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20+ Amazing Gamification Statistics, Trends, Facts For 2023

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www.enterpriseappstoday.com2023-09-15 更新2025-03-22 收录
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What is Gamification? Gamification is the process of incorporating game features into non-game applications, experiences, or products. It has a lengthy history, with games and game-like experiences incorporated into a wide range of activities for millennia. It frequently assists people in engaging with activities they might otherwise avoid, such as schooling and work. Gamification allows people to set goals and enjoy the process. In addition, Gamification has numerous possible features that might turn an otherwise mundane experience into a game. These elements include badges, points, timers, and leaderboards. These components can be integrated into your app experience to make it more engaging. Furthermore, Gamification has swept the country and the globe in recent years. More and more successful companies are adding gaming components to employee training and work experiences to boost productivity and engagement at the workplace. You may wonder, "Is gamification beneficial for all applications?" The short answer is yes. Gamification can be used in various ways by any application. Here are some statistics to prove this. Fascinating Gamification Statistics (Editor's Choice) Companies that use Gamification at workâwhether with employees or customersâare seven times more profitable than those that do not. 72% of respondents believe that Gamification stimulates them to work harder and do more of the assigned tasks. Employee engagement rises by 60% on average when they work in a gamified environment. The gamification market in North America is worth $2.72 billion, with the United States leading the way. 90% of employees believe that Gamification helps them be more productive at their jobs. Between now and 2025, the global market for game-based products and services is expected to grow at 12.9% CAGR. 67% of pupils agree that gamified education is more motivating and engaging than traditional classes. Gamification has been shown to improve student productivity by 50%. Student productivity has been shown to increase by 50% due to gamification. $25.7 billion is the expected market size for gamified learning by 2025. 90% of employees are more likely to be productive when they use gamification. When the tasks are gamified, Gamification Statistics say that employees are 69% more likely to stay with the same company for more than 3 years. 95% of the employees are in support of gamified systems. The overall Gamification Industry will become more dominant with the use of VR, MR, and AR.

何谓游戏化?游戏化是将游戏特性融入非游戏应用、体验或产品的过程。其历史源远流长,自千年前起,游戏及类似体验便被融入众多活动中。游戏化常常有助于激发人们对原本可能回避的活动(如学习与工作)的兴趣。它使人们能够设定目标并享受过程。此外,游戏化具备众多潜在特性,能够将原本平淡无奇的经历转变为游戏。这些元素包括勋章、积分、计时器和排行榜。这些组件可以融入您的应用体验中,使其更具吸引力。近年来,游戏化之风席卷全国乃至全球。越来越多的成功企业将游戏元素融入员工培训和工作中,以提升工作效率和工作场所的参与度。您或许会问:“游戏化对所有应用是否都具益处?”简短的回答是肯定的。游戏化可以通过多种方式被任何应用所采用。以下是一些统计数据以证之。引人入胜的游戏化统计数据(编辑精选):在工作场所使用游戏化的公司(无论是针对员工还是客户)比未使用游戏化的公司盈利高出七倍。72%的受访者认为游戏化激发了他们更加努力工作并完成更多分配的任务。在游戏化环境中工作,员工的参与度平均上升60%。北美游戏化市场价值高达27.2亿美元,美国位居榜首。90%的员工认为游戏化有助于他们在工作中提高生产力。从现在到2025年,基于游戏的产品和服务全球市场预计将以12.9%的复合年增长率增长。67%的学生表示,游戏化教育比传统课程更具激励性和吸引力。研究表明,游戏化可以提高学生生产力50%。由于游戏化,学生生产力已提高50%。预计到2025年,游戏化学习市场的规模将达到257亿美元。90%的员工在使用游戏化工具时更有可能保持生产力。根据游戏化统计数据,当任务被游戏化时,员工在相同公司任职超过3年的可能性高出69%。95%的员工支持游戏化系统。随着VR、MR和AR技术的应用,整体游戏化产业将变得更加举足轻重。
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