Sales Gamification Statistics 2022 - Everything You Need to Know


Are you looking to add Sales 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 Sales Gamification statistics of 2022.

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

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

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Best Sales Gamification Statistics

☰ Use “CTRL+F” to quickly find statistics. There are total 414 Sales Gamification Statistics on this page 🙂

Sales 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]

Sales 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]
  • The SAP Community Network regamified its already mature reputation system,increasing usage by 400% and community feedback by 96% SAP Streamwork. [3]
  • Dosomething.orggot a26% response ratefrom teen audience to a scavenger hunt game OpenTextimplementation of a leaderboard contributed toa 250% increase in business usage and adoption. [3]

Sales 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. [4]
  • The gamification market was estimated to be worth$5.5 billionin 2018. [4]
  • By 2021, the estimated global market value of gamification will be$11.94 billion. [4]
  • By 2024, the CAGR of gamification market is estimatedto grow by 30.1%in comparison to 2019. [4]
  • The global game based products and services market isexpected to grow at a compound annual growth rate of 12.9%between now and 2025. [5]
  • Meanwhile, the most recent numbers illustrate a roughly 143% increase, as the market is now valued at $11.94 billion. [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]
  • 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%. [6]
  • To date, retail is the top adopter of gamified solutions, holding a 28.6% market share. [6]
  • In fact, 93% of marketers love gamification and will continue to implement it in their campaigns. [6]
  • 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. [6]
  • The global gamification market is scheduled to grow by 25% between 2020 and 2025, and retail holds the largest share. [7]
  • 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%. [8]
  • According to this report by Demand Gen, 93% of marketers love gamification. [8]
  • 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. [8]
  • 88% of B2B marketers plan onconverting 10 to 30% of their materialto interactive content. [8]
  • Roughly 70% of marketers believe interactive content issuccessful at converting visitors. [8]
  • Companies with strong loyalty marketing programsgrow revenues 2.5 times fasterthan their competitors andgenerate 100 400% higher returnsto shareholders. [9]

Sales Gamification Software Statistics

  • 80% of employees report that they simply enjoy using gamification software solutions at work!. [10]
  • 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. [4]
  • The numbers, outlined in the 2018 LMS Gamification at Work Survey, are clear 80% of employees enjoy using gamification software at work. [11]

Sales Gamification Adoption Statistics

  • implementation of a leaderboard contributed to a 250% increase in business usage and adoption 7). [2]
  • Dosomething.orggot a26% response ratefrom teen audience to a scavenger hunt game OpenTextimplementation of a leaderboard contributed toa 250% increase in business usage and adoption. [3]

Sales Gamification Latest Statistics

  • In a TalentLMS survey on Gamification at Work, 89% of people said that when their work was gamified, they were more productive at work. [10]
  • And it makes since—with 70% of business transformation programs failing due to poor employee engagement. [10]
  • New employees, for example, are 69% more likely to stay with a company for 3 years or more if they are provided well. [10]
  • 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]
  • 75 percent of the global population will consist of millennials by 2025 – a generation that has experienced life on computers and video games. [12]
  • In most cases, as many as 50% of patients with chronic diseases stray from their prescribed treatments. [12]
  • Children using Zamzee were approximately 60 percent more involved in a randomized controlled trial. [12]
  • In 2018, there were more than300 million people who suffered from depression, according to the World Health Organization. [4]
  • First thing is first – we need a taste of the cocktail first 95% of employeesenjoy using gaming inspired elements in their work. [4]
  • Gamification participants score14% higher skill. [4]
  • 72% of employeesclaim gamification inspires them to work harder. [4]
  • Using gamification mayincrease newly registered business users by 600%. [4]
  • By 2025, the global gamification sales revenue is estimated to reach$32 billion. [4]
  • Domino’s pizza saw a 30% increase in sales after launching a mobile game app. [4]
  • In 2015, it was expected that more than50% of corporate processeswould be gamified. [4]
  • 80% of US householdsown a gaming device. [4]
  • 89% of survey respondentsclaim that if a task is gamified, they feel eager to complete it and are in a competitive mood. [4]
  • Only3% of peopleremain unproductive during a gamified training. [4]
  • 97% of employeesof age 45+ claim. [4]
  • 50% of startupsincorporate gamified activities in their strategy. [4]
  • Only 28% of people feel motivated during non. [4]
  • Using gamified activitiesincreases motivation by 48%. [4]
  • 69% of employees intend to stay with a company for 3+ years if they use gamified activities. [4]
  • Using gamification can help a company increase customer interactions byup to 40%. [4]
  • 60% of employeeswho undertook gamified training increased their productivity. [4]
  • Did you know By 2025, as much as 75% of the global workforce will consist of millennials. [4]
  • 89% of employeeswould feel more engaged in the workplace if there were gamified activities. [4]
  • 95% of employeesenjoy using gaming elements. [4]
  • As the gamification guru Gabe Zimmermann says Gamification is 75% psychology and 25% technology. [4]
  • 78% of peopleclaim that a gamified recruiting process makes themmore eager to work for the company. [4]
  • In 2019,87% of employeesclaim they feel. [4]
  • 26% of peoplesay they prefer gamified activities that includereal. [4]
  • 30% of employeesclaim that progressing to more difficult levels is theirfavorite gamification elementat the workplace. [4]
  • 53% of studentsof any age sayprofile updatesare the top way of making a class more enjoyable. [4]
  • 89% of respondents in surveyssay that a point system would make them feelmore engagedwith the workflow. [4]
  • 65% of American adultsare video gamers. [4]
  • In 2018,81% of respondentsin surveys claimed that gamified activities boost theirsense of belonging. [4]
  • 60% of US teensplay games on a console. [4]
  • According to Metaary, by 2023, the gamification of learning on the continent will increase by 60.1%. [4]
  • After extensive research, our data analysis team concluded 90% of employeessay gamification makes them more productive at work. [5]
  • On average, employees experience a60% engagement increasewith a gamified work experience. [5]
  • 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. [5]
  • 70% of global 2000 companies use gamification in some way. [5]
  • As of now, experts report that as much as 70% of Global 2000 companies use gamification. [5]
  • Current data suggests that 70% of the U.S. workforce is uncommitted to their work. [5]
  • Meanwhile, companies with engaged employees are 22% more profitable, 21% more productive and have 10% higher customer satisfaction rates. [5]
  • 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. [5]
  • A whopping 95% of employees prefer a gamified work experience. [5]
  • Onereportshowed that 78% of surveyed people said that gamification in recruiting would make a company or position more desirable to them. [5]
  • One 30% of employees claim that game based learning is more engaging. [5]
  • While gamification increases the productivty of 90% of workers, it also increases onthe. [5]
  • 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. [5]
  • 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. [5]
  • 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. [5]
  • 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. [5]
  • A gamified workspace increases employee happiness by 89%.A sizeable 89% of surveyed workers. [5]
  • For comparison, an estimated 53% of American workers are unhappy at work. [5]
  • A sizeable 89% of surveyed workers said that gamification makes them feel happier and more. [5]
  • An estimated 80 millionwhite collarworkers in the United States are casual gamers. [5]
  • 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. [5]
  • 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. [5]
  • An estimated 80 million Of the workers who admitted to casual gaming on the job. [5]
  • , 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. [5]
  • Gamification results in 14% high scores on skill. [5]
  • 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. [5]
  • Gamification results in 14% higher scores on skill. [5]
  • 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. [5]
  • 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%. [5]
  • Recent studies show that employees experience a 60% engagement increase with gamification. [5]
  • 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. [5]
  • 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. [5]
  • 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,. [5]
  • Gamification has been linked to a 50% improvement in student productivity. [5]
  • 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%. [5]
  • 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. [5]
  • 67% of U.S. students prefer gamified learning experiences. [5]
  • 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. [5]
  • The global gamification industry is predicted to grow at a compound annual growth rate of 27.4% over the next several years. [5]
  • Gamification in education is expected to grow at a compound annual growth rate of 14% between now and 2025. [5]
  • Internationally, 70% of global 2000 companies use gamification in some way. [5]
  • Across the U.S., data shows that 50% of startups use gamification. [5]
  • Moreover, in the United States, it’s estimated that 80% of American households own at least one gaming device. [5]
  • 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%. [5]
  • Moreover, an impressive 30% of employees also claim that game based learning is more engaging, which leads to higher gamification success rates. [5]
  • 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. [5]
  • 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. [5]
  • “70% Of The Companies In The Global 2000 List Already Use Gamification. [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]
  • 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]
  • 89% of people say that gamification makes them more productive at work. [13]
  • 71% of employees believe that gamification leads to an increase in energy levels. [13]
  • Kenco implemented a sales gamification tool that gave them a 45% increase in bottom. [13]
  • In fact, 85% of employees are shown to be more engaged when gamification solutions are applied to their workplace. [6]
  • Furthermore, as gamification focused learning technology experts, we are delighted to see that 90% of survey respondents believe that gamified learning solutions are effective. [6]
  • This will be driven by the region’s dominant number of mobile internet users, with 90% of residents owning a smartphone. [6]
  • Africa shall see the fastest growth rate, with gamification in the region forecasted to expand by 60.1% by 2023. [6]
  • A Gartner report shows that gamification has now been adopted by more than 70% of businesses belonging to the Global 2000 list of companies. [6]
  • This comes as no surprise as 80% of learners are more effective with gamified practices. [6]
  • Moreover, with a whopping 97% of kids playing computer games, teachers will continue to gamify their classroom practices. [6]
  • Gamification has been shown to improve employee engagement by over 60%. [6]
  • Perhaps this is why 87% of businesses are projected to utilise gamified techniques in the next five years. [6]
  • 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. [6]
  • Over 54% of new hires report being highly productive after undergoing a gamified training programme. [6]
  • The release of the app increased sales by as much as 30%. [6]
  • Studies show that these gamified initiatives have increased workplace engagement by 48%. [6]
  • What’s more, 72% of workers report feeling motivated to work harder. [6]
  • In a similar vein, gamification has been demonstrated to boost employee productivity by 90%. [6]
  • In turn, this has increased team productivity, leading to an astonishing 1,000% increase in revenue within the first year of launch. [6]
  • Similarly, empathetic managers are what drives 92% of employees to remain in their jobs. [6]
  • Today, millennials account for 35% of our global workforce. [6]
  • By 2025, they will account for 75% of the global population. [6]
  • However, a report prepared by Gallup currently shows that 71% of millenials feel little or no commitment to their work. [6]
  • Furthermore, a Deloitte study shows that 44% of millennial respondents are stressed most of the time. [6]
  • One study shows that 88% of millennials find their job fulfilling when provided with opportunities to make a positive impact. [6]
  • In fact, 74% of consumers get frustrated when they receive content that has nothing to do with their interests. [6]
  • 94% of businesses say personalisation is critical to their success. [6]
  • Similarly, the number of social media users who identify as ‘gamers’ has grown by more than 10 million, or 32% in the last year. [6]
  • In fact, did you know that regular Facebook users are 43% more likely to trust other people than non. [6]
  • After all, social media has been shown to boost engagement metrics by 100. [6]
  • 95% of survey respondents are now more concerned with environmental issues. [6]
  • Today, more than 90% of business leaders consider sustainability to be one of the key drivers for their company’s success. [6]
  • In the US alone, there will be an estimated 290.64 million smartphone users by 2024. [6]
  • Even at present, 83% of leaders believe AI is a strategic priority for their businesses. [6]
  • The findings exceeded projections, resulting in a 300% rise in positive employee outcomes. [6]
  • In Ask Your Target Market’s latest survey, 17% of respondents said that they have shopped online in the past day. [14]
  • 33% have in the past week. [14]
  • And 23% have within the past month. [14]
  • Just 6% of respondents have shopped using a mobile app within the past day. [14]
  • 9% have done so in the past week. [14]
  • And another 9% have shopped using mobile apps within the past month. [14]
  • In general, 37% of respondents said that they generally enjoy shopping online or on their mobile devices. [14]
  • 55% said that they enjoy shopping online more than they enjoy shopping in stores. [14]
  • And 72% said that they are more likely to make purchases if they find the shopping process to be enjoyable. [14]
  • Overall, just 15% of respondents said that they have shopped with ecommerce businesses that incorporated interactive shopping features many times. [14]
  • 21% said they’ve shopped using those types of sites or apps just once. [14]
  • And the remaining 14% were unsure. [14]
  • Overall, 38% of respondents said that they like when companies include games or interactive features along with the shopping experience. [14]
  • 36% said that they are more likely to visit sites that include interactive features. [14]
  • And 30% said they are more likely to purchase from sites that have interactive features. [14]
  • However, 39% said that it is possible for those interactive features to distract them from actually completing purchases. [14]
  • 48% of respondents said that they like when sites or apps allow shoppers to earn points by making purchases. [14]
  • 38% like when they can earn points by doing other online activities. [14]
  • 36% like the ability to try out or view different product features in action. [14]
  • 35% like the ability to change colors or other features to build a sort of custom product. [14]
  • 25% like the ability to swipe or favorite products so that they can get a more personal selection of products going forward. [14]
  • 24% like the ability to input personal information or preferences so they can more easily locate the right products for them. [14]
  • And another 24% like filling out questionnaires or quizzes to find the best products for them. [14]
  • added gamification in brainstorming groups andgrew generated ideas by 58%. [3]
  • The company saves $380,000 per year Slalom Consultingparticipation of employee name recognition program increased from 5% to 90%, and recognition scoresimproved from 45% to 89%. [3]
  • Keasemployment wellness program that increased employee engagement with healthy activitiesby 10,000%. [3]
  • Nextjump uses gamification to get67% of their employees to go to the gym. [3]
  • Bluewolfgamified online conversations and postingincreased employee community activity by 57%. [3]
  • Ford Canadagamified it’s learning portal for employees andincreased actions per user by 100% within 5 weeks. [3]
  • Blueshield’s WellivolutionTeam gamified system resulted in 80% of employees participating in at least one wellness program, and50% of employees dropped smoking behavioral. [3]
  • call centerreduces call time by 15% and increases sales by over 8%. [3]
  • Step2children’s retailer used PowerReview’s social loyalty scheme to boost up sales with a 300% increase in revenue from Facebookand. [3]
  • toreduce call time by 15% and improved sales by around 10% Popchips uses games to personalize mobile advertising and has seen itssales rise 40% leading to $100 million in sales. [3]
  • Telefloragamified its store with a social engagement scheme offering points for actions, increasing traffic from facebook by105% and conversion rates by 92%. [3]
  • Kill The Paper Invoice increased websitevisits by 108.5%, and a conversion rate of 9.38%through a gamfiied system. [3]
  • Sneakpeeq.com increased theirconversion rate by 18% with a 3000% liftin total numer of clickper buy Ford Escape Route. [3]
  • within three months, daily visitorsincreased by 46.6%with one user earning the Leadership Academy Graduate Badge, which was expected to take 12 months Microsoftobtained16x. [3]
  • more feedbackby people through its Communicate Hope gamified system EMC2increased the amount offeedback it received by 41%. [3]
  • Volkswagengot33 million webpage hits and 119,000 ideasthrough its People’s Car Project that lets people design their “perfect car” Samsung Nation500% increase in customer product reviews, and 66% increase in site’s visitswhen using a gamified system. [3]
  • Beta One Microsoft’s Testing Division get a400% increase in participationfor the pre release testing OPower reduced measurable energy consumption byover. [3]
  • $100M Aetna increased dailyhealthy activities by 50%with an average engagement of 14 minutes on the site. [3]
  • ClinicalAdvisor.comembedded a social platform that improveduser submission by 300%, comments by 400%, and Slideshow Visualizations by 53% Bottle Bank Arcadegamified bottle bank was used 50 times more than conventional bottle bank. [3]
  • The World’s Deepest Bin132% more trash collectedcompared to conventional bin Piano. [3]
  • a Swiss television networkincreased sharing by 100%and social referral traffic by 54% with social infrastructure and gamification technologies Muchmusic.com increased their musicuserbase by 59%. [3]
  • Marketo layered a game platform on their community and saw a71% lift in daily activities, 36% increase in ideas submitted and 48% increase in question replies. [3]
  • More than a GameThe interviewer changed the formulation of surveys, obtaining a98% response rate and a 87.5% in descriptive wordswithin answers. [3]
  • BlurbIQintroduced Interactive Video Interruptions and within two weeksobtained 915% more interaction, 1400% increase in click through rate and 95% increase in recollection. [3]
  • 33%by incorporating “social loyalty” rewards on its website Club Psych USAsaw a 130% jump in page views anda 40% increase in return visits towards the game American Expressthe company has gottenover 2 millions. [3]
  • improved user participation with telepresenceincreasing by 29.75%. [3]
  • GetGlueHas build a community of 2 million users around a gamified t.v. feedback platform, 20% of all social media posts to dedicated t.v. [3]
  • Ask.comuses game mechanics to increase user engagement through real time notifications and activity streams, increasinganswered questions by 23% and votes by 58%. [3]
  • MuchMusic.comimplemented a social loyalty program, rewarding users with tangible gifts such as concert tickets and led toweekly activity increase by 59% Beat the GMATstudents increase theirtime spent on site by 370%through. [3]
  • Devhub a place for Web developers, added gaming feedback and watched in awe as the percentage of users who finished their sitesshot up from 10% to 80%. [3]
  • Results were significant with anincrease of 347% of participants returningfor recurrent participation. [3]
  • showed92% increase in comments posted,within this researchlong term engagementwas also measured and anincrease of 299%more comments posted was found compared to the control group. [3]
  • Theremoval of the game mechanicsshowed a significant result as across the boardactivitieson the social network servicedropped by 52%. [3]
  • a 61% increase in participationfor an online training. [3]
  • Results were significant with users learning via the gamified tutorial showingincreased ability by finishing tasks 135% fastercompared to the control group. [3]
  • Employees are mostly motivated by intrinsic motivational factors (43%). [11]
  • Extraco Bank increased customer acquisition by 700%. [11]
  • In fact, the growth of gamification in business is so exponential that 87% of retailers will use gamification methods in the next five years. [11]
  • Half of them (46%). [11]
  • 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. [11]
  • According to our results, the average popup conversion rate is 11.09%. [15]
  • When we took a look at the top 10% of our popups, we found that their average conversion rate was 42.35%. [15]
  • Since so many people visit websites via mobile devices (a whopping 61% of site visits in 2020). [15]
  • The average desktop conversion rate was 9.69%, while… …mobile popups converted at 11.07%. [15]
  • Unsurprisingly, our cart abandonment popups had the highest average conversion rate 17.12%. [15]
  • But we see the highest conversion rates for those that offer an incentive like free shipping or 10% off. [15]
  • In fact, they have a 13.23% average conversion rate. [15]
  • So it’s no surprise that the average conversion rate is 12.62%. [15]
  • Seasonal popups have an 11.88% average conversion rate. [15]
  • These popups provide a great user experience and have a 10.09% average conversion rate. [15]
  • Our incentive free email popups had a 5.10% average conversion rate. [15]
  • For example, Brand Growth Experts achieved an 8.33% conversion rate with a simple newsletter promotion popup. [15]
  • Offering an ebook in exchange for subscribing to your newsletter is a much higher converting approach to gathering emails—a 7.49% success rate. [15]
  • Here we’ve got a slight improvement too a 7.65% average conversion rate!. [15]
  • As we’ve seen, our lucky wheel popups (13.23%) perform better than other types of email popups (5.10% – 7.65%). [15]
  • Our data indicates that their average conversion rate is 15.2%. [15]
  • Seasonal popups convert at over 11%. [15]
  • The average conversion rate for popups with a countdown timer is 14.41%, in contrast to 9.86% for those without. [15]
  • Popups with images have an 11.09% conversion rate, while those without images convert 11.08% of the time. [15]
  • Popups that take up the entire browser window can lead to a conversion of 14.40%. [15]
  • As we saw, the average conversion rate of popups was 11.09%. [15]
  • Gamification has been shown to increase customer acquisitions by as much as 700%. [7]
  • Gamification tactics raised engagement and loyalty by 30% for brands such as Walgreens, eBay, Threadless and more. [7]
  • Yet 80% of companies are currently under. [7]
  • Recent research by McKinsey shows 75% of consumers have tried different products during the pandemic, and 60% plan to integrate new brands into their lives as the pandemic winds down. [7]
  • Research indicates that 80% of consumers are more likely to make a purchase when brands have offered a personalized experience. [7]
  • Ford Motorsand boosted Facebook likes by 600% with gamified content.increased sales by more than $8 million. [8]
  • In contrast, only 70% believe static, or non interactive, content engages visitors. [8]
  • Because, if they’ve earned 25% off a product, they might as well go ahead and buy it. [8]
  • Sign up for your 100% risk free OptinMonster account today!. [8]
  • Over 70% of visitors who abandon your website will never return!. [8]
  • You spend thousands of dollars training each sales rep each year, but research shows that 84% of sales training content is lost after 90 days. [16]
  • 32% of a sales manager’s time is spent on managing people. [16]
  • 26% of a sales manager’s time is spent on managing information. [16]
  • 23% of a sales manager’s time is spent on customer interaction. [16]
  • 15% of a sales manager’s time is spent on administrative tasks. [16]
  • 4% of a sales manager’s time is spent on control. [16]
  • The bottom 25% of sales managers were performing at 76% of their target. [16]
  • The middle 50% of sales managers were performing at 99% of their target. [16]
  • The top 25% of sales managers were performing at 115% of their target. [16]
  • Topperforming sales managers achieve 39% more of their target than bottom. [16]
  • That same study also looked at the percentage of reps achieving quota The bottom 25% of sales managers had 47% of reps achieving quota. [16]
  • The middle 50% of sales managers had 48% of reps achieving quota. [16]
  • The top 25% of sales managers had 65% of reps achieving quota. [16]
  • While the middle performing sales managers were at 99% of their target, only 48% of their reps were hitting quota. [16]
  • The top 25% of sales managers drive more consistent performance in their sales teams. [16]
  • Companies who allocate 25 50% of overall sales training budget toward management training outperform their goal by 6%. [16]
  • Companies who allocate more than 50% of overall sales training budget toward management training outperform their goal by 15%. [16]
  • Members of top performing loyalty programs are77% more likelyto choose your brand over the competition. [9]
  • 20% of your current customers will make up80% of your company’s future revenue. [9]
  • A 5% increase in customer retentionincreases profits by 25% to 95%. [9]
  • Integrating a loyalty program with your e commerce platform canincrease average order quantity by 319%. [9]
  • 64% of companiessay their loyalty program is the best way to connect with customers. [9]
  • 63% of Millennial and Gen Z shopperswill not commit to brand that doesn’t have a loyalty program. [9]
  • 67% morethan their peers. [9]
  • 71% of loyalty program memberssay that their membership is an important part of their relationship with the sponsoring brand. [9]
  • 65% of businessesuse their loyalty program to attract new customers. [9]
  • 57% of businesseslist building stronger emotional brand connections with customers as their primary goal 50%use their loyalty program to gain insight and data about their customers. [9]
  • 49%use their program to increase word of mouth referrals. [9]
  • 42% of companiesuse their customer loyalty program to cross sell products and services. [9]
  • 31% of loyalty programsare designed to increase customer spend or increase e. [9]
  • 23% of businessesuse their loyalty program to re. [9]
  • Over 57% of membersprefer to interact with their loyalty program on mobile devices. [9]
  • 56% of membersprefer one loyalty program over another because of easeof use and accessibility. [9]
  • 181% more companiesplan to incorporate elements ofgamificationinto their customer loyalty programs in the next 5 years. [9]
  • Loyalty program emails have up to a55% open rateand17% click through rate– two times and eight times higher than MailChimp benchmarks !. [9]
  • 36% of customersprefergift cardanddebit cardprograms. [9]
  • Consumers are56% more likelyto join customer loyalty programs that offer tiered rewards and exclusive treatment for top customers. [9]

I know you want to use Sales Gamification Software, thus we made this list of best Sales Gamification Software. We also wrote about how to learn Sales Gamification Software and how to install Sales Gamification Software. Recently we wrote how to uninstall Sales Gamification Software for newbie users. Don’t forgot to check latest Sales Gamification statistics of 2022.

Reference


  1. financesonline – https://financesonline.com/gamification-statistics/.
  2. martechalliance – https://www.martechalliance.com/stories/gamification-in-marketing-stats-and-trends-for-2022.
  3. yukaichou – https://yukaichou.com/gamification-examples/gamification-stats-figures/.
  4. medium – https://medium.com/octalysis/a-comprehensive-list-of-90-gamification-cases-with-roi-stats-bd830f81a67.
  5. review42 – https://review42.com/resources/gamification-statistics/.
  6. zippia – https://www.zippia.com/advice/gamification-statistics/.
  7. growthengineering – https://www.growthengineering.co.uk/19-gamification-trends-for-2022-2025-top-stats-facts-examples/.
  8. idomoo – https://blog.idomoo.com/gamification-in-retail-the-interactive-trend-driving-loyalty-and-sales/.
  9. optinmonster – https://optinmonster.com/gamification-in-marketing/.
  10. incentivesolutions – https://www.incentivesolutions.com/blog/loyalty-program-statistics-2020/.
  11. ambition – https://ambition.com/blog/entry/2021-02-16-sales-gamification-numbers/.
  12. spinify – https://spinify.com/blog/the-state-of-gamification-in-business-in-2019/.
  13. citrusbits – https://citrusbits.com/insightful-gamification-stats-facts-trends/.
  14. hubspot – https://blog.hubspot.com/sales/the-psychology-of-sales-gamification.
  15. aytm – https://aytm.com/blog/ecommerce-gamification-survey/.
  16. optimonk – https://www.optimonk.com/popup-statistics/.
  17. leveleleven – https://leveleleven.com/2016/08/14-sales-management-statistics-every-cfo-know/.

In Conclusion

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We tried our best to provide all the Sales Gamification statistics on this page. Please comment below and share your opinion if we missed any Sales Gamification statistics.

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