Nicolas Babin disruptive week about Gamification – April 13th 2020

I am regularly asked to summarize my many posts. I thought it would be a good idea to publish on this blog, every Monday, some of the most relevant articles that I have already shared with you on my social networks.
Today I will share some of the most relevant articles about Gamification and in what form you can find it in today’s life. I will also comment on the articles.

In sciencein.me:
https://sciencein.me/2020/04/06/gamification-in-education-market-highlights-on-future-development-2028/

Learning is no longer about reading books or making notes. In the recent years, people have found innovative ways to teach and learn. One such interesting learning element is introducing gaming in education. In the past few years, the global gamification in education market has gained huge momentum and is predicted to garner more growth in the coming years.

In Globalnewswire.com:
https://www.globenewswire.com/news-release/2020/04/02/2010524/0/en/Gamification-Industry-to-Witness-a-Robust-CAGR-of-27-4-During-2020-2025-Digitization-of-Businesses-Creating-New-Avenues-for-Gamification.html

The global gamification market is expected to grow from USD 9,142 million in 2020 to USD 30,741 million by 2025, at a CAGR of 27.4% during the forecast period of 2020-2025. The growing need to drive employee engagement via offering rewards and recognition drives the market.
Gamification is acting as an increasing trend of employee engagement that helps employees reach specific goals and objectives. The employee plays a game that offers points, status, and rewards with improving the skills and achieving goals or objectives of the company.

On Forbes.com:
https://www.forbes.com/sites/forbestechcouncil/2020/03/17/the-gamification-of-cybersecurity-training/#68f698ad2a39

The Gamification Of Cybersecurity Training. In recent years, a steep rise in demand for cybersecurity professionals has resulted in a huge shortage of experienced employees. By 2021, there will be 3.5 million unfilled positions. The growing demand for cyber professionals makes many young people consider a career in cybersecurity, which creates a demand for educational opportunities in the field. However, in many cases, classroom lessons are not enough. Many experts claim that there is a need to change the way we provide education. This is where Gamification comes handy…

On Gridaily.com:
https://gritdaily.com/gamification-for-good-interior-design-apps-that-promote-mindfulness/

Gamification for Good: Interior Design Apps That Promote Mindfulness.
The ability to tailor a space then, molds how a person feels in it. For example, the color green close to entryways calms people because it softens the transition from outdoor to indoor. Likewise, a mirror on a wall can create the illusion of greater depth in a confined space and thus promote free-thinking and creativity. This is like UX design with Gamification, colors, experiences it is all about having fun.

On devopsonline.co.uk:
https://www.devopsonline.co.uk/healthcare-gamification-market-set-to-rise-11-9-by-2026/

The healthcare gamification market size was $19,233.19 million in 2018 and is projected to grow with a CAGR of 11.9% in the forecast period. The major participants in the healthcare gamification market are Nike, Ayogo Health, Fitbit, Bunchball, Akili Interactive labs, Microsoft, EveryMove, Hubbub Health, Mango Health, and JawBone among others. Healthcare gamifications are used to grow the skills and change behavior. Growth in the adoption of wellness app and wearables with gaming features are the clear evidence that people are liking it. This is an industry that will benefit the most out of gamification because it will create engagement and fun around a subject that can be heavy!

On HRtechnologist.com:
https://www.hrtechnologist.com/articles/workplace-wellness/why-gamification-is-the-secret-to-managing-next-generation/

Millennials, often known as the burnout generation, are now the largest generation in the US workforce. As managers adapt and fight to prevent burnout, they should look to leverage the competitive nature of millennials through gamification. This is only continuing to grow as previous generations retire. There is still a lot to learn about how millennials operate in the workplace. One big concern is their tendency to burnout. The millennial burnout is real problem managers need to be prepared for. As managers seek ways to fight this issue, they should turn to one of the major positives the millennial generation offers – their competitive drive. A study by Reuters found millennials are more competitive than their predecessors.

On headstuff.com:
https://www.headstuff.org/entertainment/gaming/sell-sell-play-the-gamification-of-marketing/

Our commercial environment has changed significantly over the last few decades. Consumers’ moves toward a preference for engaging with products and services via our digital landscape has thrown up huge challenges that marketers have had to adapt to. They have been forced to develop a greater understanding of technology and how it can be used effectively.