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What is gamification?

Gamification is a strategy that integrates entertaining and immersive gaming elements into nongame contexts to enhance engagement and motivate certain behaviors. Gamification uses game design and mechanics, such as badges, leaderboards, points and rewards, to encourage active participation and make tasks fun and enjoyable.

Gamification is used in various fields, including education, marketing, employee training, health, wellness and customer engagement. For instance, educational applications might use gamification to make learning more engaging for students, while businesses might use it to improve employee performance, encourage customer loyalty, or reward employees and customers. Successful gamification requires an understanding of target audiences, their motivation and the context in which the strategy is applied.

How does gamification work? Game design elements explained

Gamification uses various game context and game design elements to create immersive and interactive experiences for users. The following elements are generally included in gamification platforms:

Checklist of gamification design elements

Gamification generally incorporates a range of design elements, such points, badges, leaderboards and avatars.

What are the benefits of gamification?

Gamification offers key benefits in various contexts:

Drawbacks of gamification

While gamification is effective in many contexts, it comes with several drawbacks:

Use cases and examples of gamification

Gamification has been successfully implemented in different industries and contexts. Gamification examples include the following:

Marketing and customer engagement. Companies such as McDonald's, Nike and Starbucks use games to encourage customer engagement and loyalty. Loyalty programs, mobile apps and interactive marketing campaigns often incorporate game mechanics like point systems, badges and rewards to motivate customers to interact with a brand.

Workplace training and employee engagement. Gamification has proven effective in enhancing workplace training and improving employee engagement. Companies such as Deloitte and IBM have used gamified training programs to increase knowledge retention, encourage collaboration and motivate employees to complete training modules.

Screenshot of KeepWOL gamification platform

Gamification is used by many organizations to incentivize training and encourage employee engagement. The Mayo Clinic uses KeepWOL's gamification platform to train its own employees. In this image, employee Mike must pick one of three answers in response to an example he just read.

Health and wellness. Health and wellness apps and platforms use gamification to motivate individuals to adopt healthier lifestyles. Internet of things apps such as Fitbit and MyFitnessPal use game elements to track physical activity, set goals and reward users for achieving milestones. This gamified approach encourages users to stay active and make healthier choices.

Education and eLearning. Game-based learning and e-learning has transformed education, making learning more interactive and even fun. Online learning platforms, such as Duolingo and Khan Academy, incorporate game elements to engage learners in subjects such as language learning and math. Gamified learning platforms provide immediate feedback, progress tracking and rewards to motivate students.

Productivity and task management. Task management apps, such as Asana and Trello, use gamification to increase productivity and help users stay organized. By incorporating elements like achievements, progress bars and leaderboards in game systems, these apps make completing tasks more enjoyable and provide a sense of accomplishment.

Fundraising and crowdsourcing. Fundraising and crowdsourcing campaigns use gamification techniques to encourage participation and contributions. Gamification elements create a competitive and rewarding environment, encouraging individuals to get involved, collaborate, share ideas and support causes.

Gamification in the workplace

Gamification strategies can be a powerful tool in the workplace to boost employee engagement, productivity and motivation. The following are some ways to use gamification in the workplace:

Best practices for implementing gamification

The successful implementation of gamification requires some best practices and guidelines. The following are most critical:

History of gamification

Nick Pelling coined the term gamification in 2002. However, the concept of applying game elements to nongame contexts -- such as loyalty programs and customer rewards systems -- has been around for much longer.

The rise of video games in the 1970s and 1980s influenced early development of gamification. The addictiveness of playing video games and the engagement video gameplay generated sparked interest in applying game elements to other areas. In the 1990s, educational games like Math Blaster and Carmen Sandiego introduced gamification to the classroom. These games aimed to make learning more engaging and interactive.

With the success of early gamification efforts, companies like Nike and Starbucks began incorporating gamification into their marketing campaigns and loyalty programs in the early 2000s. One example is Nike+, a fitness tracking gamification campaign that Nike launched in 2006 which ranked friends' fitness scores on social leaderboards. This marked the beginning of widespread adoption of gamification in various industries. The advent of smartphones, social media and mobile apps accelerated the popularity of gamification.

Gamification has continued to evolve and expand with advancements in artificial intelligence, virtual reality (VR), augmented reality and immersive technologies. These technologies offer new possibilities for creating immersive and interactive gamified VR experiences, such as in the Metaverse.

Gamification is an effective strategy for VR-based learning. Learn the top 5 uses for VR in learning and development.

This was last updated in September 2023

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