Back in 2016, I wrote a blog called “4 Things I Learned About Gamification in the Men’s Bathroom” … catchy title, right? Well, you guys loved it. Still today, it’s one of my most popular and re-read pieces. As such, it’s only right that I update it for today’s 2020 business landscape.

A bit of a primer first …

Yes, I was in the bathroom. No, I don’t normally learn too much in the bathroom. It was a unique day.

Moving on …

Gamification is just as it sounds. It’s the process of turning everyday tasks into a game in order to increase motivation, engagement levels, productivity, etc. Back in 2016 when I wrote that original article, 70 percent of major employers were already using interactive software and games for training. Today, the gamification market size globally had a value of $6.8 billion and is predicted to reach $40 billion by 2024. I’d say that’s pretty fast-moving.  

And, with 89% of employees saying gamification makes them feel more productive and 88% saying it makes them happier at work … let’s make sure we’re focusing on this in the future.

Here are a few things to remember:

#1. THERE’S STILL ROOM FOR GROWTH

Despite so many employers saying they’ve implemented some type of gamification at work, studies show that 43% of employees haven’t noticed any gamification elements at work. There’s still room for growth!

#2. TRAINING IS THE BIGGEST USE AREA

Roughly 61% of respondents in this particular study said that they receive training with gamification. I would suggest that this is the biggest use area for gamification. In fact, another study said that training and onboarding will see the greater use — because new employees are 69% more likely to stay with a company for 3 years or more if they are provided with well-formed onboarding.

#3. THERE ARE A LOT OF OPTIONS FOR IMPLEMENTATION

Of course, there are some great gamification companies that are making it easy for businesses to implement gamification into their training processes, sales teams, and even to get customers more engaged with their products.

In the sales space, LevelEleven, Hoopla, Ambition, and Bunchball Nitro are just a few of the most popular.

#4. PEOPLE WILL LIKE YOU

There’s no denying (based on the stats that I’ve seen) that people like the idea of gamification. 78% of people say that gamification in the recruiting process would make a company more desirable. Now, if you’re trying to hire the top talent in your market — don’t you think making yourself a little more desireable will help? Companies are always trying to stand out to potential recruits. Why not through gamification?

#5. THERE’S A REASON IT WORKS

Gamification works because it taps into the intrinsic motivators that naturally make us excited to be doing XYZ and then attaches those to company success. It’s also data-driven, so both the employee and the employer get instant feedback into how they’re doing. What’s more, it makes us generally feel good and energized.

It takes us back to when we were kids. To when we could focus on the present moment — not what you had to do later, or the next meeting that was coming up. We’re constantly pulled in a million directions, and when we can get back to a bit of fun — and stay in the present — that’s a model for success!

Are you using gamification at work? Have you experienced a hiring process that included gamification? I’d love to hear from you!