Gamification Statistics 2024 – Everything You Need to Know

Are you looking to add Gamification to your arsenal of tools? Maybe for your business or personal use only, whatever it is – it’s always a good idea to know more about the most important Gamification statistics of 2024.

My team and I scanned the entire web and collected all the most useful Gamification stats on this page. You don’t need to check any other resource on the web for any Gamification statistics. All are here only 🙂

How much of an impact will Gamification have on your day-to-day? or the day-to-day of your business? Should you invest in Gamification? We will answer all your Gamification related questions here.

Please read the page carefully and don’t miss any word. 🙂

Best Gamification Statistics

☰ Use “CTRL+F” to quickly find statistics. There are total 342 Gamification Statistics on this page 🙂

Gamification Benefits Statistics

  • Texas bank Extraco tested a gamified process that taught clients about its offers and benefits, which led to a rise in conversion rate, from 2% to 14%, and raised customer acquisitions by 700%. [0]

Gamification Usage Statistics

  • Software company Autodesk, upon leveraging gamification, lifted its trail usage rate by 40% and conversion rates by 15%. [0]
  • Using gamification for customer engagement strategies resulted in a 54% increase in trial usage and a 15% increase in buy clicks. [1]
  • Gamification of the ‘free trial’ increased trial usage by 54%, buy clicks by 15%, and channel revenue by 29%. [1]
  • The SAP Community Network regamified its already mature reputation system, increasing usage by 400% and community feedback by 96% 2). [2]
  • Inside View gamifies their employee social media usage and increased Twitter updates by 312% 11). [2]
  • 1) A utodesk gamified the free trial, incentivizing users to learn how to use the program and offering both in game and real word prizes, increasing t rial usage by 54%, buy clicks by 15% and channel revenue by 29%. [2]
  • implementation of a leaderboard contributed to a 250% increase in business usage and adoption 7). [2]

Gamification Market Statistics

  • The gamification market size in 2020 had a global value of $9.1 billion and is predicted to register an impressive growth rate of 27.4%, reaching $30.7 billion by 2025. [0]
  • However, according to a report by Research and Markets, a more modest but still significant growth rate will be experienced by the gamification market, with a CAGR of 24.2% from 2020 until 2030. [0]
  • The Human Resource sector is expected to register the highest growth rate in the gamification market, having a CAGR of 27.8%. [0]
  • By 2020, the education gamification market is estimated to reach$1.5 billion. [3]
  • The gamification market was estimated to be worth$5.5 billionin 2018. [3]
  • By 2021, the estimated global market value of gamification will be$11.94 billion. [3]
  • By 2024, the CAGR of gamification market is estimatedto grow by 30.1%in comparison to 2019. [3]
  • The global game based products and services market isexpected to grow at a compound annual growth rate of 12.9%between now and 2025. [4]
  • Meanwhile, the most recent numbers illustrate a roughly 143% increase, as the market is now valued at $11.94 billion. [4]
  • In fact, the global gamification market is projected to grow from $9.1 billion in 2020 to $30.7 billion by 2025, at a compound annual growth rate of 27.4%. [5]
  • To date, retail is the top adopter of gamified solutions, holding a 28.6% market share. [5]
  • In fact, 93% of marketers love gamification and will continue to implement it in their campaigns. [5]
  • With the global sustainability market set to grow at a CAGR of 26.6% until 2025, we can only expect more companies to adopt gamified green solutions. [5]
  • In fact, it’s become a marketing darling, with 93% of marketers claiming they love gamification. [1]
  • It’s no surprise then that the gamification market is estimated to grow by 30.1% by 2024. [1]
  • Recent numbers suggest a 142% increase, with the market now being valued at $11.94B. 70% of global 2000 companies use gamification in some way. [1]
  • The current gamification market size is estimated between $3 billion and $12 billion, depending on sources. [2]
  • Army30% of americans age to 16 to 24 had a more positive impression towards and has recruited more people than all the other methods combined while costing a fraction of the marketing cost 12) Extraco Bank. [2]
  • Very effective, according to the gamification marketing results we’ve seen After using points and badges to gamify their website, Verizon Wirelessamong half their users.boosted browsing time by 30%. [6]
  • According to this report by Demand Gen, 93% of marketers love gamification. [6]
  • But that’s not all, here are a few other key takeaways from the report 81% of marketers believe interactive content ismore attention grabbingthan its static counterpart. [6]
  • 88% of B2B marketers plan onconverting 10 to 30% of their materialto interactive content. [6]
  • Roughly 70% of marketers believe interactive content issuccessful at converting visitors. [6]

Gamification Software Statistics

  • The most common gamification elements employees encounter are badges (71%), an app or software that scores their performance (59%), virtual or physical rewards (56%), and leaderboards (51%). [0]
  • The work apps or processes that employees would love to become gamified are training software (33%), communication software (30%), contact software (15%), project management software (12%), and document software (10%). [0]
  • In 2019,59% of employeesare granted points on an app or software at the workplace. [3]
  • 33% would like more game like features in their employee training software. [7]
  • 59% say they’re granted points by an app or software at work. [7]
  • In 2018, 85% said they’d spend more time on an app or software because of gamification elements. [7]
  • 97% of employees above the age of 45 agree it would help improve their work while 87% of respondents found it makes them more productive at work and 85% would spend more time on gamified software than traditional technology. [8]
  • In their training and in communication software, according to the 2019 gamification at work report. [9]
  • Gamified software can also have a positive impact on employee morale; the same research shows that 88% of employees say that the gamification in the software they use at work makes them happier. [9]
  • The numbers, outlined in the 2018 LMS Gamification at Work Survey, are clear 80% of employees enjoy using gamification software at work. [10]

Gamification Adoption Statistics

  • implementation of a leaderboard contributed to a 250% increase in business usage and adoption 7). [2]

Gamification Latest Statistics

  • This can be gleaned from the projected growth rates of three major game based products and services custom development services (47.5%), authoring tools and platforms (39.3%), and packaged retail games (31.7%). [0]
  • The biggest user of game based learning solutions is the corporate sector, posting an astounding growth rate of 47.5%. [0]
  • 33% of employees prefer to have game like effects in their training platforms. [0]
  • 83% of employees who undergo gamified training are more motivated at work. [0]
  • 61% of employees receive gamified training. [0]
  • 49% of employees tend to get bored with non. [0]
  • Knowledge retention increases by 30% if an oral and/or text based presentation is accompanied by images, infographics, and other types of visuals. [0]
  • 12% of employees who receive non gamified training are unproductive, higher than those who receive gamified training (3%). [0]
  • The types of training employees would love to receive gamification are corporate compliance training (30%), products and services training (18%), and skills development training (16%). [0]
  • 89% of employees think they would be more productive at work if it were more game. [0]
  • 88% of respondents say that gamification makes them happier at work. [0]
  • 78% of respondents think that companies would be more desirable if their recruitment process is gamified. [0]
  • Game elements at work make 87% of employees feel more socially connected. [0]
  • 72% of employees said that gamification motivates them to work harder. [0]
  • Gamification can increase company productivity by up to 50% and employee engagement by 60%. [0]
  • 86% of young job applicants think that gamification at work is fun and enjoyable. [0]
  • 71% of employees believe that gamification leads to an increase in energy levels. [0]
  • 66% of employees say that gamification at work reduced their stress levels. [0]
  • Game based learning in higher education will experience growth of 15.4% from 2019 to 2024. [0]
  • Challenge based gamification in education leads to an increase of 34.75% in student performance. [0]
  • Furthermore, students who were educated with challenge based gamification raised their performance by up to 89.45% compared to those who only received lectures. [0]
  • 67% of students found gamified learning more motivating and engaging than traditional courses. [0]
  • Game based learning for kids is predicted to be among the leading revenue opportunities for developers from 2019 until 2024, registering a growth of 21.4%. [0]
  • Currently, 55% of students use smartphones in classrooms, 64% use smartphones for their homework, and 65% use laptop computers to do their homework. [0]
  • In addition, due to the COVID 19 pandemic, 93% of households with kids in the US say that the students residing with them are engaged in distance learning, signaling the need for EdTech such as LMS and gamification. [0]
  • Virtual reality based learning games have the highest growth rate among all educational game types through 2024 at 51.9%, followed by evaluation and assessment games at 46.2%, and language learning games at 41.8%. [0]
  • , a gamebased learning supplier from Norway, quickly breached the 90 million user mark and has a 75% growth rate to become one of the fastest growing learning brands in the world. [0]
  • KFC Japan, with the help of gamification group Gamify, created gaming content that led to a 106% increase in store sales. [0]
  • Clothing company Moosejaw implemented a gamified system that increased sales by 76%, made its social media impressions skyrocket to 240,000, and generated an ROI of 560%. [0]
  • Upon the deployment of the Starbucks Rewards app, Starbucks posted a revenue increase of $2.65 billion while its membership program drew in 25% more loyal customers. [0]
  • After implementing a sales gamification tool, Kenco experienced a 45% increase in bottom line sales margin. [0]
  • After gamifying its store, floral wire service Teleflora gained a 105% increase in Facebook referrals and an impressive conversion rate of 92%. [0]
  • Through the use of badges and a point system on its website, Verizon Wireless managed to increase the browsing time of visitors by 30%. [0]
  • LivingSocial decided to turn its annual reviews into gamified experiences, which resulted in more than 90% voluntarily participating. [0]
  • In 2018, there were more than300 million people who suffered from depression, according to the World Health Organization. [3]
  • First thing is first – we need a taste of the cocktail first 95% of employeesenjoy using gaming inspired elements in their work. [3]
  • Gamification participants score14% higher skill. [3]
  • 72% of employeesclaim gamification inspires them to work harder. [3]
  • Using gamification mayincrease newly registered business users by 600%. [3]
  • By 2025, the global gamification sales revenue is estimated to reach$32 billion. [3]
  • Domino’s pizza saw a 30% increase in sales after launching a mobile game app. [3]
  • In 2015, it was expected that more than50% of corporate processeswould be gamified. [3]
  • 80% of US householdsown a gaming device. [3]
  • 89% of survey respondentsclaim that if a task is gamified, they feel eager to complete it and are in a competitive mood. [3]
  • Only3% of peopleremain unproductive during a gamified training. [3]
  • 97% of employeesof age 45+ claim. [3]
  • 50% of startupsincorporate gamified activities in their strategy. [3]
  • Only 28% of people feel motivated during non. [3]
  • Using gamified activitiesincreases motivation by 48%. [3]
  • 69% of employees intend to stay with a company for 3+ years if they use gamified activities. [3]
  • Using gamification can help a company increase customer interactions byup to 40%. [3]
  • 60% of employeeswho undertook gamified training increased their productivity. [3]
  • Did you know By 2025, as much as 75% of the global workforce will consist of millennials. [3]
  • 89% of employeeswould feel more engaged in the workplace if there were gamified activities. [3]
  • 95% of employeesenjoy using gaming elements. [3]
  • As the gamification guru Gabe Zimmermann says Gamification is 75% psychology and 25% technology. [3]
  • 78% of peopleclaim that a gamified recruiting process makes themmore eager to work for the company. [3]
  • In 2019,87% of employeesclaim they feel. [3]
  • 26% of peoplesay they prefer gamified activities that includereal. [3]
  • 30% of employeesclaim that progressing to more difficult levels is theirfavorite gamification elementat the workplace. [3]
  • 53% of studentsof any age sayprofile updatesare the top way of making a class more enjoyable. [3]
  • 89% of respondents in surveyssay that a point system would make them feelmore engagedwith the workflow. [3]
  • 65% of American adultsare video gamers. [3]
  • In 2018,81% of respondentsin surveys claimed that gamified activities boost theirsense of belonging. [3]
  • 60% of US teensplay games on a console. [3]
  • According to Metaary, by 2024, the gamification of learning on the continent will increase by 60.1%. [3]
  • After extensive research, our data analysis team concluded 90% of employeessay gamification makes them more productive at work. [4]
  • On average, employees experience a60% engagement increasewith a gamified work experience. [4]
  • The North American gamification industry, led primarily by the U.S., is valued at 72% of peoplesay gamification motivates them to do tasks and work harder on the job. [4]
  • 70% of global 2000 companies use gamification in some way. [4]
  • As of now, experts report that as much as 70% of Global 2000 companies use gamification. [4]
  • Current data suggests that 70% of the U.S. workforce is uncommitted to their work. [4]
  • Meanwhile, companies with engaged employees are 22% more profitable, 21% more productive and have 10% higher customer satisfaction rates. [4]
  • As game based learning improves employee engagement, productivity, and profitability, more and more global Current data suggests that 70% of the U.S. workforce is uncommitted to their work. [4]
  • A whopping 95% of employees prefer a gamified work experience. [4]
  • Onereportshowed that 78% of surveyed people said that gamification in recruiting would make a company or position more desirable to them. [4]
  • One 30% of employees claim that game based learning is more engaging. [4]
  • While gamification increases the productivty of 90% of workers, it also increases onthe. [4]
  • For instance, a survey of 500businessworkers found that 30% of respondents said that gamification leads to an increased desire to be engaged while at work. [4]
  • Moreover, that same survey discovered that gamification inspires 27% of workers to be more productive at their job site and helps as much as 20% of people stay focused and avoiddistraction at work. [4]
  • Moreover, that same survey discovered that gamification inspires 27% of workers to be more productive at their job site and helps as much as 20% of people stay focused and avoid 61% of U.S. employees receive training with gamification at work. [4]
  • Data illustrates that 83% of workers who receive gamified training feel motivated, while 61% of employees who receive regular training without any gamification elements feel bored. [4]
  • A gamified workspace increases employee happiness by 89%.A sizeable 89% of surveyed workers. [4]
  • For comparison, an estimated 53% of American workers are unhappy at work. [4]
  • A sizeable 89% of surveyed workers said that gamification makes them feel happier and more. [4]
  • An estimated 80 millionwhite collarworkers in the United States are casual gamers. [4]
  • Moreover, a recent survey found that 24% of all U.S. whitecollar office workers play casualvideo gameson the job, and as much as 35% of chiefexecutiveofficers, chief financial officers, and other top level executives play casual games at work. [4]
  • Of the workers who admitted to casual gaming on the job, 65% said they did it at least once a month, with 61% reporting they play games during their lunch hour or break times and 52% claiming they play during their official workday. [4]
  • An estimated 80 million Of the workers who admitted to casual gaming on the job. [4]
  • , 65% said they did it at least once a month, with 61% reporting they play games during their lunch hour or break times and 52% claiming they play during their official workday. [4]
  • Gamification results in 14% high scores on skill. [4]
  • Gamification results in 14% higher scores on skill based knowledgeassessmentsand 11% higher scores on factual knowledge tests according to a study by the University of Colorado. [4]
  • Gamification results in 14% higher scores on skill. [4]
  • An estimated 80% of workplace gamification efforts fail to meet a company’s objectives due to poor planning and design and a lack of creativity and meaning. [4]
  • After launching the program, it was discovered that participating employees outperformed their peers—they improved by 23% in average call handle time, raising customer satisfaction by 9%. [4]
  • Recent studies show that employees experience a 60% engagement increase with gamification. [4]
  • Moreover, a survey of 500 business workers found that 30% of respondents said that gamification also leads to an increased desire to be engaged while at work. [4]
  • Incorporating gamification into everyday work and training helps make mundane tasks fun, which, as a result, increases employee skill retention by approximately 40%, according to Gabe Zichermann,authorof Gamification by Design. [4]
  • Incorporating gamification into everyday work and training helps make mundane tasks fun, which, as a result, increases employee skill retention by approximately 40%, according to Gabe Zichermann,. [4]
  • Gamification has been linked to a 50% improvement in student productivity. [4]
  • With 80% of U.S. workers reporting that gamified learning experiences are more engaging compared to typical training exercises, it’s no surprise that gamification also improves productivity by 50%. [4]
  • Due to the overwhelming success rates that gamification has on students’ learning and test scores, it’s estimated that roughly 75% of all K 8 teachers in the United States use digital games, to some extent, for instruction. [4]
  • 67% of U.S. students prefer gamified learning experiences. [4]
  • Nearly 70% of students prefer gamified classes and learning experiences over traditional education methods, citing increased motivation and engagements as the primary factors drawing them to gamified learning. [4]
  • The global gamification industry is predicted to grow at a compound annual growth rate of 27.4% over the next several years. [4]
  • Gamification in education is expected to grow at a compound annual growth rate of 14% between now and 2025. [4]
  • Internationally, 70% of global 2000 companies use gamification in some way. [4]
  • Across the U.S., data shows that 50% of startups use gamification. [4]
  • Moreover, in the United States, it’s estimated that 80% of American households own at least one gaming device. [4]
  • A whopping 95% of surveyed employees said that they enjoy aspects of gamification at work—these fun aspects of gamification are said to increase employee skill retention by up to 40%. [4]
  • Moreover, an impressive 30% of employees also claim that game based learning is more engaging, which leads to higher gamification success rates. [4]
  • As it stands now, 70% of global 2000 companies and roughly 75% of K 8 teachers in the United States use gamification in some way. [4]
  • Approximately 90% of employees say gamification makes them more productive at work, allowing companies that use gamification techniques to be up to 7 times more profitable than those that do not incorporate gamified elements into their workplaces. [4]
  • “70% Of The Companies In The Global 2000 List Already Use Gamification. [4]
  • In fact, 85% of employees are shown to be more engaged when gamification solutions are applied to their workplace. [5]
  • Furthermore, as gamification focused learning technology experts, we are delighted to see that 90% of survey respondents believe that gamified learning solutions are effective. [5]
  • This will be driven by the region’s dominant number of mobile internet users, with 90% of residents owning a smartphone. [5]
  • Africa shall see the fastest growth rate, with gamification in the region forecasted to expand by 60.1% by 2024. [5]
  • A Gartner report shows that gamification has now been adopted by more than 70% of businesses belonging to the Global 2000 list of companies. [5]
  • This comes as no surprise as 80% of learners are more effective with gamified practices. [5]
  • Moreover, with a whopping 97% of kids playing computer games, teachers will continue to gamify their classroom practices. [5]
  • Gamification has been shown to improve employee engagement by over 60%. [5]
  • Perhaps this is why 87% of businesses are projected to utilise gamified techniques in the next five years. [5]
  • In fact, this has driven 30% of Americans to have a more positive impression of the US army at a fraction of the recruitment cost. [5]
  • Over 54% of new hires report being highly productive after undergoing a gamified training programme. [5]
  • The release of the app increased sales by as much as 30%. [5]
  • Studies show that these gamified initiatives have increased workplace engagement by 48%. [5]
  • What’s more, 72% of workers report feeling motivated to work harder. [5]
  • In a similar vein, gamification has been demonstrated to boost employee productivity by 90%. [5]
  • In turn, this has increased team productivity, leading to an astonishing 1,000% increase in revenue within the first year of launch. [5]
  • Similarly, empathetic managers are what drives 92% of employees to remain in their jobs. [5]
  • Today, millennials account for 35% of our global workforce. [5]
  • By 2025, they will account for 75% of the global population. [5]
  • However, a report prepared by Gallup currently shows that 71% of millenials feel little or no commitment to their work. [5]
  • Furthermore, a Deloitte study shows that 44% of millennial respondents are stressed most of the time. [5]
  • One study shows that 88% of millennials find their job fulfilling when provided with opportunities to make a positive impact. [5]
  • In fact, 74% of consumers get frustrated when they receive content that has nothing to do with their interests. [5]
  • 94% of businesses say personalisation is critical to their success. [5]
  • Similarly, the number of social media users who identify as ‘gamers’ has grown by more than 10 million, or 32% in the last year. [5]
  • In fact, did you know that regular Facebook users are 43% more likely to trust other people than non. [5]
  • After all, social media has been shown to boost engagement metrics by 100. [5]
  • 95% of survey respondents are now more concerned with environmental issues. [5]
  • Today, more than 90% of business leaders consider sustainability to be one of the key drivers for their company’s success. [5]
  • In the US alone, there will be an estimated 290.64 million smartphone users by 2024. [5]
  • Even at present, 83% of leaders believe AI is a strategic priority for their businesses. [5]
  • The findings exceeded projections, resulting in a 300% rise in positive employee outcomes. [5]
  • By 2025, the global gamification sales revenue is estimated to reach $32B. Gamified learning is expected to be valued at $25.7B by 2025. [1]
  • 50% of start ups use gamification. [1]
  • 80% of American households own at least one gaming device because of this, people are approaching this technology with pre grown skills and knowledge related to gaming, and may be more susceptible and adaptive to the system. [1]
  • The industry has seen a whopping 47.5% growth rate in the last few years alone. [1]
  • Game based learning and education have been predicted to generate a revenue of more than $24M by 2024. [1]
  • 78% of people say that a gamified recruiting process makes them more eager to work for the company providing the training. [1]
  • Gamification in education is likely to grow at a compound annual growth rate of 14% by 2025. [1]
  • 61% of U.S employees currently receive training with gamification at work. [1]
  • In fact, gamification results in 14% higher scores on skill based tests, and 11% on factual knowledge tests. [1]
  • 85% of employees show more engagement when gamification solutions are applied in their workplace training programmes. [1]
  • Learners tend to only recall 10% of what they read, and 20% from what they hear. [1]
  • But they can remember up to 90% of an interactive gamified task. [1]
  • Only 3% of people remain unproductive during a gamified training. [1]
  • Gamifying your website can boots browsing time by up to 30% Gamebased motivation increases user. [1]
  • A fully engaged customer tends to net an average of 23% premium in terms of profitability. [1]
  • Actively disengaged customers represent a 13% discount. [1]
  • In retail banking, fully engaged customers bring 37% more annual revenue than disengaged customers. [1]
  • In consumer electronics, engaged shoppers showed 44% more visits per year. [1]
  • They also spent 29% more per visit than unengaged customers. [1]
  • Gamifying a website boosts comments by 13%, social sharing by 22%, and content discovery by 68%. [1]
  • This also can lead to a 100 150% increase in engagement metrics including unique views, page views, community activities, and time on site. [1]
  • 86% of event attendees rated an event app as a top three aspect that made their time at an event more enjoyable. [1]
  • 49% of businesses say that clients interact the most with engagement elements, such as gamification, live polls, and feedback. [1]
  • Participation in a sales event can be increased by 10% by creating a participation. [1]
  • Using gaming strategies, sales meetings and call centres can reduce call time by 15% and improve sales by around 10%. [1]
  • Using games to personalise mobile advertising saw Popchip’s sales rise 40%, leading to $100M in sales. [1]
  • 30% of Americans aged 16 24 had a more positive impression towards gamification in sales. [1]
  • Customer acquisition can be raised by 700% through a gamified system. [1]
  • A gamified system can increase website visits by 108.5%, and can see a conversion rate of 9.38%. [1]
  • 75 percent of the global population will consist of millennials by 2025 – a generation that has experienced life on computers and video games. [11]
  • In most cases, as many as 50% of patients with chronic diseases stray from their prescribed treatments. [11]
  • Children using Zamzee were approximately 60 percent more involved in a randomized controlled trial. [11]
  • SAP Streamwork added gamification in brainstorming groups and grew generated ideas by 58% 3). [2]
  • participation of employee name recognition program increased from 5% to 90%, and recognition scores improved from 45% to 89% 7. [2]
  • Despite the voluntary participation, nearly 92% of targeted employees ended up playing 8). [2]
  • Keas employment wellness program that increased employee engagement with healthy activities by 10,000% 12). [2]
  • Danske Statsbaner through their “Engaged” platform, employees share their actions that support the value and strategy of the company, resulting in 92% positive ratings in content 13). [2]
  • Google designed a Travel Expense System resulting in close to 100% of employee compliance for travel expenses 14) Deloitte. [2]
  • training programs that are gamified took 50% less time to complete and massively improved longterm engagement 15) Engine Yard. [2]
  • increased the response rate for its customer service representatives by 40% after posting response time leaders to all employees 16). [2]
  • Nextjump uses gamification to get 67% of their employees to go to the gym. [2]
  • Bluewolf gamified online conversations and posting increased employee community activity by 57% 18). [2]
  • Ford Canada gamified it’s learning portal for employees and increased actions per user by 100% within 5 weeks 19). [2]
  • Blueshield’s Wellivolution Team gamified system resulted in 80% of employees participating in at least one wellness program, and 50% of employees dropped smoking behavioral 20). [2]
  • “Pre Join” drop out rate by 90% 24). [2]
  • T Mobile dials up employee engagement by 1,000 percent 25). [2]
  • 2) ePrize increased the participation in their sales event by 10% by creating a participation based point economy 3) LiveOps call center reduces call time by 15% and increases sales by over 8% 4). [2]
  • Step2 children’s retailer used PowerReview’s social loyalty scheme to boost up sales with a 300% increase in revenue from Facebook and 600% in contents uploaded 5). [2]
  • 7) Silver Grill Cafe received a 66% Return on Investment for having its waiters/waitresses play a cross. [2]
  • Teleflora gamified its store with a social engagement scheme offering points for actions, increasing traffic from facebook by 105% and conversion rates by 92% 11). [2]
  • raised customer acquisition by 700% through gamified system 13). [2]
  • Hewlett Packard launched Project Everest to give rewards like holidays and other goods to the best reseller teams and saw a 56.4% 20). [2]
  • Grouper.mk A 600% increase in monthly signups. [2]
  • Leadership Academy within three months, daily visitors increased by 46.6% with one user earning the Leadership Academy Graduate Badge, which was expected to take 12 months 3). [2]
  • 4) EMC2 increased the amount of feedback it received by 41% 5). [2]
  • Dosomething.org got a 26% response rate from teen audience to a scavenger hunt game 6). [2]
  • Samsung Nation 500% increase in customer product reviews, and 66% increase in site’s visits when using a gamified system 9). [2]
  • Beta One Microsoft’s Testing Division get a 400% increase in participation for the pre. [2]
  • ) Aetna increased daily healthy activities by 50% with an average engagement of 14 minutes on the site 3). [2]
  • ClinicalAdvisor.com embedded a social platform that improved user submission by 300%, comments by 400%, and Slideshow Visualizations by 53% 4). [2]
  • The World’s Deepest Bin 132% more trash collected compared to conventional bin 6) Piano Stairs66% more of people use the stairs, if they can produce music with it 7. [2]
  • ) Speed Camera Lottery a lottery system that causes a 22% reduction of driving speed 8). [2]
  • Toilette Seat 44% of increase in lifting the toilet seat when urinating 9. [2]
  • a Swiss television network increased sharing by 100% and social referral traffic by 54% with social infrastructure and gamification technologies 3). [2]
  • Muchmusic.com increased their music userbase by 59% 4). [2]
  • Marketo layered a game platform on their community and saw a 71% lift in daily activities, 36% increase in ideas submitted and 48% increase in question replies. [2]
  • Interscope Records the company obtained a 650% increase in engagement and interaction with the website 6. [2]
  • ) Verizon users spend over 30% more time on site with social login games versus a regular site login 7). [2]
  • Allkpop during the week long promotion of game mechanics, the online news site experienced a 104% increase in shares, 36% in comments, and 24% in pageviews. [2]
  • offers mobile publishers a platform for adding game mechanics into apps, increasing 35% in retention and reduced bounce rate by 25%, all while seeing 40x increase in engagement rate in social activities 9). [2]
  • the campaign generated more than 100 million social impressions on SN, as well as a 500% increase in participation rate 10). [2]
  • The interviewer changed the formulation of surveys, obtaining a 98% response rate and a 87.5% in descriptive words within answers 13) BlurbIQ. [2]
  • introduced Interactive Video Interruptions and within two weeks obtained 915% more interaction, 1400% increase in click through rate and 95% increase in recollection 14). [2]
  • Bell Media increased customer retention by 33% by incorporating “social loyalty” rewards on its website 15). [2]
  • Club Psych USA saw a 130% jump in page views and a 40% increase in return visits towards the game 16). [2]
  • the casino gets over 700,000 visits each month by introducing gamification on its website 18) Verizon Wireless more than 50% of site’s user participate in this gamified environment and spend 30% more time on the site 19). [2]
  • Topliners introducing the gamification in the community lifted active users by 55% 20) SAP ERP introducing game mechanics improved user participation with telepresence increasing by 29.75%. [2]
  • GetGlue Has build a community of 2 million users around a gamified t.v. feedback platform, 20% of all social media posts to dedicated t.v. [2]
  • Ask.com uses game mechanics to increase user engagement through real time notifications and activity streams, increasing answered questions by 23% and votes by 58% 23). [2]
  • MuchMusic.com implemented a social loyalty program, rewarding users with tangible gifts such as concert tickets and led to weekly activity increase by 59% 24). [2]
  • Badgeville & Kendall Jackson increase customer engagement by 65% 25) Patient Partner uses gamification to improve medication adherence 1). [2]
  • Beat the GMAT students increase their time spent on site by 370% through a gamified system 2). [2]
  • Devhub a place for Web developers, added gaming feedback and watched in awe as the percentage of users who finished their sites shot up from 10% to 80% 6. [2]
  • 1) Research findings support the impact of levels, badges and a feedback system connected to a study course, results were significant, with 18.5% higher average grade for students enrolled in the gamified course. [2]
  • Results were significant with an increase of 347% of participants returning for recurrent participation. [2]
  • Short term impact showed a 92% increase in comments posted, within this research long term engagement was also measured and an increase of 299% more comments posted was found compared to the control group. [2]
  • The removal of the game mechanics showed a significant result as across the board activities on the social network service dropped by 52%. [2]
  • Results were significant with a 61% increase in participation for online training. [2]
  • Results were significant with users learning via the gamified tutorial showing increased ability by finishing tasks 135% faster compared to the control group. [2]
  • Employees say gamification makes them feel more productive (89%) and happier (88%). [7]
  • 43% of the employees haven’t noticed any gamification elements at work. [7]
  • 61% of the respondents receive training with gamification. [7]
  • 83% of those who receive gamified training feel motivated, while 61% of those who receive non gamified training feel bored and unproductive. [7]
  • 89% believe they’d be more productive if their work was more gamified. [7]
  • 78% of the respondents say that gamification in the recruiting process would make a company more desirable. [7]
  • Here’s a list of the most common gamified elements staff come across, in order of popularity 71% mention badges as the most common gamification element. [7]
  • 56% are awarded virtual or physical rewards for accomplishments. [7]
  • According to our gamification stats, 61% of employees receive gamification in training. [7]
  • 30% picked gamification incorporate compliance trainingfirst. [7]
  • 18% chose training on products and services 16% selected technical skills development training. [7]
  • And this 30% who picked it first don’t want to feel bored while taking it. [7]
  • The good news is that 62% feel motivated. [7]
  • The bad news is that 31% feel bored and unproductive. [7]
  • When gamified elements are added to training, motivation climbs up to 83%, and boredom drops to just 10%. [7]
  • The majority of people who receive non gamified training score really low in motivation (28%). [7]
  • They also find their training boring (49%) and unproductive (12%). [7]
  • 83% feel motivated, and only 13% feel bored or unproductive. [7]
  • In 2018, 81% of respondents said that gamification provided a sense of belonging and purpose in the workplace. [7]
  • This year, the number has grown by 4%. [7]
  • Here are the top 5 most motivating gamification elements according to employees. [7]
  • Employee gamification seems to be boosting competition and eagerness among 89% of the respondents. [7]
  • On top of that, another 89% clearly states that gamification makes them productive at work; a number which, compared to 2018, is higher by only 2%. [7]
  • But, compared to 2014, it’s higher by 10%. [7]
  • In its 2017 report, it was 23.8, and, according to a survey by Workable, in some industries recruitment takes even longer than a month. [7]
  • With 45% saying yes, we can say that recruitainment is slowly becoming more frequent. [7]
  • According to reviews of gamification literature, gamification has been employed mostly in the field of education. [12]
  • According to the self determination theory, the use of these elements, which are considered as achievement related features and immediate performance indicators, is associated with intrinsic motivation for students. [12]
  • Thirty five years ago, 58% of the surveyed universities offered an independent forecasting course. [12]
  • The percentage is reduced to 34.48% of the surveyed business schools based on a more recent study by Kros and Rowe and it is almost the same (50%). [12]
  • The distribution of the performances is illustrated in percentiles with box plot diagrams in Fig. 5, which are further separated into different treatments, including gender, major and educational level. [12]
  • Furthermore, we conducted pairwise multiple comparisons without making assumptions about normality, using the Dunn procedure , with a confidence interval equal to 95%. [12]
  • This group noted the highest improvement regarding the mean values of performances of Group Control equal to 60.67%. [12]
  • Group Play and Group Read follow with improvement equal to 45.45% and 27.68% respectively. [12]
  • 46.870.731 (22.16%)Male935.0716.592.94 0.193 ECE, NTUAFemale1559.9516.0765.910.775 Play(65.45%)Male5959.7415.7065.340.779 (45.44%). [12]
  • 0.424 ECE, NTUAFemale1668.4513.7089.450.935 Read&Play(70.30%)Male6359.7715.2665.430.764 (60.65%)Business AdministrationFemale1747.7917.5332.280.400 (24.38%). [12]
  • Fig. 6 illustrates the students’ performances for each group in percentiles with box. [12]
  • Normality is not confirmed, thus WilcoxonMann Whitney rank sum test was performed, with a confidence interval equal to 95%. [12]
  • So, based on our analysis the use of this gamified application presents an improvement regarding the mean values of performances, equal to 34.75%. [12]
  • In addition, the challenge based gamification may improve students’ performance by up to 89.45% compared to only being present at a lecture. [12]
  • The results demonstrate that the challenge based gamification improves students’ performances by 34.75% regarding a statistical forecasting topic and that the effect was larger for females or engineering students. [12]
  • This increased level of engagement is even more desirable given 89% of employees also reported they would be more productive. [8]
  • For example, Taylor & Francis reported 67% of students found gamified courses more motivating than traditional course. [8]
  • While this figure is high, 2019’s report found an even higher number of respondents had the same answer with 89% of professionals stating they would spend more time on a piece of technology if it incorporated gamification. [8]
  • Ford Motorsand boosted Facebook likes by 600% with gamified content.increased sales by more than $8 million. [6]
  • In contrast, only 70% believe static, or non interactive, content engages visitors. [6]
  • Because, if they’ve earned 25% off a product, they might as well go ahead and buy it. [6]
  • Sign up for your 100% risk free OptinMonster account today!. [6]
  • Over 70% of visitors who abandon your website will never return!. [6]
  • As for how people feel during their employee training it turns out that 62% feel motivated while 31% feel bored and unproductive. [9]
  • As a result, their early turnover went from 25% to 8%. [9]
  • According to the gamification survey, 45% of people have already encountered game like elements during the recruitment process. [9]
  • Another 78% even says it makes a company more desirable. [9]
  • The results highlight that the communication design students who played the games were less afraid of statistics than before and were much more likely to use these methods in their final year project of data visualization. [13]
  • Employees are mostly motivated by intrinsic motivational factors (43%). [10]
  • Extraco Bank increased customer acquisition by 700%. [10]
  • In fact, the growth of gamification in business is so exponential that 87% of retailers will use gamification methods in the next five years. [10]
  • Half of them (46%). [10]
  • The second important aspect of gamification’s future is mobile firstover 50% of all website traffic worldwide coming from mobile phones, gamification in 2019 won’t work unless it’s mobile. [10]
  • The gamification industry is expected to grow to over $2 billion in the U.S. by 2015, according to M2 Research. [14]
  • ( Huffington Post 61% of surveyed CEOs, CFOs, and other senior executives say they take daily game breaks at work. [14]
  • ( Ryan Jenkins By 2014…more than 70% of Global 2000 organizations will have at least one gamified application, driving 50% of all innovation. [14]
  • ( Ryan Jenkins Almost 80% of the learners say that they would be more productive if their university/institution or work was more game. [14]
  • ( Talent LMS Over 60% of learners would be motivated by leaderboards and increased competition among students. [14]
  • 89% say that a point system would increase their engagement with an eLearning application. [14]

I know you want to use Gamification Software, thus we made this list of best Gamification Software. We also wrote about how to learn Gamification Software and how to install Gamification Software. Recently we wrote how to uninstall Gamification Software for newbie users. Don’t forgot to check latest Gamification statistics of 2024.

Reference


  1. financesonline – https://financesonline.com/gamification-statistics/.
  2. martechalliance – https://www.martechalliance.com/stories/gamification-in-marketing-stats-and-trends-for-2024.
  3. yukaichou – https://yukaichou.com/gamification-examples/gamification-stats-figures/.
  4. review42 – https://review42.com/resources/gamification-statistics/.
  5. zippia – https://www.zippia.com/advice/gamification-statistics/.
  6. growthengineering – https://www.growthengineering.co.uk/19-gamification-trends-for-2024-2025-top-stats-facts-examples/.
  7. optinmonster – https://optinmonster.com/gamification-in-marketing/.
  8. talentlms – https://www.talentlms.com/blog/gamification-survey-results/.
  9. intuition – https://www.intuition.com/learning-via-gamification-latest-data-stats-trends/.
  10. aihr – https://www.aihr.com/blog/gamification-in-the-workplace/.
  11. spinify – https://spinify.com/blog/the-state-of-gamification-in-business-in-2019/.
  12. citrusbits – https://citrusbits.com/insightful-gamification-stats-facts-trends/.
  13. sciencedirect – https://www.sciencedirect.com/science/article/pii/S1071581920300987.
  14. tandfonline – https://www.tandfonline.com/doi/full/10.1080/26939169.2021.1997128.
  15. digitalchalk – https://www.digitalchalk.com/resources/blog/tips-tricks/8-surprising-gamification-statistics.

How Useful is Gamification

On the surface, gamification appears to have a multitude of benefits. By tapping into our innate desire for competition, achievement, and rewards, gamified systems have the potential to increase engagement, boost motivation, and enhance user experience. This, in turn, can lead to improved performance, knowledge retention, and overall enjoyment of tasks that would otherwise be considered tedious or unappealing.

Take, for example, the rise of gamified learning platforms in education. By incorporating elements such as progress bars, badges, leaderboards, and points systems into the learning process, students are incentivized to stay on track, complete assignments, and strive for mastery in a way that traditional teaching methods often fail to achieve. The instantaneous feedback and sense of accomplishment that gamification provides can have a significant impact on student engagement and performance, making learning a more interactive and fulfilling experience.

In the realm of health and fitness, gamification has been used to encourage individuals to adopt healthier habits and stick to their fitness goals. Tracking steps, calories burned, and workout time through gaming apps not only turns exercise into a more enjoyable activity but also holds individuals accountable and provides them with tangible rewards for their efforts. This gamified approach to health and wellness has shown promising results in promoting physical activity, improving adherence to fitness regimens, and fostering a sense of community among users.

Similarly, businesses have embraced gamification as a means of increasing productivity, fostering teamwork, and motivating employees. By incorporating gamified elements such as challenges, competitions, and rewards programs into the workplace, companies can boost employee engagement, retention, and performance. Gamified training modules can effectively teach new skills and procedures, while incentive schemes can incentivize employees to meet and exceed targets, driving overall productivity and morale within the organization.

While the potential benefits of gamification are certainly promising, it is essential to acknowledge its limitations and potential pitfalls. Overreliance on gamified systems can lead to a superficial and short-lived engagement that fails to address the underlying issues or motivations for participation. Additionally, not all individuals may respond positively to gamification, as different people have varying preferences, learning styles, and motivations that may not align with gamified approaches.

In conclusion, the true usefulness of gamification ultimately depends on its implementation and context. When used thoughtfully and strategically, gamification can be a powerful tool for engaging, motivating, and inspiring individuals to achieve their goals. However, to fully harness the potential of gamification, it is essential to consider its limitations, tailor it to the needs and preferences of the target audience, and supplement it with meaningful incentives and feedback mechanisms. Only then can we truly unlock the transformative power of gamification in enhancing our lives and experiences.

In Conclusion

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