9 2.3 Discussion
Current State and Trends of Gamification in the Workplace
Gamification is growing in popularity in the workplace as an innovative tool for employee learning. Although originally developed within educational settings, gamification has become essential in workplace training, transforming traditional methods into more dynamic and interactive experiences that better capture employee attention and improve knowledge retention (Schöbel et al., 2020). Many employees who have participated in gamified training in the past recognize and appreciate the benefit of how gamified systems provide immediate feedback and personalized pacing, making the learning experience more interactive and engaging (Grünewald et al., 2019).
Research shows that gamified training is often more effective at improving knowledge retention compared to traditional methods. For instance, Brull et al. (2017) found that employees engaged more with learning materials when gamified elements were present, which led to better knowledge recall. Similarly, a case study by Turco (2013) showed a 75% increase in employee awareness of company values and products after implementing gamified training which also resulted in reduced coaching time and administrative costs.
Some of the more common gamification techniques that can be used are points, badges, leaderboards, and challenges. These elements act as extrinsic motivators that enhance employee satisfaction, knowledge acquisition, and information retention (Armstrong & Landers, 2018; Baxter et al., 2016). Extrinsic motivators refer to external factors, such as rewards, recognition, or competition, that encourage individuals to perform tasks for outcomes separate from the activity itself (Morris et al., 2022). Points offer employees a way to track their progress through immediate feedback and ongoing engagement with the training content (Jayalath & Esichaikul, 2022). Badges recognize achievements, creating a sense of accomplishment that motivates employees to complete the learning session and further pursue other learning opportunities (Kyewski & Kramer, 2018). Leaderboards and challenges introduce a competitive element to learning, enhancing motivation among colleagues while creating a sense of community and encouraging continuous improvement (Larson, 2020).
However, for gamification to be successful, it must align with both employee preferences and organizational goals (Rahiman et al., 2023). If gamified training is designed poorly, it can lead to superficial engagement or promote unhealthy competition, which negatively affects the long-term benefits of gamification (Rahiman et al., 2023). Accessibility is also another critical consideration. Many gamified platforms fail to accommodate employees with disabilities. In order to be inclusive, these platforms need to be designed with accessibility in mind, accommodating auditory, cognitive, neurological, physical, speech, and visual disabilities (Smith, 2019). Without these considerat