In 2013, Gartner had predicted that by 2015 more than 50% of corporate processes would be gamified and that 40% of the 1000 biggest companies in the world would deploy gamification in the quest for business benefits. The evidence of our eyes would suggest that gamification hasn’t enveloped us quite that much yet, but it’s fair to say interest on the appropriate use of gamification in eLearning is higher than it has ever been. This article explores gamification examples and what gamification means in the corporate eLearning context, using 3 gamification examples.
The Differences Between Gamification and Game-Based Learning
We often see people getting confused between gamification and game-based learning. However, the objectives, results, and implementation methods of each one are totally different. Gamification strategies are increasingly getting attention and investment in eLearning. In today’s high-pressure world, when everyone is working tight schedules, we tend to learn well only when it’s enjoyable or obviously beneficial to us – and games definitely make the learning more enjoyable. According to Engagement Alliance, the gamification industry is predicted to reach $5.5 billion by 2018. Games keep learners engaged and motivated – 80% of learners feel that game-like learning or jobs could make them more productive (Talent LMS).