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Gamification

EDUCATE ENGAGE ENTERTAIN

Survey data What is Gamification


Using the appeal and immersive mechanics of video games
to engage users in non-game activities.
OF LEARNERS THINK A POINT SYSTEM

89% MAKES E-LEARNING APPLICATIONS

MORE ENGAGING
Adding progression, rewards, and structure to academic or
professional practices to increase engagement in that practice.

OF WORKERS THINK THEY WOULD BE ELEMENTS OF GAMIFICATION


80% MORE PRODUCTIVE IF WORK WAS

MORE GAME LIKE Relative Levels


Leaderboards

OF LEARNERS THINK LEADERBOARDS


Continuous Goals
60 % AND COMPETITION WILL MAKE THEM Challenges
MORE MOTIVATED

Competition Badges
And Cooperation
OF CEO’S TAKE GAME BREAKS AT WORK

61% AND HALF THINK IT HELPS THEM BE

MORE PRODUCTIVE Points

Gaming In America Why Gamification works


Allows learners to have fun while learning

AVERAGE GAMER Able to provide instantaneous Feedback

35 YEARS OLD Use Mechanics to Promote Behavioral Changes


13 HOURS OF GAMEPLAY A WEEK
Can be applied to all topics if using the right mechanics

40% of Americans play Why use gamification?


3 hrs per week
Engage with the younger, interactive generation using
language and mechanics they have grown up with.

Utilize the same tools and motivation systems that fuel


people to spend 100’s of hours immersed in video games.
Provide solidified goals to users and set the markers for
success in your program

215
183,000,000
million
Gamers in usa
The number of hours spent playing videogames

in the United states every day

Growth of Gamification

2010 2012 2016 2020


Since 2010, over 350 The Worldwide By 2016 45% of Global 53% of technology
companies have launched Gamification will grow 1000 organizations will stakeholders said that by
major gamification from $242 million in 2012 use gamification as the 2020, the use of
projects. These include to $2.8 billion in 2016. primary mechanism gamification will
consumer brands like MLB, to transform be widespread.
Adobe, NBC, Walgreens, business operations.
Ford, Southwest, Ebay,
Panera, and More.

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