The gamification market has increased dramatically over the past few years since its introduction, expanding into the education, healthcare and enterprise markets. “Gamification takes advantage of game mechanics to deliver engaging applications, and make non ‐ game applications more entertaining and appealing.The adoption of applying game mechanics in more nontraditional industries has grown exponentially,” noted Meloni. Wanda Meloni of M2 Research, projects that the gamification market as a whole will reach $2.8 Billion by 2016. Gamification has illustrated that by utilizing game mechanics you can reach a larger range of audience, and majority of them not being the traditional gamer type. More than 15% of games produced in 2017 will have been developed by workers on a gamification platform.Īlthough gamification is still only a relatively small part of the market, it is quickly gaining in popularity.More than 25% of games produced in 2017 will be emergent, not scripted.A gamification program will be a key organizational enabler for 75% of enterprise-oriented DevOps initiatives by 2016, up from less than 1% today.By 2017, 50% of Global 1000 organizations will use gamification in learning and/or recruitment processes.By 2016, early utility adopters will use gamification to drive end-user, energy-efficiency improvements of 1% to 3%.By 2016, gamification will be an essential element for brands and retailers to drive customer marketing and loyalty.By 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.Burke went on to clarify by saying “The focus is on the obvious game mechanics, such as points, badges and leader boards, rather than the more subtle and more important game design elements, such as balancing competition and collaboration, or defining a meaningful game economy.” Good gamification design is the key to making the program a success.
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Virtually all areas of business could benefit from gamification as it can help to achieve three broad business objectives 1) to change behavior 2) to develop skills or 3) to enable innovation.
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Gamification describes the use of the same design techniques and game mechanics found in all games, but it applies them in non-game contexts including: customer engagement, employee performance, training and education, innovation management, personal development, sustainability and health.
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Game mechanics like points, badges and leader boards are simply the tools that implement the underlying engagement models. While game mechanics such as points and badges are the hallmarks of gamification, the real challenge is to design player-centric applications that focus on the motivations and rewards that truly engage players more fully. It is important to think of the people in these target audiences as “players” in gamified applications. The target audience may be customers, employees or the general public, but first and foremost, they are people with needs and desires who will respond to stimuli. “Gamification is the use of game design and game mechanics to engage a target audience to change behaviors, learn new skills or engage in innovation. Gartner ( ) defines gamification in the following few paragraphs: Rather, gamification mechanics need to have objectives in place towards collaboration and innovation. In order for gamification to be successful it can’t just rely on badges, leader boards and points. Taking an in-depth look at the Gartner Hype Cycle as it applies to Gamification and predictions for millennial trainingĪs gamification moves from the early adoption stage to becoming more broadly accepted across all arenas it will prove to be a useful tool within training programs across a variety of industries.