Breaking Five of the Top Gamification Myths

Designing Digitally


Gamification Learning Myths

Several organizations are warming up to the idea of using gamification to train their employees. As per a research by MarketsandMarkets, the gamification sector is expected to reach the $11 billion mark by 2020. However, there are still a large number of organizations that are not sure of the benefits offered by gamifying their training needs. They are trapped in the maze of widespread myths about gamification.

Let us debunk five of the top myths about gamification.

#1: Gamification has nothing to do with serious business

This myth is prevalent. After all, fun and games do not sync with serious business. Games are usually associated with something we do outside work. But, games keep the users engaged and invested. So, why can’t the same principles be used in business learning? Gamification has fun elements integrated into the learning process. But that does not mean that it cannot get serious business done. In reality, it is used as a more engaging way of training employees.

#2: Gamification is all about leaderboards, points, and badges

The extrinsic rewards in gamification deal with points, badges, medals, and leaderboards. But they cannot be the only motivating factor for employees. A good gamification strategy concentrates on intrinsic rewards too. Intrinsic motivation makes the learners want to engage with the learning, and not just take the course for the sake of rewards. A good gamification strategy works on building intrinsic motivators that drive learner behavior with the help of internal rewards, like a boost in confidence, enjoyment, and so on.

#3: Gamification is not effective for corporate training

Some believe that adding elements of gaming in the corporate environment will not work. It will turn the focus of the employees on competition, and that will hamper learning. But, that’s been proven to not be true. On the contrary, gamification enhances motivation with the help of rewards. Learners are more engaged and invested in the learning. By analyzing the real needs of the target audience during the needs analysis phase, the best decisions can be made regarding which gaming elements to implement.

#4: Gamification is perfect for all situations

There is no solution that fits all situations. Every organization has its own unique learning needs. Just because it is cool to gamify, does not mean it should be applied in every situation. Analyzing the real problem, gauging the target audience, and conducting a thorough cost-benefit analysis, must be accomplished before deciding if this is the right way forward. Implementing gamification into your workforce should only be undertaken if it is the best approach to achieve the desired learning outcomes.

#5: Gamification is just a fad

Gamification may not work in all situations. But that does not mean that it’s just a fad and does not work at all! Gamification of learning is a strategy that works if implemented well.

At Designing Digitally, Inc., we work with our clients to educate them about gamification and gauge for themselves how it can benefit their business. We take successful gaming principles and apply them to your corporate environment in a manner that helps achieve your learning goals.

Get in touch with our team to discuss the perfect gamification strategy for your learning needs.