I have noticed that when it comes to gamification people usually fall into one of two camps:
- They love it and see positive effects.
- They hate it and think it’s a waste of time.
Interestingly, both opinions under certain circumstances are true.
Gamfication may very well be a waste of time if it is not implemented properly or the course material isn’t conducive to gamification elements (such as points and badges).
Of these two sentiments, the second one is more common in the corporate sector.
ELearning and other training events already suffer from unfortunate stereotypes. Adding “games” to work seems like it would be more of a distraction.
But this way of thinking isn’t fully supported. In fact, gamification use is growing in the corporate sector.
Reports are indicating that close to 50% of corporate processes today are going to be gamified in some capacity by the end of 2015. The gaming techniques can includes badges, points, avatars, rewards, challenges, levels, leaderboards, or some form of combination of these elements.
While it could may that this could be distracting, it has been suggested that gamification is actually conducive to a more productive workforce.
When implemented properly gamification can motivate employees, increase their engagement with the company and corporate policies, and open lines of communication for productive process feedback.
Gamification also goes a long way into helping companies create robust learning opportunities, something that is expected by employees in today’s modern workforce. Lack of personal educational opportunities in the workplace is often cited as a main reason talent will leave a company in the first place.
Gamification, like so many areas of elearning, is on the rise and with good reason!