The Way of The Octopus

Gamification at Work

When we’re talking about gamification at work, we’re basically talking about turning work activity into a more game-like experience. This way, processes like training, operations, marketing, sales and everyday tasks become more interesting and engaging.

Gamification in HR

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. Even today, majority of employees are open and positive about gamification.

  • 97% of those aged 45+ said it will improve work
  • 87% across all demographics agree it will make them more productive
  • In 2019, 79% of employees claim they have gained motivation and purpose at the workplace because of gamified activities

Source: TalentLMS

Gamification in Learning & Development

Gamification boosts the motivation to learn, and decreases boredom and unproductiveness. Game elements make you feel more socially connected and give you a sense of belonging.

  • Organisations that employ gamification in their training improve engagement by 48%
  • 28% of people who received non-gamified training scored low on motivation. In comparison, 83% of people who received gamified training reported feeling motivated.
  • 49% of people who received non gamified training reported being bored in the training. In comparison, only 10% of those who received gamified training complained of boredom.

Source: TalentLMS

Gamification in Business Operations

Using gamification in business processes is an interesting way to keep yourself intrigued at work. It simplifies your task of comprehending and analysing complex business process and helps you engage in resourceful activities.

  • By 2015, as much as 40% of Global 1000 organizations used gamification as a primary tool to transform business operations.
  • In 2015, it was expected that more than 50% of corporate processes would be gamified in the coming years.
  • 87% of retailers will use gamification strategies in their operations by 2025.

(Source: Business.com, e-learning industry, Progressive Grocer)

Gamification in Customer Loyalty

Traditional loyalty programs utilize the ‘points’ methodology to gain traction. But according to the 2017 Colloquy Loyalty Census, only 46% of loyalty memberships are active; which means approximately 54% of members are actually inactive. In this wake, companies must rethink their approach to loyalty programs. Gamification offers a way forward.

  • 87% of North American retailers are planning to use gamification to engage customers within the next five years. 70% of top 2000 companies were using it in 2017
  • 181% more retailers plan to use gamification within loyalty programs by 2022
  • 30% of companies using gamification improved registration conversion rates by upward of 50%

(Source: Snipp.com, Conversionxl.com)