Most of these challenges find answer in social behavioural science. Adding elements of gamification such as points, badges, progress bar and leaderboard makes the participation not only interesting but also challenging. It promotes competitiveness and the spirit of completion.
Gamification inspires and motivates people into performing results-oriented activities; for example, engaging with a system, program, or service. The process involves introducing certain constructs such as points and badges to non-game applications like HR management systems, training and learning management solutions to motivate people and to increase engagement and participation.
In a 2011 Gartner report, analysts predicted that by 2012, 100 of the top 135 global Fortune 500 companies will have used serious gaming in training. By 2014 more than 70% of the global 2,000 organizations will have at least one gamified application, and by 2015, more than 50% of organizations will gamify their innovation processes.
Companies like Deloitte, bluewolf and Yammer are already using concepts of gamification with their HR, learning and training management in using enterprise social intranets.
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