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Gamification in 2017 – so what now?

Coined first in 2002 and then popularized in 2010, ‘gamification’ has been steadily on the rise ever since. Used to define the way developers were incorporating social and reward techniques from gaming into other types of software, it caught the eye of venture capitalists the world over and was reportedly mentioned in half of presentations by software application companies seeking funding. So, nearly a decade on, where are we now? Where has gamification taken us, and where will it go next? A short past One of the organizers of the first conference on gamification, Gabe Zichermann , predicted: ‘in a gamified future, I don’t think many companies, including the government, will be able to avoid becoming part of this trend. I think consumers will increasingly expect and demand that experiences become more fun and engaging. We can never ever go backward. People’s expectations have been reset. This will be the new normal.’ Gamification as a conscious technique has b...

Why the global e-learning market is one of the fastest growing

Worth an estimated $165 billion at the end of 2016 , the e-learning market is predicted to grow by a huge 7.2% year on year to reach approximately $325 billion by 2025 . E-learning is on the rise across territories that have been slow to take up new technologies, including the Middle East . There are many reasons why e-learning is taking off at such a pace, including budget cuts forcing classroom teaching to cheaper online methods, the amount of readily available technology, and the rise in demand for flexible learning. All of these are forcing the industry to expand, driving new ‘game-changing’ hybrids with simulation and gamification, such as our own Simulcation Datacenter . Where’s the demand? There’s a growing need for in-depth technical training for specific job roles that used to be fulfilled through dry and costly classroom courses. According to the Brandon Hall Group , more than 40% of professional education is job-specific, with the top three content subjects ...

Gamification – so what?

Gamification – applying the mechanics behind gaming to achieve behavioral goals – is everywhere at the moment. From boosting upselling in fast food restaurants to encouraging faster recovery amongst stroke patients , its appeal seems almost endless. In Gartner’s Gamification 2020 report , they predict that at least a quarter of everyday business processes incorporate elements of gamification by now. That number rises to 50% for organizations who use formal innovation management processes. As emerging leaders in the field of game-based learning for IT professionals, the Simulcation team have been working with gamification techniques for some time. We believe it can transform education, empowering more confident, resilient professionals in a variety of roles. Let’s lift the lid on the theory behind the technology… What is gamification? Gaming remains as popular as ever – and it’s not just for teenagers. The average game player today is 37 years old, with 42% women . Gami...