Table 1.

Examples of gamification in workplace and educational contexts

CategoryDescriptionKey statistics and examples
Employee engagement and productivityGamification boosts motivation, engagement and knowledge retention through elements like leaderboards, rewards and challenges– Microsoft’s gamified training increased employee engagement 3.5 times, improving sales performance (Datanyze, 2020)
– Foursquare raised user engagement tenfold in five years (Scavify, 2020)
User growth and market impactOrganisations report growth in user acquisition and loyalty via gamified platforms– Duolingo’s gamification model attracted 300+ m users globally (Citrusbits, 2020)
– Roblox Education reached 650,000 users within a year of launch (Metaari, 2019)
Learning and development programsCorporate learning uses gamification to reduce fatigue and encourage continuous learning– Kahoot grew by 75%, surpassing 90 m users (Metaari, 2019)
– Salesforce’s gamified training improved productivity and engagement with real-time feedback and rewards
Source(s): Table created by the authors’, adapted from Datanyze (2020), Scavify (2020), Citrusbits (2020) and Metaari (2019) 

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