Game Set Match Getting Gamification Right The Decision Lab

Game, Set, Match: Getting Gamification Right

It's a weird story: I started using Duolingo, a language learning app, just 427 days ago. My niece started a French class, so I wanted to learn French. She stopped school classes in three months. On the other hand, I have been duolingo for 427 days, so I can't give up and I'm stuck. In fact, you can give up, but you just don't want to give up.

On the other side of the room, a partner plays FIFA 2021 in PlayStation. You can hear a loud celebration music. He opened the reward box. The screen is dark, and in the applause, the latest players who joined the team appear. All dramas are shocking, yet addictive. When I realize, I wait for him to open a weekly reward.

When I ask why I spend time on the game, he argues, "Why Duolingo's performance is important for me?" Thanks to that streak, I am learning a new language. But at the bottom of his heart, he knows what is right. We are both addicted to some kind of enthusiasm. He is a video game. My gamifation.

What is gamification?

In everyday work as an applied behavioral scientist, gamification will be one of the annoying and stale buzzwords that people throw at a meeting to make them look like a cool and latest technical trend. 。 Along with digital transformations, "AI", "machine learning", and "meta harder".

In response to questions about customer engagement, when someone speaks this G word, my conditional reflective reaction is like a hairy hair. Why? This is because when you talk about gamification in the officer room, it is a hig h-level concept of a certain customer engagement with standard tools such as badges and leader boards. In fact, gamification is much more subtle than that.

But today I don't talk as a practitioner. Here, in order to explain why gemification is important and why it must be done correctly, I will explain the gamification from the first principle. The first principle approach is not to think of gemification as a quick solution, but to more fundamentally understand the fundamental principles behind the game and apply it to the problem.

Why do we play games?

Have you ever played Candy Crush? The colors, the drama, the sounds, the sudden boosts, the climb up the leaderboard, the step up to a harder level. There are many psychological effects at work here:

  1. Scarcity: The limited number of attempts makes the game feel more valuable than it actually is (so valuable that many people immediately spend money to regain access).
  2. Social norms: It's not just about doing well in the game, it's about letting your friends know that you're doing better than them.
  3. Unpredictability: It's a surprise when and what booster you'll get. Psychologists have long known that this element of randomness is more addictive than predictable rewards.

Let's take something more complex, like a popular game like Fortnite or Animal Crossing. You become a new you with a new avatar, work towards goals like beating your personal best or upgrading your house, encounter random rewards, and form relationships with other players (whether they're real people or cute computerized animals). You can see many psychological effects at work here, including self-image, intrinsic motivation, unpredictability, and social norms.

Although these games have very different functions, they have a lot in common. Both are very engaging, and even children can learn the rules and become immersed in the gameplay. And both rely heavily on user psychology and behavioral science to keep players interested. Game designers have a keen understanding of what makes users engrossed, what actions feel intuitive, and what keeps players playing. And they incorporate that into the various mechanisms that make the game fun.

From games to gamification

So what is gamification? From a first principles perspective, gamification is the incorporation of game designer thinking into the design of any interface, whether it's a health app, an e-commerce app, a dating app, or a social network.

However, a more formal definition available on the Internet would be "adding game-like elements to a non-game environment." I personally think that this distinction between first principles and formal definitions is very important. When we describe gamification as "adding game-like elements," we automatically trap ourselves in a process of identifying what the game-like elements are and forcing them into a non-game context, such as a website.

For many companies, the first thing that comes to mind when thinking of game mechanics is badges, leaderboards, and scratch cards. There are several frameworks that recommend this approach, some of them very well-known. For example, Octalysis lists eight principles of gamification and hundreds of techniques. 2 They identify "mechanisms" through years of gameplay and offer them as a toolbox for those interested.

The problem is, we then try to force these identified mechanisms into our own context, even if they don't necessarily fit. (As gamification's popularity has skyrocketed, many companies have had these uncomfortable discussions.)

Don't get me wrong: identifying the basic mechanics of gamification is a great starting point. It's the second part that makes me uncomfortable.

We often fail to ask ourselves:

  • Do users want badges to check into the app every day?
  • Do users want to be ranked 58, 000th on a leaderboard? Would they be motivated to buy more to improve their status?
  • Do users want to deeply engage with your app every day?

Thinking like a game designer

A first-principles approach to gamification is to think like a game designer. For example, let's say we're a map company and we rely heavily on users adding place lists to our maps. How can we get users to add place lists more frequently?

A standard gamification approach might say: Add a leaderboard! People love to compete and see themselves on leaderboards. The more places you add, the higher you'll appear on the leaderboard.

But what if we take a game designer's approach? In this case, rather than nominally borrowing an element from a game, we care about whether users will actually respond to it. What we care about is whether the feature actually makes the experience more fun and engaging for our users.

When we describe gamification as "adding game-like elements," we automatically trap ourselves in the process of identifying what the game-like elements are and then forcing them into a non-game context.... If we take a first principles approach, we are less concerned with borrowing elements nominally from games than with whether users will actually respond well to them.

Are users interested in adding places to maps? Do they want to get better at the action of adding places to maps? Tools like badges might not be very effective.

Would a leaderboard motivate them? Maybe, maybe not.

Would a user like to be seen on a leaderboard where he competes with 100, 000 other users and finds himself at the bottom? Would he try to get on this leaderboard? No.

But what if we put a user on a small leaderboard where he is always relatively close to the top? Would that motivate him? There is a good chance.

From this line of thinking, we might conclude that a dynamic leaderboard, which filters the results so that the user is always near the top, would be a good fit for our product. For example, a user might be languishing at 58, 000th place on a standard leaderboard. But by competing with users who joined on the same day as him and live in the same neighborhood, he is now ranked 300th. This makes a big difference.

This is exactly what Duolingo does. Every week you are placed into a league and ranked on a leaderboard of only 30 people. These 30 people started that week’s Duolingo activity on the same day, at the same time, and at roughly the same level. With fewer competitors, there is less risk of disappointment and more incentive to work your way to the top.

By actually considering the user experience and what motivates users, we avoided gamified features that were unlikely to be very useful and landed on ones that actually worked in context.

Too much of a good thing? Understanding game refinement

Here is another example of a first-principles approach to game thinking. For example, in an Asian e-commerce app, you get a new badge every few actions. You can easily imagine that product managers and designers thought hard about ideas to improve engagement in the app and then decided to give badges. If you log in every day, you get a badge. If you buy something, you get a badge. If you buy something every week for a month, you get another badge.

That sounds great, right? Virtually every time, users are given an extra motivation to keep using the app. The problem is that these badges quickly lose their meaning.

Interesting papers by Huynh and Iida (2017) share very rare insights on game mechanics. The three authors use indicators called "game sophistication". This is based on the idea that all the mechanics built into the game are either "sophisticated" the games, increase user enjoyment, or impair the fun. These game mechanics can be anything, such as customization of profile, new type of reward, leader board, streak, badge, etc.

In the sophistication theory of the game, quantitatively measure how much an element makes the game "sophisticated". This is generally given in the following formula:

Here, the average number of R = results or rewards, the average number of t = efforts or tasks. How to define R and T depends on each game mechanism.

Let's take a look at the two mechanisms of the formula, without the mathematical explanation of the expression: badges and streets (consecutive days when lessons are completed in the app).

In the case of a badge, the molecule (= reward) is a badge, and the separation (= assignment) is a lesson that has been completed to get each badge. In other words, over time, the same reward (badge) will be obtained. As a result, the fun of the badge decreases. Getting a badge is an exciting activity, but frequent it is boring. So the appearance of the badge decreases after a certain period.

In the case of a story, it is a little complicated, and the longer the streak, the higher the fame. Three consecutive people may not care much about losing the badge. Like me, for 427 consecutive days, they are desperate to continue. (In Duolingo, you can buy a "Story Freze" that protects your record, even if you take a day off.)

Therefore, the definition of sophisticated must take into account the value of the story at that point. In this case, the molecular reward increases over time, because the psychological weight of the user in this reward increases. For Duolingo's story and badges, this is the case when the games sophistication is formulated: < Span> Huynh and Iida (2017 )'s interesting papers share very unusual insights on game mechanics. The three authors use indicators called "game sophistication". This is based on the idea that all the mechanics built into the game are either "sophisticated" the games, increase user enjoyment, or impair the fun. These game mechanics can be anything, such as customization of profile, new type of reward, leader board, streak, badge, etc.

In the sophistication theory of the game, quantitatively measure how much an element makes the game "sophisticated". This is generally given in the following formula:

Here, the average number of R = results or rewards, the average number of t = efforts or tasks. How to define R and T depends on each game mechanism.

So, how do we do gamification right?

Let's take a look at the two mechanisms of the formula, without the mathematical explanation of the expression: badges and streets (consecutive days when lessons are completed in the app).

In the case of a badge, the molecule (= reward) is a badge, and the separation (= assignment) is a lesson that has been completed to get each badge. In other words, over time, the same reward (badge) will be obtained. As a result, the fun of the badge decreases. Getting a badge is an exciting activity, but frequent it is boring. So the appearance of the badge decreases after a certain period.

In the case of a story, it is a little complicated, and the longer the streak, the higher the fame. Three consecutive people may not care much about losing the badge. Like me, for 427 consecutive days, they are desperate to continue. (In Duolingo, you can buy a "Story Freze" that protects your record, even if you take a day off.)

Therefore, the definition of sophisticated must take into account the value of the story at that point. In this case, the molecular reward increases over time, because the psychological weight of the user in this reward increases. Regarding Duolingo's story and badges, this is the case when the games sophistication is formulated: Huynh and Iida (2017) is a very rare insight on game mechanics. The three authors use indicators called "game sophistication". This is based on the idea that all the mechanics built into the game are either "sophisticated" the games, increase user enjoyment, or impair the fun. These game mechanics can be anything, such as customization of profile, new type of reward, leader board, streak, badge, etc.

In the sophistication theory of the game, quantitatively measure how much an element makes the game "sophisticated". This is generally given in the following formula:

Here, the average number of R = results or rewards, the average number of t = efforts or tasks. How to define R and T depends on each game mechanism.

Let's take a look at the two mechanisms of the formula, without the mathematical explanation of the expression: badges and streets (consecutive days when lessons are completed in the app).

In the case of a badge, the molecule (= reward) is a badge, and the separation (= assignment) is a lesson that has been completed to get each badge. In other words, over time, the same reward (badge) will be obtained. As a result, the fun of the badge decreases. Getting a badge is an exciting activity, but frequent it is boring. So the appearance of the badge decreases after a certain period.

In the case of a story, it is a little complicated, and the longer the streak, the higher the fame. Three consecutive people may not care much about losing the badge. Like me, for 427 consecutive days, they are desperate to continue. (In Duolingo, you can buy a "Story Freze" that protects your record, even if you take a day off.)

Therefore, the definition of sophisticated must take into account the value of the story at that point. In this case, the molecular reward increases over time, because the psychological weight of users in this reward increases. Regarding Duolingo's story and badge, this looks like this when the games sophistication is formulated:

If you use Duolingo as avidly as I do, you will notice that in the first month, you get badges for every little thing. But as you progress through the app, you get fewer and fewer badges, and new badges are almost never given. This is because the Duolingo team recognizes (explicitly or intuitively) the principle of game refinement. As streaks become more important to you, the need to offer bait-and-switches like badges to pique your interest decreases.

Please note that none of this has any bearing on whether Duolingo is an effective language learning tool. Many people argue that Duolingo is not all that useful for language acquisition. 4 But for the purposes of this article, I focus on the app's ability to engage users, rather than its ability to teach.

I am convinced that gamification, like anything else in behavioral science, requires nuance. Treating gamification like a toolbox that must be applied the same way in every context leads to many pitfalls. In the best case, you might gain a few dedicated users. At worst, you'll generate a lot of annoying users.

Final words

So where do you start? 1. Be clear about what you want to achieve and what you want the UX to be.

Should you gamify everything? Or just use some game mechanics? It's a spectrum. Decide where on this spectrum you want to be.

How can gamification be integrated into remote training sessions to boost participation?

1. Understanding Gamification: Key Concepts and Benefits

If you're thinking about implicit gamification, you're only looking for actions that make the app feel more natural for your customers. Take for example the action of swiping through profiles, like when using Tinder.

Duolingo, on the other hand, uses an integrated mechanism: the whole app is designed around game mechanics. It's not a game per se, but it's structured like a game.

2. Designing Engaging Game Mechanics for Remote Training

Explicit gamification is when there is an actual game taking place. Take for example the very famous Alipay "Ant Forest." Here, users play a game of growing a virtual tree based on different actions.

2. Think about what your users want.

3. Implementing Point Systems and Leaderboards to Foster Competition

It's natural to start with your business objectives. For example, how can I get users to be more interested? How can I get users to check in every day? How can I get users to transact more? How can I get users to join my platform?

When asking these questions, also ask them from the user’s perspective. Do users want to engage more with my app? Does my app provide enough reasons for someone to log in every day? Does my use case require users to trade frequently? Do users benefit from participating in my platform? What rewards do users care about? Can I just give them badges? If these are not aligned, users will quickly abandon the game and lose interest.

4. Utilizing Interactive Quizzes and Polls to Enhance Participation

3. Consider the ethics of your approach.

As with all behavioral science, ethics are important with gamification. If you gamify it poorly, you will demotivate users. If you gamify it too well, you will gain addicted users. The right balance is somewhere in between.

5. Best Practices for Incorporating Rewards and Incentives

Stock investing app Robinhood is currently under scandal for gamifying investing and using game mechanics to mislead people into making poor financial decisions. 5 These are headlines you don’t want to be associated with. This is where the user’s perspective comes in handy.

Gamification is nuanced. While the toolbox approach is a great starting point, it may actually be a very boxed view of what games can truly deliver. Rather than treating gamification as a quick fix to a business problem, it is best to think of it as an opportunity to really understand human behavior and apply that thinking in a way that delights users and helps business, just like game designers do. We will save how to approach gamification strategically for another post.

6. Leveraging Virtual Reality and Simulations for Immersive Learning

Of course, it is because of Duolingo's gamification that I can say, in the French sense, "Tout est bien qui finit bien".

Companies like Duolingo have utilized the power of gemification to turn mediocre language learning processes into an attractive and dynamic experience. Duolingo has succeeded in attracting millions of users by integrating points, levels, and badges, and has gained a tremendous active user of 30 million as of 2023. 。 The strategy not only enhances user retention, but also encourages users to participate in the platform every day. For an organization that tries to introduce a gamification, it is possible to identify the essential motivation of which users are aware of competition, cooperation, or achievement, and adjust the experience to respond to their needs. It is indispensable.

7. Measuring the Effectiveness of Gamified Training Approaches

Similar land, commercial sof t-body arsenal dealer SAP Yasen Yasen, recruitment in the training plan, as a result, a consent of a hig h-ranking member with a hig h-ranking member. Creation of passing through one passage, a monument to the monument of the Japanes e-style completion course, and the SAP reporting completion rate is 40%. Similar to the Similar to the Similar to the Similar to the Similar to the Similar to the Corporation, the Construction Clear Goal Creative Creation Creation Creation Creation of the drums is very important. Transparent integration hobby, comparable elements, organizational indecision, dysfunction, reduction culture, and continuing to develop, giving a gathering culture.

In the remote training area, the story of SAP stands out as a representative example of innovative game mechanics designed to enhance employee engagement. The company, a software giant, has introduced a game called "SAP Learning Hub" when shifting to remot e-o n-boarding. In this platform, the motivation of employees was enhanced using interactive simulation and leader boards, and as a result, the course completion rate was reduced by 50 % compared to conventional methods. SAP not only made learning more fun by integrating elements such as immediate feedback and progress management, but also a competitive and targe t-oriented experience. An organization facing similar issues can enhance the sense of closeness by incorporating storytelling into the training module. Let's consider deepening the connection with the teaching materials by interweaving the actual case study in the game play. Companies like < Span> Duolingo have utilized the power of gemification to make the mediocre linguistic learning process into an attractive and dynamic experience. Duolingo has succeeded in attracting millions of users by integrating points, levels, and badges, and has gained a tremendous active user of 30 million as of 2023. 。 The strategy not only enhances user retention, but also encourages users to participate in the platform every day. For an organization that tries to introduce a gamification, it is possible to identify the essential motivation of which users are aware of competition, cooperation, or achievement, and adjust the experience to respond to their needs. It is indispensable.

Final Conclusions

Similar land, commercial sof t-body arsenal dealer SAP Yasen Yasen, recruitment in the training plan, as a result, a consent of a hig h-ranking member with a hig h-ranking member. Creation of passing through one passage, a monument to the monument of the Japanes e-style completion course, and the SAP reporting completion rate is 40%. Similar to the Similar to the Similar to the Similar to the Similar to the Similar to the Corporation, the Construction Clear Goal Creative Creation Creation Creation Creation of the drums is very important. Transparent integration hobby, comparable elements, organizational indecision, dysfunction, reduction culture, and continuing to develop, giving a gathering culture.

In the remote training area, the story of SAP stands out as a representative example of innovative game mechanics designed to enhance employee engagement. The company, a software giant, has introduced a game called "SAP Learning Hub" when shifting to remot e-o n-boarding. In this platform, the motivation of employees was enhanced using interactive simulation and leader boards, and as a result, the course completion rate was reduced by 50 % compared to conventional methods. SAP not only made learning more fun by integrating elements such as immediate feedback and progress management, but also a competitive and targe t-oriented experience. An organization facing similar issues can enhance the sense of closeness by incorporating storytelling into the training module. Let's consider deepening the connection with the teaching materials by interweaving the actual case study in the game play. Companies like Duolingo have utilized the power of gemification to turn mediocre language learning processes into an attractive and dynamic experience. Duolingo has succeeded in attracting millions of users by integrating points, levels, and badges, and has gained a tremendous active user of 30 million as of 2023. 。 The strategy not only enhances user retention, but also encourages users to participate in the platform every day. For an organization that tries to introduce a gamification, it is possible to identify the essential motivation of which users are aware of competition, cooperation, or achievement, and adjust the experience to respond to their needs. It is indispensable.

Similar land, commercial sof t-body arsenal dealer SAP Yasen Yasen, recruitment in the training plan, as a result, a consent of a hig h-ranking member with a hig h-ranking member. Creation of passing through one passage, a monument to the monument of the Japanes e-style completion course, and the SAP reporting completion rate is 40%. Similar to the Similar to the Similar to the Similar to the Similar to the Similar to the Corporation, the Construction Clear Goal Creative Creation Creation Creation Creation of the drums is very important. Transparent integration hobby, comparable elements, organizational indecision, dysfunction, reduction culture, and continuing to develop, giving a gathering culture.

In the remote training area, the story of SAP stands out as a representative example of innovative game mechanics designed to enhance employee engagement. The company, a software giant, has introduced a game called "SAP Learning Hub" when shifting to remot e-o n-boarding. In this platform, the motivation of employees was enhanced using interactive simulation and leader boards, and as a result, the course completion rate was reduced by 50 % compared to conventional methods. SAP not only made learning more fun by integrating elements such as immediate feedback and progress management, but also a competitive and targe t-oriented experience. An organization facing similar issues can enhance the sense of closeness by incorporating storytelling into the training module. Let's consider deepening the connection with the teaching materials by interweaving the actual case study in the game play.

They faced the challenge of training thousands of staff remotely during the pandemic. They launched HealthStream Academy, a platform featuring challenges, rewards, and virtual badges to encourage participation in various training modules. Following this approach, they saw a remarkable 65% increase in trainee engagement in the first three months. To replicate such success, companies should focus on creating feedback loops. Combining gamification and analytics can further refine training strategies, ensure alignment with learning objectives, and foster a motivating environment for all employees.

World-Renowned Companies Using Gamification Successfully

In a busy hallway at a vibrant tech startup called Strive, the developer team was struggling with declining productivity. To ignite motivation, management introduced a points system that rewarded employees for completing tasks, collaborating, and brainstorming innovative ideas. Within a few weeks, the energy in the office changed dramatically. Employees were competing with each other and eagerly checking the leaderboard prominently displayed in the break room. Strive reported a 30% increase in project completion rates in the following quarter, demonstrating how a gamification approach can transform workplace dynamics and improve output. Companies like Buffer and HubSpot have also successfully integrated similar systems, demonstrating that promoting competition can lead to increased engagement and performance in various areas.

But implementing a points system comes with its own challenges. At one established insurance company, initial enthusiasm was dampened by employees who felt overwhelmed and discouraged by their leaderboard positions. Leaders quickly realized the importance of balancing competition with collaboration. To mitigate such issues, they offered team-based rewards in addition to individual points to create an inclusive atmosphere. For organizations considering a similar strategy, it's important to set clear guidelines and ensure everyone feels valued regardless of their ranking. And incorporating a feedback mechanism, as seen in companies like Trello, can help keep people engaged and evolve the system to meet the needs of their teams. Adopting such practices can foster a vibrant yet collaborative environment that promotes both individual and collective success.

In 2018, nonprofit organization Conservation International launched an interactive quiz called "What Type of Nature Lover Are You?" to recruit participants for environmental conservation efforts. This innovative approach not only attracted more than 100, 000 participants, but also educated them about biodiversity in a fun and engaging way. The quiz categorized users into unique “nature lovers” types based on their answers, providing a personalized experience that encouraged participants to share their results on social media. Such interactive content fosters deeper engagement by encouraging users to actively participate rather than passively consume information. Organizations looking to increase participation can make the journey more interactive and memorable by incorporating quizzes and polls into their outreach efforts.

Similarly, Spotify has used polls in its marketing campaigns to gather user opinions on music genres and help refine playlists based on listeners’ preferences. In one campaign, Spotify conducted a simple “thumbs up/down” poll on new song releases, increasing user interaction by approximately 25%. This not only created a sense of community among users, but also provided valuable data on audience preferences. To mimic such success, businesses should consider incorporating simple polls into newsletters and social media platforms to encourage feedback and make users feel that their opinions matter. This strategy turns passive audiences into active participants, increasing engagement and ultimately leading to higher conversion rates.

In 2019, Starbucks launched its “Starbucks Rewards” program and saw remarkable results, increasing customer retention by 13% in just six months. By offering personalized rewards tailored to individual tastes, Starbucks fostered a sense of loyalty and turned occasional shoppers into regular customers. This case study highlights the importance of understanding customer behavior and offering rewards accordingly, rather than applying a one-size-fits-all strategy. Companies like fitness brand Peloton have also leveraged this approach by offering incentives based on users’ participation in classes, further deepening the brand’s connection with its customers. For companies looking to implement a similar strategy, it is essential to regularly collect and analyze data on customer preferences to ensure that incentives truly resonate and create value.

On the employee side, Salesforce has successfully used incentives to improve sales performance. The company frequently runs competition-based rewards, which resulted in a 30% increase in productivity for participating teams. This story-driven incentive approach not only fosters a competitive spirit, but also promotes teamwork by rallying employees around a common goal. For companies looking to implement reward best practices, fostering a culture of recognition is crucial. Managers should prioritize consistent and transparent communication about reward criteria to ensure employees feel valued and engaged. Having a simple and effective tracking system for individual contributions can also help organizations celebrate achievements and retain motivated employees.

In 2021, Wa l-Mart launched an innovative virtual reality (VR) training program to strengthen employee new employee training and customer service skills, affecting more than 1. 2 million employees in the United States. In this program, employees are immersed in the simulation environment, so that they can practice real scenarios, such as interacting with customers and responding to difficult situations, without pressure to immediately seek results. By utilizing the advantages of the VR, Wa l-Mart has proved not only to develop immersive experiences, but also to plant confidence in employees. Companies that seek a similar feedback mechanism should consider investing in custom simulations that reflects their own issues and customers and exchanges with customers, so that employees can fully provide them in actual store environments. be.

Similarly, the medical institution Cedars Sinai Medical Center has used VR to train surgeons who perform complicated techniques. With the VR simulation, trainees can practice complex surgical procedures in an unreasonable environment, and greatly reduce the time required for o n-site training. According to reports, Surgeon trained in VR has a 20 % skill level higher than a conventional method. Creating a tailo r-made VR scenario that reflects the needs of a specific industry can make a major difference for organizations facing the task of training and accuracy. Companies should establish evaluation indicators to evaluate the effectiveness of VR training, and ensure continuous improvement and better preparation for employees.

In 2017, Automobile Giant Volkswagen faced a major skill gap of employees on new electric vehicles. To deal with this, the company adopted the Gemfaid Training Approach so that employees could work on advanced engineering concepts by using a mobile app incorporating challenges and rewards. As a result, Volkswagen reported that the fixation rate of knowledge has been improved by 30 % compared to conventional training methods. This change not only created more competent employees, but also inspired the continuous learning culture within the organization. Companies that want to measure the effects of gamification training should consider pursuing major performance indicators such as employee engagement scores, knowledge retention, and applied skills after training.

Deloitte has conducted a gamification training program aimed at strengthening leadership skills throughout the global team. The program contains interactive modules and rea l-time feedback, and employees have won the badges and are awarded as progress. According to Deloitte's internal evaluation, the participants who participated in the gam e-ized training were 50 % higher than the conventional training participants. For an organization that tries to reproduce this success, it is extremely important to set a clear indicator for evaluation, such as changes in behaviors observed at work, employee satisfaction surveys, and overall performance after training. 。 By matching the training goals and the measured results, companies can effectively measure the effects of the gam e-ized initiative.

In conclusion, incorporating gemifications into remote training sessions offers a transformation approach that enhances the engagement and learning results of the participants. By incorporating elements of game design, such as point systems, leader boards, interactive issues, etc., organizations can create a more dynamic and exciting environment, increasing their willingness to participate and cooperation. can. This approach not only makes the training content more fun, but also fosters community awareness of learners in remote areas, promoting exchanges and commitments to learning goals.

In addition, in order to successfully introduce gamification, it is necessary to carefully consider the tastes and learning styles of the students, and that the strategy is in line with the goal of the entire training. The organization needs to continuously evaluate the effectiveness of the gamification element and use feedback and performance indicators to improve the approach. By fostering a fun and rewarding atmosphere, companies can significantly improve their knowledge and skills, and eventually the results of remote training are more effective. It can be a target.

In conclusion, incorporating gemifications into remote training sessions offers a transformation approach that enhances the engagement and learning results of the participants. By incorporating elements of game design, such as point systems, leader boards, interactive issues, etc., organizations can create a more dynamic and exciting environment, increasing their willingness to participate and cooperation. can. This approach not only makes the training content more fun, but also fosters community awareness of learners in remote areas, promoting exchanges and commitments to learning goals.

In addition, in order to successfully introduce gamification, it is necessary to carefully consider the tastes and learning styles of the students, and that the strategy is in line with the goal of the entire training. The organization needs to continuously evaluate the effectiveness of the gamification element and use feedback and performance indicators to improve the approach. By fostering a fun and rewarding atmosphere, companies can significantly improve their knowledge and skills, and eventually the results of remote training are more effective. It can be a target.

Note: This article was created with the help of artificial intelligence under the supervision and editing of the editorial department.

What kind of field is the gamification used? Gamification is applied in various fields. Hospitality, retail, finance, health care, education, etc.

Companies such as Google, Domino Pizza, Samsung, and Starbucks have introduced gamifications as a tool to enhance excellent marketing tactics, corporate training, and engagement.

Successful gamification can increase customer satisfaction, improve employment, and improve productivity. Gamification elements such as reward systems, point systems, leader boards, and sense of accomplishment inspire employees using human psychology.

Gamifation can be used in contexts other than games, renewed mediocre work and more exciting. Here, we will see in detail which company uses gemification software. In addition, we will also introduce the statistics of gemification, so please refer to it.

What is the size of the gamification industry?

The popularity of gamification is rising rapidly.

According to recent statistics, the market size of gamifations will be $ 9. 1 billion in 2020 and $ 30. 7 billion in 2025. This is equivalent to an average annual growth rate of 27. 4%.

The main factors that promote gamification growth are improving employee engagement and performance. Gemification software for employee engagement can be advantageous for employers, consumers and employees.

Gamification vendors can provide feedback and details of revenue and use it to improve custome r-oriented strategies. This boosts the adoption of game mechanics in no n-games.

As of 2021, according to gamification data, the world gamification industry is $ 11. 04 billion. By the way, the market value in 2016 was $ 4. 90, 2018 in 2018, and $ 9. 10 in 2020. These gamification statistics indicate steady growth rates.

However, adding games elements to no n-games is not only good for improving business results. Game elements can also be added to the learning system. It is presumed that many educational institutions will introduce gamification in the near future.

Educational institutions that have introduced gamification elements tend to improve their motivation, engagement, and interest. As a result, it is estimated that regions around the world will renew their learning systems using gamification strategies.

But adding game elements to no n-game settings is not only good for improving business results. Game elements can also be added to the learning system. It is estimated that many educational institutions will introduce gamification in the near future.

Introducing gamification elements tends to improve student motivation, engagement, and interest. As a result, it is estimated that regions around the world will renew their learning systems using gamification strategies.

How many companies are using gamification?

Around 70% of the world's 2, 000 largest companies use gamification. The retail, health and wellness, food and beverage, and technology industries are at the forefront of using gamification in the workplace.

The most used gamification techniques by companies are points, levels, progress bars, goals, employee competition, onboarding, and instant feedback.

More and more companies are using gamification in new employee training gamification software and optimizing business processes. With new technologies, business gamification can increase user motivation, stimulate competitive spirit, and generate engagement through reward programs.

Here is a list of the top companies that are using gamification successfully.

Gamification in Retail

Is gamification used to sell various products and services?

In the retail industry, gamification is used to increase brand awareness, build connections with customers, and drive sales. Game mechanics can be applied in various ways to solve problems.

A good example is loyalty programs. But gamification can prove its value in retail in many different ways. Want to know which companies are using gamification in retail?

Check out the list below.

The mattress company uses gamification to increase brand awareness. They used riddle ads without any additional context other than their logo. The answer was posted on their website.

This kind of gamification stimulates curiosity and drives direct traffic to their website. And the more interesting the ad, the more familiar the customer is with the company and its products.

The goal of these ads is not to lock in customers or drive sales, but to increase brand awareness.

Sephora is one of the most well-known companies using gamification. One of the most successful examples of gamification is "Beauty Uncomplicated," a three-step survey that helps customers find the right tools and makeup.

It takes a Tinder-like approach, where customers can swipe through options to choose their preferred products. This gamification strategy has increased engagement among millennials and improved usability for new customers.

AliExpress' app has a section dedicated to gamification. Customers can do different tasks and games to earn more coins. Coins are the main currency and can be exchanged for products and coupons.

Examples of gamification created by game designers include daily tasks and healthy competition between users. Although there is no direct competition, users can see how other users are doing, which motivates them to improve their daily progress and try to earn more coins.

IKEA uses VR gamification to transform its online shopping experience and improve its training and onboarding process. The company launched an immersive VR experience for customers, allowing them to preview different furniture styles, colors, and materials.

The company also uses gamification in employee training. The aim is to show new employees how to become attentive to the company's policies and core values ​​("simplicity" and "togetherness"). Gamification applications are not only useful for training programs, but can also make employees better aware of different job roles.

Gamification in Health and Wellness

Companies are using gamification to improve their training programs and increase employee engagement. Gamification increases employees' sense of responsibility and accountability.

Modern gamification allows employees to track team assignments and manage their progress and goals. Here are some companies in the healthcare industry that have successfully used gamification:

Omnicare is the largest pharmacy service provider in the United States. In 2013, the company witnessed significant dropout rates and extremely long queues. As a result, it used gamification to enhance customer service.

Game-based elements such as rewards and points were added to motivate new employees. Top performers were featured on a leaderboard, and employees were given prizes such as movie tickets and Amazon gift cards.

Senior executives confirmed that employee participation was 100%. Customer queues also decreased by 50%.

Ayogo Health, Inc.

Ayogo is a pharmaceutical and healthcare company that uses the science of engagement to develop relationships with customers. The company developed the Empowera healthcare gamification platform to help people take action on their health and take their medications on time.

The gamification platform is designed to meet the needs of diabetes patients. The platform is designed to address the needs of people with diabetes.

Mango Health is one of the leading companies in the healthcare gamification market. The company helps patients develop healthy habits and manage their daily health. The company's products increase medication adherence rates and help patients live healthier lives.

Increasing engagement Gamification's impact on technology

Many companies are using video game features in non-gaming contexts. They gamify their workspaces and websites to improve compliance training, external communications, employee motivation, and engagement.

They know when to introduce gamification to get the most out of its features. Senior executives have noticed increased customer loyalty and engagement, and a better work experience. Here are some of the top companies in the technology sector that are using gamification.

Google has been adding game concepts to most of its publishing elements for years.

For example, frequent readers of Google News can earn more than 500 badges. Gamification can be used to get quick feedback, add achievable tasks, and create compelling stories with clear objectives.

Google gamified its logo. The company changes its logo to celebrate various events and occasions. But the logo can also be made into a playable, interactive logo.

One of the most popular gamified logos was Pac-Man for its 30th anniversary. This logo was transformed into a playable video game in honour of Les Paul. Transforming Google's logo with the concept of gamification has generated a ton of traffic to its search page.

Microsoft is an excellent example of using elements of gamification in various trainings and courses. Gamification involves using various game mechanics to enhance employee performance. Microsoft Teams is one of the most popular softwares across various organizations, with gamification.

Getting certified in Dynamics, Azure, and Office 365 will be more fun with improved training solutions. These solutions combine hands-on labs, videos, and preparation for Microsoft certifications.

Microsoft staff from around the world share their views on language localization. Because Microsoft has a myriad of language localization needs, they chose a gamified solution called the "Language Quality" game. Microsoft intentionally added poor quality translations to check if employees were paying attention.

Microsoft Japan actually took a company-wide holiday to play this game and win the leaderboard.

Siemens has started plant building games. This online game platform models his experience as a plant manager. In this video game, players face some noisy obstacles when running the plant. Meanwhile, players must improve the sustainability, efficiency and productivity of the facility.

Plantville is an educational, innovative and innovative way for Siemens to involve prospects, students, employees and customers, while enhancing the awareness of Siemens brands and technology. That's because this Konglomarit uses online engagement.

On social media, Siemens always creates attractive content. We use various social media networks such as Facebook, YouTube, Instagram, Twitter, and Pinterest. All are to attract the viewers.

Cisco is a famous technology company that uses social media training programs.

The company uses gamification to improve social media skills. This program uses three certified levels and four su b-specialization.

Employees can use social media training programs to utilize their skills according to their job. For example, HR staff learns how to find a candidate in Link t-in. On the other hand, sales managers learn how to acquire customers on Twitter and Facebook.

When employees level up, benefits such as badges and points can be obtained.

Gamification in the food and beverage industry

Gamification in the food industry will continue in the future. Companies can use the concept of the game to attract new customers and increase their motivation for employees. This is performed by reward system, points, tasks, collection of achievements, and integration into business.

When the Japanese KFC added shrimp to the menu, a gamification campaign was conducted to create excitement. This strategy has given user awareness to give users an incentive to try products. In return, a discount ticket was presented.

The gamification solution was Shrimp Attack, where users played video games to earn points and get discount coupons. The marketing campaign hit multiple cultural points and became a big topic on social media.

The clearing rate of the game was 91 % and the total rehabilitation exceeded 800, 000. The product was sold out because of its high demand because it was so effective. Eventually, the campaign was discontinued to stabilize supply and demand. Nevertheless, sales at stores were much higher than the previous year.

Domino used gamifations to shorten delivery time, enhanced employee engagement, and renewed the training process. Domino created a Pizza Maker course that incorporates gamification and simulation, rewarding employees, enhancing and evaluating the engagement.

The course has helped to shorten the onboarding time, adding competitive factors that stimulate other users, and exceeded the previous score. This improved competency, speed, and accuracy, and became an important factor in response to demand.

The Starbucks app "My Reward Program" uses sales gemification software.

Used to improve sales and digital traffic. Users collect stars and rewards and exchange them for their favorite foods and drinks.

Change the gamification industry and the workplace

Gamification is a versatile concept that can be used beyond the industry. It can be added to the project management app and the curriculum of leadership training.

Many gamification use cases are attracting attention. In particular, famous companies such as Domino, KFC, Siemens, Google are adopted.

Many companies and executives want to use gamification at work. Promotes customer and employee engagement, productivity and motivation.

If you want to improve user experience and digital engagement with gamifation, leave it to Spinify. It is not just a gamifation platform, but a comprehensive solution to grow i n-house partner teams and support success.

What is the size of the gamification industry?

On the employee side, Salesforce has successfully used incentives to improve sales performance. The company frequently runs competition-based rewards, which resulted in a 30% increase in productivity for participating teams. This story-driven incentive approach not only fosters a competitive spirit, but also promotes teamwork by rallying employees around a common goal. For companies looking to implement reward best practices, fostering a culture of recognition is crucial. Managers should prioritize consistent and transparent communication about reward criteria to ensure employees feel valued and engaged. Having a simple and effective tracking system for individual contributions can also help organizations celebrate achievements and retain motivated employees.

In 2021, Wa l-Mart launched an innovative virtual reality (VR) training program to strengthen employee new employee training and customer service skills, affecting more than 1. 2 million employees in the United States. In this program, employees are immersed in the simulation environment, so that they can practice real scenarios, such as interacting with customers and responding to difficult situations, without pressure to immediately seek results. By utilizing the advantages of the VR, Wa l-Mart has proved not only to develop immersive experiences, but also to plant confidence in employees. Companies that seek a similar feedback mechanism should consider investing in custom simulations that reflects their own issues and customers and exchanges with customers, so that employees can fully provide them in actual store environments. be.

Gamification is to apply the principle and mechanism of the game design to the context other than the game, making the task more attractive and motivated. Gamification is gaining popularity in each industry because it can increase customer satisfaction, improve employee engagement and performance, and promote sales. Companies, such as Google, Domino's Pizza, Samsung, and Starbucks, have introduced gamification tactics in various aspects of business and succeeded.

In 2017, Automobile Giant Volkswagen faced a major skill gap of employees on new electric vehicles. To deal with this, the company adopted the Gemfaid Training Approach so that employees could work on advanced engineering concepts by using a mobile app incorporating challenges and rewards. As a result, Volkswagen reported that the fixation rate of knowledge has been improved by 30 % compared to conventional training methods. This change not only created more competent employees, but also inspired the continuous learning culture within the organization. Companies that want to measure the effects of gamification training should consider pursuing major performance indicators such as employee engagement scores, knowledge retention, and applied skills after training.

Deloitte has conducted a gamification training program aimed at strengthening leadership skills throughout the global team. The program contains interactive modules and rea l-time feedback, and employees have won the badges and are awarded as progress. According to Deloitte's internal evaluation, the participants who participated in the gam e-ized training were 50 % higher than the conventional training participants. For an organization that tries to reproduce this success, it is extremely important to set a clear indicator for evaluation, such as changes in behaviors observed at work, employee satisfaction surveys, and overall performance after training. 。 By matching the training goals and the measured results, companies can effectively measure the effects of the gam e-ized initiative.

In conclusion, incorporating gemifications into remote training sessions offers a transformation approach that enhances the engagement and learning results of the participants. By incorporating elements of game design, such as point systems, leader boards, interactive issues, etc., organizations can create a more dynamic and exciting environment, increasing their willingness to participate and cooperation. can. This approach not only makes the training content more fun, but also fosters community awareness of learners in remote areas, promoting exchanges and commitments to learning goals.

In addition, in order to successfully introduce gamification, it is necessary to carefully consider the tastes and learning styles of the students, and that the strategy is in line with the goal of the entire training. The organization needs to continuously evaluate the effectiveness of the gamification element and use feedback and performance indicators to improve the approach. By fostering a fun and rewarding atmosphere, companies can significantly improve their knowledge and skills, and eventually the results of remote training are more effective. It can be a target.

In conclusion, incorporating gemifications into remote training sessions offers a transformation approach that enhances the engagement and learning results of the participants. By incorporating elements of game design, such as point systems, leader boards, interactive issues, etc., organizations can create a more dynamic and exciting environment, increasing their willingness to participate and cooperation. can. This approach not only makes the training content more fun, but also fosters community awareness of learners in remote areas, promoting exchanges and commitments to learning goals.

In addition, in order to successfully introduce gamification, it is necessary to carefully consider the tastes and learning styles of the students, and that the strategy is in line with the goal of the entire training. The organization needs to continuously evaluate the effectiveness of the gamification element and use feedback and performance indicators to improve the approach. By fostering a fun and rewarding atmosphere, companies can significantly improve their knowledge and skills, and eventually the results of remote training are more effective. It can be a target.

How many companies use gamification?

What kind of field is the gamification used? Gamification is applied in various fields. Hospitality, retail, finance, health care, education, etc.

Companies such as Google, Domino Pizza, Samsung, and Starbucks have introduced gamifications as a tool to enhance excellent marketing tactics, corporate training, and engagement.

6. Please tell us an example that you succeeded by introducing gemifications in corporate training.

Gamifation can be used in contexts other than games, renewed mediocre work and more exciting. Here, we will see in detail which company uses gemification software. In addition, we will also introduce the statistics of gemification, so please refer to it.

What is the size of the gamification industry?

The popularity of gamification is rising rapidly.

According to recent statistics, the market size of gamifations will be $ 9. 1 billion in 2020 and $ 30. 7 billion in 2025. This is equivalent to an average annual growth rate of 27. 4%.

The main factors that promote gamification growth are improving employee engagement and performance. Gemification software for employee engagement can be advantageous for employers, consumers and employees.

Gamification vendors can provide feedback and details of revenue and use it to improve custome r-oriented strategies. This boosts the adoption of game mechanics in no n-games.

Casper

As of 2021, according to gamification data, the world gamification industry is $ 11. 04 billion. By the way, the market value in 2016 was $ 4. 90, 2018 in 2018, and $ 9. 10 in 2020. These gamification statistics indicate steady growth rates.

However, adding games elements to no n-games is not only good for improving business results. Game elements can also be added to the learning system. It is presumed that many educational institutions will introduce gamification in the near future.

Educational institutions that have introduced gamification elements tend to improve their motivation, engagement, and interest. As a result, it is estimated that regions around the world will renew their learning systems using gamification strategies.

Sephora

But adding game elements to no n-game settings is not only good for improving business results. Game elements can also be added to the learning system. It is estimated that many educational institutions will introduce gamification in the near future.

Introducing gamification elements tends to improve student motivation, engagement, and interest. As a result, it is estimated that regions around the world will renew their learning systems using gamification strategies.

AliExpress

How many companies are using gamification?

Around 70% of the world's 2, 000 largest companies use gamification. The retail, health and wellness, food and beverage, and technology industries are at the forefront of using gamification in the workplace.

IKEA

The most used gamification techniques by companies are points, levels, progress bars, goals, employee competition, onboarding, and instant feedback.

More and more companies are using gamification in new employee training gamification software and optimizing business processes. With new technologies, business gamification can increase user motivation, stimulate competitive spirit, and generate engagement through reward programs.

Gamification in health & wellness

Gamification in Retail

Is gamification used to sell various products and services?

In the retail industry, gamification is used to increase brand awareness, build connections with customers, and drive sales. Game mechanics can be applied in various ways to solve problems.

A good example is loyalty programs. But gamification can prove its value in retail in many different ways. Want to know which companies are using gamification in retail?

Check out the list below.

Ayogo Health, Inc.

This kind of gamification stimulates curiosity and drives direct traffic to their website. And the more interesting the ad, the more familiar the customer is with the company and its products.

The goal of these ads is not to lock in customers or drive sales, but to increase brand awareness.

Mango Health

Sephora is one of the most well-known companies using gamification. One of the most successful examples of gamification is "Beauty Uncomplicated," a three-step survey that helps customers find the right tools and makeup.

Gamification in technology

AliExpress' app has a section dedicated to gamification. Customers can do different tasks and games to earn more coins. Coins are the main currency and can be exchanged for products and coupons.

Examples of gamification created by game designers include daily tasks and healthy competition between users. Although there is no direct competition, users can see how other users are doing, which motivates them to improve their daily progress and try to earn more coins.

Google

IKEA uses VR gamification to transform its online shopping experience and improve its training and onboarding process. The company launched an immersive VR experience for customers, allowing them to preview different furniture styles, colors, and materials.

The company also uses gamification in employee training. The aim is to show new employees how to become attentive to the company's policies and core values ​​("simplicity" and "togetherness"). Gamification applications are not only useful for training programs, but can also make employees better aware of different job roles.

Gamification in Health and Wellness

Companies are using gamification to improve their training programs and increase employee engagement. Gamification increases employees' sense of responsibility and accountability.

Microsoft

Modern gamification allows employees to track team assignments and manage their progress and goals. Here are some companies in the healthcare industry that have successfully used gamification:

Omnicare is the largest pharmacy service provider in the United States. In 2013, the company witnessed significant dropout rates and extremely long queues. As a result, it used gamification to enhance customer service.

Game-based elements such as rewards and points were added to motivate new employees. Top performers were featured on a leaderboard, and employees were given prizes such as movie tickets and Amazon gift cards.

Senior executives confirmed that employee participation was 100%. Customer queues also decreased by 50%.

Siemens

Ayogo Health, Inc.

Ayogo is a pharmaceutical and healthcare company that uses the science of engagement to develop relationships with customers. The company developed the Empowera healthcare gamification platform to help people take action on their health and take their medications on time.

The gamification platform is designed to meet the needs of diabetes patients. The platform is designed to address the needs of people with diabetes.

Cisco

Mango Health is one of the leading companies in the healthcare gamification market. The company helps patients develop healthy habits and manage their daily health. The company's products increase medication adherence rates and help patients live healthier lives.

Increasing engagement Gamification's impact on technology

Many companies are using video game features in non-gaming contexts. They gamify their workspaces and websites to improve compliance training, external communications, employee motivation, and engagement.

They know when to introduce gamification to get the most out of its features. Senior executives have noticed increased customer loyalty and engagement, and a better work experience. Here are some of the top companies in the technology sector that are using gamification.

Gamification in food & beverage

For example, frequent readers of Google News can earn more than 500 badges. Gamification can be used to get quick feedback, add achievable tasks, and create compelling stories with clear objectives.

KFC

Google gamified its logo. The company changes its logo to celebrate various events and occasions. But the logo can also be made into a playable, interactive logo.

One of the most popular gamified logos was Pac-Man for its 30th anniversary. This logo was transformed into a playable video game in honour of Les Paul. Transforming Google's logo with the concept of gamification has generated a ton of traffic to its search page.

Microsoft is an excellent example of using elements of gamification in various trainings and courses. Gamification involves using various game mechanics to enhance employee performance. Microsoft Teams is one of the most popular softwares across various organizations, with gamification.

Dominos

Getting certified in Dynamics, Azure, and Office 365 will be more fun with improved training solutions. These solutions combine hands-on labs, videos, and preparation for Microsoft certifications.

Microsoft staff from around the world share their views on language localization. Because Microsoft has a myriad of language localization needs, they chose a gamified solution called the "Language Quality" game. Microsoft intentionally added poor quality translations to check if employees were paying attention.

Starbucks

Microsoft Japan took a company vacation to play this game and won the leader board.

The bottom line

On social media, Siemens always creates attractive content. We use various social media networks such as Facebook, YouTube, Instagram, Twitter, and Pinterest. All are to attract the viewers.

Cisco is a famous technology company that uses social media training programs.

The company uses gamification to improve social media skills. This program uses three certified levels and four su b-specialization.

Employees can use social media training programs to utilize their skills according to their job. For example, HR staff learns how to find a candidate in Link t-in. On the other hand, sales managers learn how to acquire customers on Twitter and Facebook.

The company uses gamification to improve social media skills. This program uses three certified levels and four su b-specialization.

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Elim Poon - Journalist, Creative Writer

Last modified: 27.08.2024

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