{"id":1034,"date":"2016-02-01T21:45:49","date_gmt":"2016-02-01T20:45:49","guid":{"rendered":"http:\/\/www.brozermo.com\/en\/?p=1034"},"modified":"2016-02-01T22:07:15","modified_gmt":"2016-02-01T21:07:15","slug":"gamification-trends-for-2016","status":"publish","type":"post","link":"https:\/\/www.brozermo.com\/en\/gamification-trends-for-2016\/","title":{"rendered":"Gamification trends for 2016"},"content":{"rendered":"<section  class='av_textblock_section av-av_textblock-0366cc7376be6c9e82a3e9cc8987b64f '   itemscope=\"itemscope\" itemtype=\"https:\/\/schema.org\/BlogPosting\" itemprop=\"blogPost\" ><div class='avia_textblock'  itemprop=\"text\" ><h2>Despite the bold predictions of several industry pundits about its impact on eLearning, gamification has yet to fully emerge as a driving force, although it\u2019s undoubtedly finding its way into more and more innovative enterprises.<\/h2>\n<\/div><\/section>\n<section  class='av_textblock_section av-av_textblock-0366cc7376be6c9e82a3e9cc8987b64f '   itemscope=\"itemscope\" itemtype=\"https:\/\/schema.org\/BlogPosting\" itemprop=\"blogPost\" ><div class='avia_textblock'  itemprop=\"text\" ><p class=\"tw-data-text vk_txt tw-ta tw-text-small\" dir=\"ltr\" data-placeholder=\"Traduction\"><span lang=\"en\">This article is a large excerpt from the one\u00a0published <\/span>on <a href=\"http:\/\/elearning-reviews.traineasy.com\" target=\"_blank\" rel=\"noopener\">http:\/\/elearning-reviews.traineasy.com<\/a>,\u00a0<span lang=\"en\">which you can read the full by clicking on the link below<\/span>:\u00a0<a href=\"http:\/\/elearning-reviews.traineasy.com\/2015\/12\/29\/gamification-trends\/\" target=\"_blank\" rel=\"noopener\">Read the full article &gt;<\/a><\/p>\n<\/div><\/section>\n<section  class='av_textblock_section av-av_textblock-0366cc7376be6c9e82a3e9cc8987b64f '   itemscope=\"itemscope\" itemtype=\"https:\/\/schema.org\/BlogPosting\" itemprop=\"blogPost\" ><div class='avia_textblock'  itemprop=\"text\" ><p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1040\" src=\"http:\/\/www.brozermo.com\/brozermo\/wp-content\/uploads\/2016\/02\/gamification-generic1.jpg\" alt=\"Java Printing\" width=\"840\" height=\"410\" srcset=\"https:\/\/www.brozermo.com\/brozermo\/wp-content\/uploads\/2016\/02\/gamification-generic1.jpg 840w, https:\/\/www.brozermo.com\/brozermo\/wp-content\/uploads\/2016\/02\/gamification-generic1-300x146.jpg 300w, https:\/\/www.brozermo.com\/brozermo\/wp-content\/uploads\/2016\/02\/gamification-generic1-600x293.jpg 600w, https:\/\/www.brozermo.com\/brozermo\/wp-content\/uploads\/2016\/02\/gamification-generic1-705x344.jpg 705w, https:\/\/www.brozermo.com\/brozermo\/wp-content\/uploads\/2016\/02\/gamification-generic1-450x220.jpg 450w\" sizes=\"(max-width: 840px) 100vw, 840px\" \/><\/p>\n<h3>Gamification, in a Nutshell<\/h3>\n<h6>Basically, gamification is the practice of using the dynamics of games (scoring points, gaining rewards for good performance and merit, positional ranking etc.) in a non-game context.<\/h6>\n<h6>In education, the technique is used to increase engagement, by getting learners interested in what they\u2019re learning, and motivated to do better.<\/h6>\n<h3>The Driving Forces<\/h3>\n<h6>Research indicates that people who enjoy what they\u2019re learning and are engaged with its content are more eager to continue with a course. Not only that: learners\u2019 brains are 68% more active when they\u2019re doing something they enjoy, and are able to absorb 84% more information. It\u2019s easier to retain that information, as well.<\/h6>\n<h6>Engaged learners are keen to improve on their skills \u2013 and encourage others to do the same. Research figures from Gallup and the Hay Group suggest that engaged workers generate 43% more revenue for their parent organisations, and take far fewer sick days than those less keen (2.69, as against 6.19).<\/h6>\n<h6>For employers, eLearning can give a 70% reduction in training costs, compared to more traditional methods \u2013 with less impact on work, as employees are free to train in their own time. It\u2019s also apparent that workers given eLearning opportunities at work tend to stay with the company.<\/h6>\n<h3>Subjective or Objective?<\/h3>\n<h6>Performance reviews \u2013 those annual \u201cbell curve\u201d assessments of employees to decide their future status, salary, and prospects \u2013 appear to be on the decline. Their results are often highly subjective, reflecting more the inclinations of the assessment officer than the performance of those assessed.<\/h6>\n<h6>By contrast, Objectives and Key Results (OKR), a technique developed by Intel and used by the likes of Twitter, Google, and LinkedIn, takes a different approach \u2013 one in keeping with the principle of gamification.<\/h6>\n<h6>OKR is used to define Objectives in the workplace; ambitious goals made achievable through Key Results, or performance milestones. Organisations can use different levels of transparency, to enable workers to see each other\u2019s Key Results and Objectives \u2013 and co-ordinate their efforts, while \u201ccompeting\u201d against each other, to achieve results.<\/h6>\n<h3>Inspiring Performance<\/h3>\n<h6>The competition, ranking, and reward aspects of gamification will be the key drivers, here.<\/h6>\n<h6>By extending the reach of game elements from on-the-job training to day-to-day objectives and performance assessment, the leader boards, merit badges, and bonuses may become an integral part of corporate culture.<\/h6>\n<h6>With the development of appropriate games for corporate use being a time-consuming and targeted process, expect the continued rise of specialist designers marketing bespoke games for use by different organisations.<\/h6>\n<h3>Age Matters<\/h3>\n<h6>Millennials (people born between 1980 and 2000) already constitute most of the workforce, and by 2020 will have taken up half of the employed population, world-wide. So their perspective on things will become a determining factor in how corporate training is carried out.<\/h6>\n<h6>Having grown up with digital technology and media, this group can spot a poor effort to liven up dull corporate training or work experience with badly executed video games as the lame attempt it actually is.<\/h6>\n<h6>But they\u2019re also uncomfortable with rigid hierarchies, and expect at least some level of transparency, with information freely available and widely shared. If this means ready access to the performance of their workmates and themselves through leader boards and monitoring, then so be it.<\/h6>\n<h6>For Millennials, feedback is key to personal improvement and progress. And if that information can be relayed digitally, within a well-implemented and engaging gaming format, it\u2019s a win-win.<\/h6>\n<p>&#8230;<\/p>\n<h3>Money, Too<\/h3>\n<h6>And of course, there\u2019s a financial aspect to this. Some analysts expect the global investment in eLearning to exceed $50 billion annually, by the time 2016 draws to a close.<\/h6>\n<h6>And in their \u201cGamification 2020\u201d report, tech industry analysts Gartner, Inc. predict that gamification will be a major driver of this \u2013 not only in education, but at commercial levels, with organisations using the techniques to boost customer and employee loyalty and engagement with their brands.<\/h6>\n<h6>Looks like an exciting year, in prospect when it comes to what we can expect from gamification trends and how they are likely to develop in 2016.<\/h6>\n<h6>Watch this space for further updates on gamification trends in the coming year.<\/h6>\n<\/div><\/section>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":2,"featured_media":1040,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[10],"tags":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - 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