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What is gamification? How it works and how to use it

By Alexander S. Gillis

Gamification is a strategy that integrates entertaining and immersive gaming elements into nongame contexts to enhance engagement and motivate certain behaviors. It 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. It is a valuable strategy that can make dull experiences more engaging for participants. 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 gamification strategy is applied.

How does gamification work? Game design elements explained

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

Pros and cons of gamification

Gamification offers key benefits in various contexts:

However, 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. The following are some notable examples.

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 such as point systems, badges and rewards to motivate customers to interact with a brand.

The McDonald's Monopoly game, for example, was a sales promotion run by McDonald's based on the board game Monopoly to encourage repeat purchases by offering a chance to win prizes.

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.

Health and wellness. Health and wellness apps and platforms use gamification to motivate individuals to adopt healthier lifestyles.

Fitbit, MyFitnessPal and similar internet of things apps 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 e-learning. Game-based learning and e-learning have transformed education, making learning more interactive and even fun. Gamified learning platforms provide immediate feedback, progress tracking and rewards to motivate students.

Online learning platforms, such as Duolingo and Khan Academy, incorporate game elements to engage learners in subjects such as language learning and math.

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, these apps make completing tasks more enjoyable and provide a sense of accomplishment.

Viva Insights, a part of Microsoft Viva, is a task management app that can help users plan for meetings, section off time to focus on work and provide recommendations to improve user productivity. The app gamifies task management by encouraging the completion of tasks and taking breaks, providing badges and tracking progress along the way.

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.

The crowdfunding platform Kickstarter uses stretch goals, which can be interpreted as a form of gamification, as additional rewards are unlocked when a project passes its original fundraising goal.

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:

When not to use gamification

Although gamification can significantly improve engagement in some instances, it is not a great fit for every setting. When the subject is sensitive, adding gamification elements will come across as inappropriate at best and offensive at worst.

For example, educating employees about workplace harassment using training software with gamification elements might not be entirely appropriate, as the seriousness of the topic clashes with the lightheartedness that gamification brings.

Not every person will respond in kind with gamification strategies. Some might have too short of an attention span, while the rewards gamification brings might not be enough of a carrot to keep someone motivated and engaged. Others simply might not naturally respond well to gamification elements.

Best practices for implementing gamification

The successful implementation of gamification requires some best practices and guidelines. The following are the 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 the 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 such as 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. This campaign ranked friends' fitness scores on social leaderboards, marking the beginning of the widespread adoption of gamification in various industries.

The continued use of smartphones and wearable devices, along with the advent of social media and new mobile apps in the 2010s and 2020s, accelerated the popularity of gamification. Smartphones, for example, enabled gamification to spread to several different areas.

Fitness apps started integrating game elements to challenge their users and keep them motivated to exercise. 2016 saw the release of Pokemon Go, which motivated people of multiple generations to exercise by using the augmented reality (AR) app to explore their surroundings. Education apps like Duolingo gamified language learning by using streaks, rewards and audible check marks to motivate people to continue learning.

Enterprises also began using training software that would gamify the training process. Gamification has continued to evolve and expand with advancements in artificial intelligence, virtual reality (VR), AR 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 about the top five uses for VR in learning and development.

24 Feb 2025

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