are organizations looking to buy? This can be gleaned from the projected growth rates of three major game-based products and services – authoring tools and delivery platforms (45%), custom development services (43%), and packaged retail educational games (36.5%). The primary buyers of custom services are government agencies and corporations. (Metaari)
  • 8 segments have been identified as major users of game-based learning solutions – corporations, consumers, federal government agencies, local government agencies, preschools, elementary schools, secondary schools, and educational institutions. (eLearning Industry)
  • In a 2018 – 2023 forecast of game-based learning growth rates for seven regions, Africa emerged with the highest growth rate of 60.1%, North America followed at 46.1%, Eastern Europe 42.8%, Western Europe 40.2%, Latin America 40%, the Middle East 32.3%, and Asia-Pacific 27.0%. (Metaari)

High Growth Rates of Game-based Learning

5-year forecast of game-based learning growth rates

High Growth Rates of Game-based Learning
Africa : 60

Africa

%
High Growth Rates of Game-based Learning
North America: 46

North America

%
High Growth Rates of Game-based Learning
Eastern Europe: 43

Eastern Europe

%
High Growth Rates of Game-based Learning
Western Europe: 40

Western Europe

%
High Growth Rates of Game-based Learning
Latin America: 40

Latin America

%
High Growth Rates of Game-based Learning
Middle East: 32

Middle East

%
High Growth Rates of Game-based Learning
Asia-Pacific: 27

Asia-Pacific

%

Source: Metaari

Designed by

Gamification Industry & Work Statistics

Our gamification market analysis reveals that disengaged employees cost US companies more than half a trillion dollars every year. 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. The increase in the number 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.

Gamification in Training

  • 80% of US workers believe game-based learning is more engaging. (eLearning Learning)
  • Company gamification training features are said to increase by 60% the level of employee engagement and enhance productivity by up to 50%. (eLearning Learning)
  • 50% of business transformation programs fail because of poor employee engagement. (European CEO)
  • 35% – 60% recall performance by employees who undertook gamified training using retrieval practice combined with quizzes or course content. (EHSToday)
  • The 5 best gamification tools for sales teams are LevelEleven, FantasySalesTeam (used by HP), Hoopla, Ambition, and Bunchball Nitro (used by IBM, SAP, and Salesforce). (eLearning Learning)

Gamification in Operations

  • Employees are open and positive about gamification. 97% of employees above the age of 45 agree that it would help improve work, 87% agree that it makes them more productive, and 85% would spend more time on gamified software. (Talent LMS)
  • 80% of employees enjoy using gamification software solutions at work. (Talent LMS)
  • Up to 7X conversion rate has been achieved by companies using gamification. (Neil Patel Blog)
  • 88% of employees do not use social software or platforms. (Convoso)
  • 50% of startups are reportedly integrating gamification into their strategy. (Bitcatcha)
  • 87% of retailers will use gamification strategies in their operations in the next five years. (ProgressiveGrocer)
  • Gamification is also being used to enliven customer engagement since 54% of customers are not active in loyalty programs, and 69% of clients do not join or participate in online forums and communities. (Convoso)
  • 30% – 40% increase in online customer interactions was experienced by content and media companies using gamification. (Deloitte)
  • 50% of employees don’t use the software that the company provides. (Convoso)

employees like gamification

Gamification in Education Statistics

For educational institutions, gamification is meant to encourage excellence among students. One of the biggest developments in e-learning is gamification. You’ll find gamification features integrated or offered as add-ons to leading learning management system (LMS), whether for corporate training or educational use. In this section, let’s see some gamification in education statistics.

  • 67% of students reported that a gamified course was more motivating than a traditional course. (Taylor & Francis Online)
  • The 5 most popular gamification features in educational apps (which can also be used for corporate purposes) are progress bars, achievements, in-app currency, leaderboards, and actual games. (eLearning Industry)
  • Most preferred gamification strategies by adult learners are progressing to different levels (30%), points/scores (27%), real-time feedback on performance (26%), progress bars (25%), activity feeds (24%), competition with friends (13%), being part of a story (11%), avatars (3%), and virtual currencies (2%). (Bravon)
  • Gamification affects the willingness of students to study enjoyably, with preferences for certain gamification elements: profile updates (53%), getting points (27.2%), receiving badges (14.1%), and other awards (5.4%). (IIAKM)
  • Gamification is one of the top 10 must-have features of a learning management system. (ProProfs)

Preferred gamification strategies of adult learners

Preferred gamification strategies of adult learners
Progressing to different levels: 30

Progressing to different levels

%
Preferred gamification strategies of adult learners
Getting points/scores: 27

Getting points/scores

%
Preferred gamification strategies of adult learners
Receiving real-time performance feedback: 26

Receiving real-time performance feedback

%
Preferred gamification strategies of adult learners
Progress bars: 25

Progress bars

%
Preferred gamification strategies of adult learners
Activity feeds : 24

Activity feeds

%
Preferred gamification strategies of adult learners
Competing with friends: 13

Competing with friends

%
Preferred gamification strategies of adult learners
Being part of a story: 11

Being part of a story

%
Preferred gamification strategies of adult learners
Avatars: 3

Avatars

%
Preferred gamification strategies of adult learners
Virtual currencies: 2

Virtual currencies

%

Source: Bravon

Designed by

Most Popular Gamification Software

  1. Tango Card. An all-in-one gamification platform that helps organizations deliver incentives to customers, employees, suppliers, and partners. Our Tango Card review offers a detailed walkthrough of the product’s capability.
  2. Influitive. A customer-centric gamification solution designed to help businesses reward their loyal customers. This Influitive review offers a comprehensive tour of the product features.
  3. Badgeville. A reliable gamification software that bundles a customer loyalty program and employee incentive system into a single platform. Our Badgeville review will help you learn all about this powerful solution.
  4. Hoopla. A powerful incentive platform that leverages live game mechanics to invigorate burnt-out employees working in fast-paced environments like telemarketing and call centers. This Hoopla review details its full capability.
  5. GetBadges. A reliable gamification software designed to help software development teams incentivize teams during product development stages. This GetBadges review will walk you through the product’s features.

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.

  • Gamification of employee onboarding will see greater use since new employees are 69% likely to stay with a company for 3 years or more if they are provided well-formed onboarding. (XL Pro)
  • 75% of the global workforce by 2025 will be made up of millennials – a generation that grew up on computers and video games. Hence, gamification in the workplace will find wider appeal with millennial employees. (Training Journal)
  • The use of technology in schools around the world will continue to grow. Currently, 48% of students use desktops in classrooms, 42% use smartphones, 33% interactive whiteboards, and 20% tablets. These devices will support the continuing trend of gamification in education. (EdTech)
  • E-Learning gamification will be used more widely in combination with other learning strategies. Micro-learning alone results in 50% more engagement, and this is seen to multiply many times over when blended with e-learning gamification. (XL Pro)

gamification for the milennial workforce

Practice makes perfect, and it’s even more effective when people enjoy doing it. Gamification has become a successful learning tool because it allows people to do things without worrying about making mistakes in the real world. Here are some key use cases statistics in enterprise-level, sales function, product reviews, etc.:

Organization-wide gamification

  • Google’s Travel Expense System helped reach almost 100% employee compliance for travel expenses. (Aon)
  • SAP Streamwork integrated gamification for brainstorming and improved idea generation by 58%. (Freshservice)
  • Spotify introduced a mobile game for its annual reviews. More than 90% of its workforce voluntarily participated. (Work)
  • Astra Zeneca’s gamified medicine training achieved a 97% agent participation, with a 99% completion rate. (Alittleb.it)
  • Deloitte’s gamified training programs need only 50% less time to complete. They helped enhanced long-term employee engagement. (Gamification)

Sales gamification

  • Hewlett Packard’s Project Everest–which awards top reseller teams holiday packages, etc.–improved sales by 56.4%. (XLPro)
  • Domino’s Pizza’s gaming app Pizza Hero, which allows clients to create (design) their pizza, helped the company increase sales by 30%. (Forbes)
  • Autodesk has gamified its free trial, incentivizing users to learn how to use the program and offering both in-game and real-world prizes, increasing trial usage by 54%, buy clicks by 15% and channel revenue by 29%. (Gamasutra)
  • Cisco deployed gaming methods to improve its virtual global sales meeting. It also enabled its call centers to boost sales by 10% and to cut call time by 15%. (YouTube)
  • Ford Escape’s game app, Route, helped the carmaker rake in more than $8 million in sales, reach more than 100 million Twitter impressions, and gain 600% Facebook likes. (Data Science Central)

Product gamification

  • 2.23 billion Facebook users log in to their FB accounts every day through various gamified interactions and game loops. (HootSuite)
  • Microsoft used the Language Quality game to enhance its Windows OS translations. More than 900 employees were able to complete 26,000 tasks, including identifying 170 new errors. (42Projects)
  • Uber uses various innovative gamification tools to get more drivers on the road. (New York Times)
  • Samsung Nation, the tech firm’s global social rewards community, uses a gamified system that helped achieve a 500% rise in customer product reviews and a 66% increase in site visits. (Entrepreneur)
  • Volkswagen’s People’s Car Project–an app that allows people to design their ideal car–received 33 million webpage hits and 119,000 ideas. (New York Times)

Lifestyle & Health gamification

  • Nike employed gamified feedback to drive more than 5,000,000 customers to surpass their personal fitness goals daily. (Mashable)
  • Chevrolet Volt uses a green/amber indicator to provide drivers visual feedback of their driving style. This gamification approach helped achieve a 53% decrease in the number of people exceeding the speed limit. (Rapport Digital)
  • Aetna used gamification to successfully boost daily healthy activities by 50%, plus an average of 14-minute website engagement. (Deloitte)

Outcomes of Autodesk's Gamified Free Trial Offer

Incentivizes program learning and offers in-game and real-world prizes

Source: Gamasutra

Designed by

Should you implement gamification in your organization?

There have been many documented cases where big and small corporations alike benefited from implementing gamification in their internal processes and sales and marketing efforts. The results include more engaged employees, more active and loyal customers, and increased 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 just because you are not sold 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 exciting for your audience, be they your employees, customers or students. After all, who doesn’t like playing games?

The compelling 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?

By Louie Andre

B2B & SaaS market analyst and senior writer for FinancesOnline. He is most interested in project management solutions, believing all businesses are a work in progress. No stranger to small business hiccups and drama, having been involved in a few internet startups. Prior to his for-profit ventures, he has had managed corporate communications for a Kansas City-based Children International unit.

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