Definition of gamification
Gamification is a term that is becoming increasingly popular in the world of business and technology. It refers to the use of game design elements in non-game contexts, with the aim of engaging and motivating people to complete tasks and achieve goals.
It is perhaps easier, in-fact, to consider terms like “game-based teaching”, or “game-based learning.” Essentially, this means teaching and learning using game-like technologies and methods that celebrate the learning journey (as well as teaching achievements) every step of the way. And so, gamification tends to increase motivation amongst learners not only to initiate the first step of learning or practicing, but also improves the willingness to continue that practice and grow towards perfection.
Who needs gamification? (and why?)
Gamification is used in a variety of settings, from education and health care to marketing and employee training. Its applications are diverse and constantly evolving, but the basic idea remains the same: to make tasks more engaging and enjoyable by incorporating game-like features. Following are a few applications of gamification across different use-cases:
1. Saving time and money - The University of Newcastle
One of our longest standing clients, the University of Newcastle’s IT Services department, had a long and strenuous employee onboarding process - up to 3 weeks. Training new recruits required an immense amount of time and human capital, after which it was also difficult to assess the readiness of the trainees.
With game-based training, the university was able to save $2,200 per new trainee onboarded as the turnaround time decreased significantly. Read about this case study in detail here.
With game-based training, the university was able to save $2,200 per trainee...
2. Increasing engagement - Insurance Institute Ireland
The Insurance Institute is responsible for granting compulsory insurance qualifications to students meeting the criteria to qualify for the Certificate in Insurance Product Advice (APA).
In order to enhance the learners’ experience towards gaining this qualification, the institute uses Quitch to keep learners motivated, and to ensure the students understand concepts thoroughly. Read more about this case here.
3. Ensuring safety and meeting regulations - Leighton o’Brien
As a global provider of technologies that enable fuel retail networks to reduce their environmental risks, Leighton o’Brien wanted to ensure all members of its workforce remain safe by adhering to compliances.
Using our gamification solutions, the company has been able to reduce the time taken to assess technicians appearing for their global technician training assessment by 50%. They were also able to technician re-qualification and automated broadcast of safety and regulatory updates. Read the full case here.
...the company has been able to reduce training assessment time by 50%...
Benefits of Gamification
Boosting incentive (and of course, motivation)
One of the key elements of gamification is the use of rewards and incentives to encourage desired behaviors. This can take the form of badges, points, levels, or other virtual rewards that are earned by completing tasks or meeting objectives. For example, check out our amazing new animated badges to celebrate achievements, available in-app:
The idea is to tap into people's natural desire for achievement and recognition, and to provide tangible and meaningful feedback that helps them track their progress and stay motivated.
Performance analytics for feedback
Another important aspect of gamification is the use of feedback mechanisms that provide users with real-time information about their performance. This could include data on their progress, their level of engagement, or their success in achieving specific goals. By giving users this information, they can adjust their behaviour and work towards improving their performance. For instance, have a look at the sort of analytics the Quitch app offers:
This helps students/learners assess which topics need improvement, and assists in planning what to revise and when. Furthermore, when educators use products like Quitch to supplement their classes with fun and engaging practice modules, they receive real-time analytics on each student’s performance as well. This helps them provide specific feedback and improves the quality of feedback provided to each student.
Competing for growth
Gamification can also be used to foster social interactions and collaboration among users. By incorporating social elements such as leaderboards, challenges, or group activities, gamified experiences can encourage users to work together towards a common goal, share their experiences, and provide support and feedback to each other. Yet again, we have something to show for this:
Some limitations of gamification
However, gamification is not without its limitations and potential drawbacks. One of the main concerns is the risk of over-reliance on extrinsic rewards and incentives, which may undermine users' intrinsic motivation and interest in the task at hand. Another concern is the potential for gamification to create an overly competitive or individualistic environment, which may discourage collaboration and cooperation among users.
Despite these challenges, gamification remains a promising and exciting area of innovation in a variety of fields. Its potential to engage and motivate users, promote behaviour change, and foster social interactions make it a valuable tool for organisations looking to achieve their goals and objectives.
To sum up
In conclusion, gamification refers to the use of game design elements in non-game contexts to engage and motivate users. By incorporating rewards, feedback, and social interactions, gamified experiences can increase engagement and motivation, promote behavior change, and foster collaboration and cooperation among users. While gamification is not without its limitations and potential drawbacks, its potential benefits make it a valuable tool for organisations looking to achieve their goals and objectives in a variety of contexts.
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