Gamification is the use of game mechanics and game design techniques in non-game contexts.
Typically gamification applies to non-game applications and processes, in order to encourage people to adopt them, or to influence how they are used. Gamification works by making technology more engaging, by encouraging users to engage in desired behaviors, by showing a path to mastery and autonomy, by helping to solve problems and not being a distraction, and by taking advantage of humans’ psychological predisposition to engage in gaming. The technique can encourage people to perform chores that they ordinarily consider boring, such as completing surveys, shopping, filling out tax forms, or reading web sites.
These statistics emphasize again the growing gamification market. This research proves that gaming is an effective approach in order to train employees.
There are a myriad of convincing arguments in favor of adopting a gamification strategy. However, numbers often speak louder than words, especially when those numbers are backed by extensive research studies and surveys. It cannot be denied that in the elearning market, gamification has made a great impact and the influence in gradually increasing and slowly becoming the main aspect of the elearning industry.
The pros of gamification, both for learners and educators, have been extensively discussed and weighed by experts in the field, and many have been convinced of gamification’s effectiveness firsthand. For those who would rather see the numbers and the research before being completely swayed, here is the most recent data on the topic referring to 2015. With these figures attesting to the system’s effectiveness, more learning platforms will probably follow suit and adopt gamification strategies of their own in the eLearning market.
Aside from its already important role in traditional education, gamification is starting to seep into many other preparation and tutorial scenarios, including corporate programs for employee training. It appears that industry leaders and investors are beginning to grasp the importance of gamification in training, and its enormous impact on growth in employee skill sets.
These are the some of the statistics that needs to be noted.
It should not come as a surprise that the aggregate market value of gamification in eLearning is forecasted at $1,707 billion for 2015 and is expected to grow to approximately $5,500 billion by 2018.
The adoption of gamified elearning strategies doesn’t just benefit the recipients of education or training, but also opens up a much more lucrative market for the developers of professional elearning tools and games. According to a study performed by Ambient Insight, global revenues from game-based education were measured at $1,548 million in 2012, but have since undergone a rapid growth, with a 5-year compound annual growth rate of 8.3%. This growth pattern foresees global revenues of about $2,309 million by 2017. Simulation-based elearning saw in 2012 global revenues of $2,364 million, and expected a 5-year growth rate of 23%, meaning that the figure should grow to $6,648 million by 2017. Total global revenue in 2012 for the learning games sector was $3,912 million with a 5-year growth rate of 18%, which would bring the number to $8,958 million for 2017.
89% of those surveyed stated that a point system would boost their engagement. 82% are in favor of multiple difficulty levels and explorable content. 62% stated that they would be motivated to learn if leader boards were involved and they had the opportunity to compete with other colleagues.
14% higher in skill-based-knowledge assessments, 11% higher in terms of factual-knowledge. 9% increase in retention rate. This shows that 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.
These facts about gamification data available in 2015 is definitely a testimony to the bright future it hold in the market and also gauge its demand.
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