top statistics and facts of gamification in 2015

Gamification in 2015: Top Statistics and Facts

Gamification in 2015: Top Statistics and Facts

top statistics and facts of gamification in 2015

Opinions and arguments are of minimal value unless they are backed by research and scientific evidence.

In some cases, numbers can speak louder than words.

So, here, we will provide you with the must-know gamification statistics and facts of 2015:

On the Gamification Market 

1. Expected Market Growth:

The gamification market is expected to reach $1,707 billion in 2015 and $5,500 billion in 2018.

2. Expected Corporate Demand

A survey by TalentLMS found that 79% of participants (students and corporate learners) believed they would be more productive and motivated if their learning environment incorporated games and gamification tools.

Gartner Research has predicted that by 2015, more than 50% of corporate processes will be gamified.

Further, 40% of Global 1000 organizations will employ it to improve operations.

Learners Preferences and Effectiveness

1. Motivation

(results from a TalentLMS survey)

  • 89% stated that a point system would boost their engagement
  • 82% were in favour of multiple difficulty levels and explorable content
  • 62% said they would be more motivated to learn with leaderboards and an element of competition in the platform

 

2. Most and Least Preferred Gamification Strategies

(results from a TalentLMS survey)

Most Preferred Strategies

  • progression to different levels
  • points and scores
  • real time feedback
  • progress bars
  • activity feeds

Least Preferred Strategies

  • competition with friends
  • virtual gifts
  • being part of a story or narrative
  • avatars
  • virtual currencies

 

3. Effectiveness on Adults

(results from a study by the University of Colorado)

Adult learners who participated in gamified eLearning experiences had the following results:

  • higher scores (14%) in skill-based-knowledge assessments
  • higher scores (11%) in terms of factual knowledge
  • 9% increase in retention rate

As a whole, these statistics and facts make a valid case for the implementation of gamification in the workplace.

Games are not just for entertainment anymore. The world can use a revamped learning and development framework, and gamification will play a leading role in this much-needed makeover.

To read more on these statistics, click here.

About KNOLSKAPE:

KNOLSKAPE’s award-winning simulations use 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.

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About KNOLSKAPE

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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