Gamification is hardly a new concept. It started grabbing headlines in 2010 when conferences and summits that featured speakers like Jesse Schell and Jane McGonigal popularized the concept of gamification and enlightened people about its potential.
In fact, Jane McGonigal delivered her pathbreaking TED Talk, Gaming Can Make a Better World, in which she mentioned: “When I look forward to the next decade, I know two things for sure: that we can make any future we can imagine, and we can play any games we want, so I say: Let the world-changing games begin.” This talk is today looked at as a significant moment in the history of gamification.
For the next 10 years, gamification made leeway into many fields and created a major space for itself in the L&D vertical as well. It worked in learning and development activities especially to increase engagement and bring in a fun element.
And then the pandemic happened in 2020 and everything changed overnight!
As the world grappled with Covid-19 and ensuing disruptions on a daily basis, the foremost change came in the way technology progressed. Consequently, there emerged skills gaps that we did not know existed or those that weren’t that glaring before the pandemic. The onus, thus, came on L&D to upskill and reskill the workforce at a very rapid pace to plug these gaps.
Needless to say, L&D had to use every trick in its book and every innovation in its kitty towards workforce upskilling. Gamification is one strategy that proved to play an important role in dealing with the skill shortfall during this time. Many organizations adopted gamification with a flair in 2020 to boost engagement among their remote workforce.
So, how has gamification proved to be a go-to during the pandemic?
As is known, gamification in L&D is the process of integrating the mechanics of a game into learning to motivate engagement and increase participation in work. It leverages elements of a game design and applies them to a non-game activity to create a fun and engaging environment. There are reward points, badges, competition, leaderboard, achievements, and self-expression to encourage employees to perform better.
Here’s a quick look at some of the key areas where gamification has helped organizations improve their employee experience, especially during the pandemic.
In Conclusion
Most often, employees view workplace learning as dull and drab, but gamification is changing that, especially in the remote work environment. It can boost the morale and engagement of a team as they learn and upskill together. For this and many other reasons, gamification has become the cornerstone of learning in the pandemic and is likely to remain so in the coming future.