250+ statistics about gamification
The gamification market will reach around $30 billion by 2025 Web tribunal
Game-based motivation boosts engagement by 48% Web tribunal
Challenge-based gamification in the field of education leads to a 34.75% increase in student performance Web tribunal
KFC Japan and Gamify developed gaming content which increased store sales by 106% Web tribunal
83% of employees feel more motivated when training is gamified Web tribunal
Retail holds 28.6% of the global gamification sector Web tribunal
The US army implemented a gamified platform in its recruitment process Web tribunal
87% of the respondents in a 2019 survey shared that gamification brings a sense of belonging and purpose in the workplace Web tribunal
89% of people would spend extra time on an application if it includes game elements Web tribunal
90% of employees say gamification makes them more productive at work Zippia
On average, employees experience a 60% engagement increase with a gamified work experience Zippia
Companies that use gamification are seven times more profitable than those that do not use gamified elements at work—whether with employees or consumers Zippia
The North American gamification industry, led primarily by the U.S., is valued at $2.72 billion Zippia
72% of people say gamification motivates them to do tasks and work harder on the job Zippia
67% of students agree that gamified learning is both more engaging and motivating than traditional classes Zippia
The global gamification industry is predicted to grow at a compound annual growth rate of 27.4% over the next several years Zippia
70% of global 2000 companies use gamification in some way Zippia
A whopping 95% of employees prefer a gamified work experience Zippia
30% of employees claim that game-based learning is more engaging Zippia
61% of U.S. employees receive training with gamification at work Zippia
A gamified workspace increases employee happiness by 89% Zippia
About one-half of American workers are casual gamers outside of work Zippia
Gamification results in 14% high scores on skill-based assessments Zippia
Gamification has been linked to a 50% improvement in student productivity Zippia
In some instances, gamification can improve student test scores by as much as 34% Zippia
67% of U.S. students prefer gamified learning experiences Zippia
Gamified learning is expected to be valued at $25.7 billion by 2025 Zippia
Over the last five years, the global gamification market has grown by $7.03 billion Zippia
Internationally, 70% of global 2000 companies use gamification in some way. Zippia
Across the U.S., data shows that 50% of startups use gamification. Moreover, in the United States, it’s estimated that 80% of American households own at least one gaming device Zippia
Gamification users can get 14% higher success in skill-based works Elemens
More than 80% of workers claim Gamification have motivated them Elemens
More than three-fourth of the young generation wants Gamification during medical treatment Elemens
More than 92% of marketers in love with Gamification Elemens
Gamification is teaching more than a billion students Elemens
Gamification expands engage ratio up to 30% in a website Elemens
78% of the employees think using Gamification makes a company more desirable Elemens
LivingSocial decided to turn its annual reviews into gamified experiences, which resulted in more than 90% voluntarily participating financesonline
Through the use of badges and a point system on its website, Verizon Wireless managed to increase the browsing time of visitors by 30% financesonline
Microsoft licensed Minecraft: Education Edition to 2 million users in 2017. Two years after, its user base soared to more than 5 million financesonline
After gamifying its store, floral wire service Teleflora gained a 105% increase in Facebook referrals and an impressive conversion rate of 92% financesonline
Target created an app through which users can create Christmas wish lists, which generated 75,000 initial downloads. During the holiday season, the app amassed over 100,000 wish lists, 1.7 million entered items, and potential sales of $92.3 million financesonline
British luxury fragrance brand Molton Brown had its Christmas film, as part of its digital campaign, gamified through the app Finding Poppy, which resulted in 47,685 new raffle draw entries, 32,367 new users, 21,967 referrals, and 18,983 new additions to its mailing list financesonline
After implementing a sales gamification tool, Kenco experienced a 45% increase in bottom-line sales margin financesonline
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 financesonline
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% financesonline
M&M’s created a gaming app, Eye Spy Pretzel, which helped the brand rack up 25,000 new Facebook likes and 6,000 shares financesonline
Software company Autodesk, upon leveraging gamification, lifted its trail usage rate by 40% and conversion rates by 15% financesonline
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% financesonline
Microsoft’s gamified operations have led to 3.5 times more engaged employees who used updated product information for selling financesonline
Duolingo, which leverages gamification in teaching languages to users for free via mobile, has grown its user base to over 300 million financesonline
Kahoot!, a game-based 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 financesonline
After launching its Roblox Education program in 2018, Roblox had more than 90 million active users in the following year, reaching more than 650,000 worldwide financesonline
Foursquare, when it incorporated gamification in its mobile application, grew 10 times its size in five years financesonline
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% financesonline
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 financesonline
The use of technology in schools around the world will continue to grow. Currently, 55% of students use smartphones in classrooms, 64% use smartphones for their homework, and 65% use laptop computers to do their homework financesonline
The revenues of learning games for young kids are projected to increase by nearly three times by 2024 financesonline
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% financesonline
Gamification is one of the top 10 must-have features of a learning management system financesonline
67% of students found gamified learning more motivating and engaging than traditional courses financesonline
students who were educated with challenge-based gamification raised their performance by up to 89.45% compared to those who only received lectures financesonline
Challenge-based gamification in education leads to an increase of 34.75% in student performance financesonline
66% of employees say that gamification at work reduced their stress levels financesonline
71% of employees believe that gamification leads to an increase in energy levels financesonline
86% of young job applicants think that gamification at work is fun and enjoyable financesonline
Gamification can increase company productivity by up to 50% and employee engagement by 60% financesonline
The conversion rates of websites with interactive content are nearly six times higher than those without it financesonline
72% of employees said that gamification motivates them to work harder financesonline
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%) financesonline
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%) (TalentLMS, 2019) financesonline
Game elements at work make 87% of employees feel more socially connected financesonline
78% of respondents think that companies would be more desirable if their recruitment process is gamified financesonline
88% of respondents say that gamification makes them happier at work financesonline
89% of employees think they would be more productive at work if it were more game-like financesonline
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%) financesonline
12% of employees who receive non-gamified training are unproductive, higher than those who receive gamified training (3%) financesonline
Knowledge retention increases by 30% if an oral and/or text-based presentation is accompanied by images, infographics, and other types of visuals financesonline
49% of employees tend to get bored with non-gamified training financesonline
61% of employees receive gamified training financesonline
83% of employees who undergo gamified training are more motivated at work financesonline
33% of employees prefer to have game-like effects in their training platforms financesonline
Game-based learning and education will generate a revenue of more than $24 million by 2024 financesonline
In a 2019 to 2024 forecast of game-based learning growth rates for seven regions, Western Europe emerged with the highest growth rate of 47.2%, Eastern Europe followed at 42.2%, Africa 41.3%, the Middle East 36.2%, North America 35.2%, Latin America 30.1%, and the Asia-Pacific 27% financesonline
The biggest user of game-based learning solutions is the corporate sector, posting an astounding growth rate of 47.5% financesonline
What are organizations looking to buy? 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%) financesonline
The Human Resource sector is expected to register the highest growth rate in the gamification market, having a CAGR of 27.8% financesonline
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 financesonline
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 financesonline
The Global Gamification Market Is Valued at Around $11.94 Billion storyly
Gamification in Retail Has Fueled a 700% Boost in Customer Acquisitions storyly
Companies that use Gamification at work—whether with employees or customers—are seven times more profitable than those that do not enterpriseappstoday
72% of respondents believe that Gamification stimulates them to work harder and do more of the assigned tasks enterpriseappstoday
Employee engagement rises by 60% on average when they work in a gamified environment enterpriseappstoday
The gamification market in North America is worth $2.72 billion, with the United States leading the way enterpriseappstoday
Between now and 2025, the global market for game-based products and services is expected to grow at 12.9% CAGR enterpriseappstoday
Student productivity has been shown to increase by 50% due to gamification enterpriseappstoday
The gamification in learning market is expected to grow to $2317 billion in 2026 soocial
North America is the leading market for gamification in education soocial
The corporate training segment for gamification is growing faster than the academic segment soocial
The VR-based learning game market is growing at a rate of 51.9% soocial
The corporate segment growth rate for learning-based games is 47.5% soocial
83% of employees feel more motivated when training is gamified soocial
Deloitte increased the number of users that returned to its leadership learning site by 46.6% by implementing gamification soocial
30% of employees would like more gamification in compliance training soocial
Adult learners score 14% higher on skill-based tests following gamified training soocial
Learners remember up to 90% of what they learn in a gamified task soocial
20.4% of students say quizzes and puzzles are the best remote teaching tool soocial
Gamification can improve math test scores by 34% soocial
67.7% of students find gamified courses more motivating than traditional courses soocial
Gamified training in cyber security increases activation rates by 43% soocial
Gamified training can improve student performance by up to 89.45% soocial
89% of employees would spend longer using a software or app with gamified elements soocial
Gamification increases students’ willingness to learn soocial
89% say that a point system would increase their engagement with an eLearning application webinarcare
Over 60% of learners would be motivated by leaderboards and increased competition among students webinarcare
Almost 80% of the learners say that they would be more productive if their university/institution or work was more game webinarcare
By 2014…more than 70% of Global 2000 organizations will have at least one gamified application, driving 50% of all innovation webinarcare
61% of surveyed CEOs, CFOs, and other senior executives say they take daily game breaks at work webinarcare
45% of people have already encountered game like elements during the recruitment process webinarcare
Gamification can increase company productivity by up to 50% and employee engagement by 60% webinarcare
66% of employees say that gamification at work reduced their stress levels webinarcare
55% of students use smartphones in classrooms, 64% use smartphones for their homework, and 65% use laptop computers to do their homework webinarcare
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 webinarcare
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% webinarcare
In the US alone, there will be an estimated 290.64 million smartphone users by 2024 webinarcare
83% of leaders believe AI is a strategic priority for their businesses webinarcare
50% of start ups use gamification webinarcare
Game based learning and education have been predicted to generate a revenue of more than $24M by 2024 webinarcare
Gamification in education is likely to grow at a compound annual growth rate of 14% by 2025 webinarcare
gamification results in 14% higher scores on skill based tests, and 11% on factual knowledge tests webinarcare
85% of employees show more engagement when gamification solutions are applied in their workplace training programmes webinarcare
Learners tend to only recall 10% of what they read, and 20% from what they hear webinarcare
Only 3% of people remain unproductive during a gamified training webinarcare
49% of businesses say that clients interact the most with engagement elements, such as gamification, live polls, and feedback webinarcare
Participation in a sales event can be increased by 10% by creating a participation webinarcare
Over 70% of visitors who abandon your website will never return webinarcare
the challenge based gamification may improve students’ performance by up to 89.45% compared to only being present at a lecture webinarcare
the use of this gamified application presents an improvement regarding the mean values of performances, equal to 34.75% webinarcare
gamification has been employed mostly in the field of education webinarcare
78% of the respondents say that gamification in the recruiting process would make a company more desirable webinarcare
Employees say gamification makes them feel more productive (89%) and happier (88%) webinarcare
89% of people say that gamification makes them more productive at work and 71% of employees believe that gamification leads to an increase in energy levels startmyllc
78% aged between 25 and 44 have said that they would like the use of some sort of gamification in their treatment startmyllc
12% of employees who receive non-gamified training are unproductive, higher than those who receive gamified training (3%) startmyllc
Gamification at work, according to 66% of workers, has made them less stressed out startmyllc
Compared to typical classes, gamified learning was more interesting and inspiring for 67% of students startmyllc
According to eLearning Industry (2020), 71% of workers think that gamification boosts their energy levels startmyllc
Employees are motivated to work harder by gamification, according to 72% of them startmyllc
83% of workers who participate in gamified training report higher levels of motivation at work startmyllc
From 2019 through 2024, game based learning for youngsters is expected to rank among the top income potential for developers, growing by 21.4% startmyllc
Game-based learning in higher education will experience growth of 15.4% from 2019 to 2024 startmyllc
Gamification may boost employee engagement and corporate productivity by up to 60% startmyllc
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 startmyllc
LivingSocial decided to turn its annual reviews into gamified experiences, which resulted in more than 90% voluntarily participating startmyllc
the software business Autodesk increased conversion rates by 15% and trail utilization by 40% startmyllc
With a CAGR of 27.8%, the Human Resource industry is anticipated to develop at the fastest pace in the gamification market startmyllc
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 startmyllc
Companies who allocate 25-50% of overall sales training budget toward management training outperform their goal by 6% startmyllc
93% of marketers love gamification. In contrast, only 70% believe static, or non-interactive, content engages visitors startmyllc
30% of workers say that rising to harder levels is their favorite workplace gamification feature startmyllc
If a corporation uses gamified activities, 69% of workers want to remain there for three years startmyllc
A gamified hiring process, according to 78% of respondents, increases their desire to work for the organization startmyllc
89% of survey participants agree that when a task is made game like, they are motivated to finish it and feel competitive startmyllc
by 2023 there will be a 60.1% growth in the gamification of learning throughout the continent startmyllc
According to estimates, the gamification market’s CAGR will increase by 30.1% by 2024 as opposed to 2019 startmyllc
In 2018, 81% of respondents in surveys claimed that gamified activities boost their sense of belonging startmyllc
A gamified hiring procedure, according to 78% of respondents, increases their desire to work for the organization offering the training startmyllc
When gamification solutions are used in corporate training programs, 85% more workers demonstrate increased engagement startmyllc
70% of the U.S workforce is uncommitted to their work, while game based learning increases employee engagement, productivity, and profitability globally startmyllc
From 2019 through 2024, game based learning for children is expected to rank among the top income potential for developers, growing by 21.4% startmyllc
Between now and 2025, the market for games based goods and services is anticipated to expand at a compound annual growth rate of 12.9% startmyllc
80% of workers say they appreciate using gamification software at work, according to the 2018 LMS Gamification at Work Survey startmyllc
Gamification in 2019 won’t be successful unless it’s mobile as more than 50% of all website traffic globally comes from mobile devices startmyllc
Gamification has been associated with a 50% increase in student productivity startmyllc
only 4% of enablement leaders from the sales enablement society utilized game elements to assist learning and development activities when we most recently polled them in late 2021 startmyllc
According to a Gartner research, more than 70% of enterprises on the global 2000 list of corporations currently use gamification startmyllc
Gamification is anticipated to increase in the area by 60.1% by 2023, with Africa expected to see the strongest growth rate startmyllc
Studies suggest that 85% of workers are more engaged when their organization uses gamification solutions startmyllc
A compound annual growth rate of 27.4% is predicted for the worldwide gamification industry, which is expected to increase from $9.1 billion in 2020 to $30.7 billion by 2025 startmyllc
Given that 97% of children play video games, instructors will keep gamifying their lesson plans startmyllc
When given the chance to have a positive influence, 88% of millennials believe their jobs to be gratifying, according to one research startmyllc
After completing a gamified training session, more than 54% of new workers claim to be very productive startmyllc
87% of organizations expect to use gamified tactics during the next five years startmyllc
80% of learners are more productive when using gamified techniques startmyllc
Retail is the top adopter of gamified solutions, holding a 28.6% market share startmyllc
More businesses will use gamified green solutions since the global sustainability market is predicted to increase at a CAGR of 26.6% through 2025 startmyllc
Gamification strategies increased loyalty and engagement for companies like Walgreens, eBay, Threadless, and others by 30% startmyllc
Between 2020 and 2025, the worldwide gamification market is expected to expand by 25%, with retail accounting for the greatest share startmyllc
Businesses report that 49% of customers interact most with engagement features like gamification, live polls, and feedback startmyllc
78% of participants claim that a gamified hiring procedure increases their desire to work for the organization providing the training startmyllc
80% of American homes have at least one gaming device, users may be more receptive to and adept at adapting to the technology since they already have gaming related skills and knowledge startmyllc
When gamification technologies are used in the workplace training programs, 85% of workers demonstrate more engagement startmyllc
An event application was ranked as one of the top three elements that increased event participants’ enjoyment by 86% startmyllc
The anticipated $32 billion worldwide gamification sales income by 2025 and gamified learning is expected to be valued at $25.7B startmyllc
Gamification of the free trial raised channel income by 29%, increased purchase clicks by 15%, and boosted trial use by 54% startmyllc
Gamification of a website increases content discovery by 68%, social sharing by 22%, and comments by 13% startmyllc
The market for gamification is expected to expand by 30.1% by 2024 startmyllc
Using games to personalize mobile advertising saw Popchip’s sales rise 40%, leading to $100M in sales startmyllc
The use of gamification in customer engagement methods increased trial use by 54% and purchase clicks by 15% startmyllc
Sales meetings and contact centers that use gaming techniques may save call time by 15% and boost sales by around 10% startmyllc
53% of respondents believe that gamification will be extensively implemented by most sectors by 2020, particularly the media sector and education startmyllc
While 61% of individuals who get non-gamified training feel bored and unproductive, 83% of those who receive it feel driven startmyllc
50% of businesses managing innovation processes want to gamify certain areas of their operations by 2015 startmyllc
Gamification, according to staff members, increases productivity (89%) and happiness (88%) at work startmyllc
One study found that employees see a 48% increase in engagement with the help of gamification startmyllc
the worldwide gamification industry, which is anticipated to increase by up to 25% by 2025, is dominated by the retail sector startmyllc
Students like gamification in their educational experiences, with roughly 67% of students choosing it above other, more traditional teaching techniques startmyllc
According to Zippia, a sizeable 89% of surveyed workers said that gamification makes them feel happier and more productive at work startmyllc
A staggering 95% of respondents reported that they appreciate parts of gamification at work. These enjoyable gamification features are thought to boost skill retention by up to 40% among respondents, as researched by Zippia startmyllc
Gamification is used in some capacity by around 75% of K–8 instructors in the United States and 70% of global 2000 corporations startmyllc
A study of 500 business professionals revealed that 30% of those polled believed that gamification increases employees’ willingness to be involved at work startmyllc
Gamification in education is expected to grow at a compound annual growth rate of 14% between 2022 and 2025 startmyllc
An astonishing 30% of workers say that game based learning is more engaging, which raises the success rates of gamification startmyllc
78% of surveyed people said that gamification in recruiting would make a company or position more desirable to them startmyllc
72% of individuals claim that gamification stimulates to complete tasks and perform harder at work, and the North American gamification business is predominantly headed by the U.S startmyllc
The global gamification industry is predicted to grow at a compound annual growth rate of 27.4% over the next several years startmyllc
Companies that use Gamification at work—whether with employees or customers—are seven times more profitable than those that do not gamificationweekly
72% of respondents believe that Gamification stimulates them to work harder and do more of the assigned tasks gamificationweekly
Employee engagement rises by 60% on average when they work in a gamified environment gamificationweekly
The gamification market in North America is worth $2.72 billion, with the United States leading the way. gamificationweekly
90% of employees believe that Gamification helps them be more productive at their jobs gamificationweekly
Between now and 2025, the global market for game-based products and services is expected to grow at 12.9% CAGR gamificationweekly
67% of pupils agree that gamified education is more motivating and engaging than traditional classes gamificationweekly
Gamification has been shown to improve student productivity by 50% gamificationweekly
Student productivity has been shown to increase by 50% due to gamification gamificationweekly
$25.7 billion is the expected market size for gamified learning by 2025 gamificationweekly
70% worldwide around 2000 businesses use Gamification gamificationweekly
The global gamification market is worth $11.94 billion at the moment gamificationweekly
Employee happiness rises by 89% in a gamified workplace gamificationweekly
Around 30% of employees say that games-based learning makes them more engaged gamificationweekly
A staggering 95% of employees want a gamified work environment gamificationweekly
Outside of work, approximately half of American employees are casual gamers gamificationweekly
61% of employees in the United States receive training with Gamification at the workplace gamificationweekly
Employee performance and customer satisfaction improve when Gamification is utilized to motivate employees gamificationweekly
Regarding workplace gamification, poor preparation has resulted in substantial failure gamificationweekly
Gamification has 14% high scores in skill-based tests gamificationweekly
Gamification aids in significant improvement in information retention gamificationweekly
The impact of Gamification on user engagement is overwhelmingly favorable gamificationweekly
The enhanced productivity, profitability, and employee engagement linked to a gamified environment are the main causes of Gamification’s recent explosion in popularity gamificationweekly
Gamified learning experiences are preferred by nearly 67% of pupils in the United States gamificationweekly
In some cases, Gamification has been shown to increase student test results by up to 34% gamificationweekly
Student productivity has been shown to increase by 50% due to Gamification gamificationweekly
Gamified learning is expected to reach $25.7 billion in 2025 gamificationweekly
The global gamification market has increased by $7.03 billion in the last five years gamificationweekly
The global gamification industry will grow at a rate of 27.4% over the next few years gamificationweekly
Gamifying your website can boots browsing time by up to 30% lxahub
Game-based motivation increases user-engagement by 48% lxahub
Using games to personalise mobile advertising saw Popchip's sales rise 40%, leading to $100M in sales lxahub
A gamified system can increase website visits by 108.5% and can see a conversion rate of 9.38% lxahub