70% of the Top 2,000 Companies Will Use Gamification by 2015

Learn more about how to incorporate gamification and big data into your recruitment and hiring strategies by attending 1 Page’s webinar on 12/11/13 at 11 AM PST. Click here to register and learn more. 

70% of Top 2,000 Companies will Use Gamification by the beginning of 2015

Although the term was coined in 2002 by Nick Pelling, gamification didn’t gain popularity and traction until the early 2010s. Gamification has allowed employers to bring together components of gaming into the workplace in order to increase productivity. Redesigning tasks that are considered mundane or reptitive allows employers to not only keep employees longer, but make the workplace more fun. Gamification has already been introduced into the workplace for several top Fortune 500 companies including Google, Marriott, Microsoft, IBM, and Wells Fargo.

Gamification works when there’s a plan.

Companies who are looking to introduce gamification into their workplace must do so only after planning each intricate part of the process. According to a recent study by Gartner 80% of companies will fail to implement a successful gamification strategy due to lack of planning. In order to successfully launch a gamification strategy, companies must look at planning each and every part out from start to finish. In doing so, they’ll be able to define success of the program and measure results in each stages of the program.

The infographic below shows how gaming affects the brain and the benefits it has on the brain. 

Optimized-Neurology-of-Gaming-800

 

Learn more about how to incorporate gamification and big data into your recruitment and hiring strategies by attending 1 Page’s webinar on 12/11/13 at 11 AM PST. Click here to register and learn more. 

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Jessica Miller-Merrell

Learn more about Jessica Miller-Merrell, SPHR, SHRM-SCP, the founder of Workology, a workplace HR resource, and the host of the Workology Podcast. More of her blogs can be found here.

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  1. […] 'Although the term was coined in 2002 by Nick Pelling, gamification didn’t gain popularity and traction until the early 2010s. Gamification has allowed employers to bring together components of gaming into the workplace in order to increase productivity. Redesigning tasks that are considered mundane or reptitive allows employers to not only keep employees longer, but make the workplace more fun….'  […]

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