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Gamification Stats and Facts For 2015

by Jasmin Kamenčić10. July, 2015

Gamification

Gamification has become much more common in the last few years, in fact, it is now the norm. Almost every eLearning includes some sort of gamification. Sure, gamification may seem great, but what is it and what have the results been like?

Gamification in eLearning is the use of game theory and game mechanics in non-game contexts to engage users in solving problems. The main goal of gamification is to motivate your students – and those motivated students typically perform better. Today we are writing about Gamification Stats and Facts For 2015.

The Gamification Market

There are many of convincing arguments in for adopting a gamification strategy. However, numbers often speak louder than words, especially when those numbers are backed by extensive research studies and surveys. So, let’s explore some gamification statistics and facts for 2015 that will give you reason to integrate gamification into your next eLearning.

Expected Market Growth

Gamification seems to progressively appear at corporate training environments. As stakeholders are now recognizing the importance of gamification for training purposes. Given that games may offer employees the opportunity to acquire and cultivate skill sets, while empowering them and putting them in control of their own eLearning experience via increased engagement.

The market growth of gamification is expected to reach the $5,500 billion in 2018, where the biggest market should be in North America and Europe.

 

Expected Corporate Demand

eLearning gamification is not just beneficial for the learner, but can lead to a significant boost in revenue for professionals who choose to focus on eLearning game design and development.

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

Motivation

eLearning gamification gives learners the boost in motivation they need to become active participants in the learning process. It also serves as an incentive for those who may be more competitive in nature.

  1. 89% of those surveyed stated that a point system would boost their engagement.
  2. 82% are in favor of multiple difficulty levels and explorable content.
  3. 62% stated that they would be motivated to learn if leaderboards were involved and they had the opportunity to compete with other colleagues.

Most and Least Preferred Gamification Strategies

eLearning professionals should have on their mind that not all gamification strategies seem to be equally effective, as in order to be effective it is fundamental to engage the audience in the learning process. This can only happen if learners find these strategies interesting and appealing. There are certain gamification techniques that learners like most and therefore, eLearning professionals can perceive them as more effective.

Most preferred are:

  1. progressing to different levels (30%)
  2. points/scores (27%)
  3. real time feedback on performance (26%)
  4. progress bars (25%)
  5. activity feeds (24%)

On the other side least prefered gamification techniques include:

  1. virtual currencies (2%)
  2. avatars (3%)
  3. being part of a story/ narrative ( 11%)
  4. virtual gifts (12%)
  5. competition with friends (13%)

Effectiveness on Adults

According to a study from the the University of Colorado on the impact of simulations and games in adult learners, participants in gamified eLearning experiences scored:

  1. 14% higher in skill-based-knowledge assessments
  2. 11% higher in terms of factual-knowldege
  3. 9% increase in retention rate

 

Gamification Stats and Facts For 2015

Gamification not only helps online learners acquire knowledge and skills more effectively but also it allows them to retain information and commit it to long term memory for future use.

Games aren’t just for entertainment in the world of eLearning. In fact, judging by the numbers, they are an effective and powerful tool that enriches eLearning experiences for users of all ages.

 

Let’s take a look on The Top Gamification Stats and Facts For 2015 Infographic

Gamification Stats and Facts For 2015