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