Gamification is the use of techniques and mechanics that are typically found in games in professional settings with the purpose of improving people’s motivation, increasing productivity or facilitating learning, just to name some of its benefits. Even though the concept is not new, the rise of digital technologies is the element that allows its application to any sector and work environment, in internal organizations and also reaching clients or providers in extended organizations.
Its use is of particular interest to generate a creative, innovative and result-oriented organizational culture. For this reason, gamification processes are highly recommended in large, complex organizations, since they facilitate internal communication mechanisms and allow for a unification of working methods. They are also quite useful at training our personnel in business methodologies and business processes.
Sales teams, operations and support groups, marketing areas, human resources or technology departments, or contact center services, just to name a few examples, are potential targets of gamification processes within companies.
On the other hand, and as part of its advanced training support aspect, gamification is the main strategy to improve the learning process of students and make teaching easy for instructors. It is particularly useful in business schools and in-company training.
Increase productivity in organizations
Encourage individuals to participate in the performance of tasks and processes, improve learning and problem solving
There are many benefits that stem from the use of gamification within organizations, even though those that are more commonly known are associated with improving productivity, boosting motivation and fostering learning. Some of them are:
However, a detailed analysis of several cases of gamification applied to companies allows us to detect additional benefits, such as those shown in the annexed graph.
Choosing a theme that is in line with the professional setting where the gamification is to be applied, including traditional elements of the gaming world, such as scoring points and obtaining rewards by accomplishing goals, allowing a group of users to form a team and have common challenges and objectives, or letting users see their progress in a scoreboard are typical examples of the use of gamification. The following graph shows the most common elements of gamification processes.