Gamification 2.0?

Gamification 2.0?


Gamification “1.0” started to gain momentum and popularity in 2010. Over the course of the five years since its initial boom, the term referred to the use of game elements in non-game contexts to help drive user motivation and engagement.

Now, experts and leaders are starting to look for the next big thing on gamification, and on the different improvements that could make a better and enhanced Gamification 2.0.

Siddesh Bhobe, CEO of eMee, points out different faults he sees with current Gamification systems and initiatives, and suggests that the next wave of gamification programs should focus on improving productivity, rather than placing such a strong focus on engagement.

Click here to read more on Gamification 2.0, and how it can be used to increase productivity in the workplace.


KNOLSKAPE’s award-winning simulations uses experiential learning and gamification to attract, grow and retain talent. Global Fortune 500 companies and Top-10 B-schools use KNOLSKAPE’s products and solutions for on-boarding, training, assessments, and talent engagement strategies.

With gamification software in the learning and development space, organizations are able to receive a variety of learning exercises, reinforcing lessons, analytical feedback forms, immersive and engaging material, and a leadership board; all of which were created by specialists.

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KNOLSKAPE is a global leader in experiential learning with a mission to help organizations and employees become future ready. Using a large award-winning portfolio of simulations aligned with 100+ competencies and cutting-edge talent intelligence, KNOLSKAPE produces stellar outcomes for more than 375+ organizations across 75 countries. Driven by research and thought leadership, KNOLSKAPE offers its products and solutions in a flexible subscription model powered by omni-channel delivery.

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