25 Insightful Gamification Stats, Facts, & Trends for 2020

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March 31, 2020

While some of you may banish gamification as ‘just a fad’, neuroscientists haven’t. In fact, they are more focused on exploring why humans react to those interactive game-like elements.

According to neuroscientists, game-like elements induce feel-good chemical reactions in your brain, change human reactions to stimuli, — that is increasing response times — and help improve learning, participation, user engagement, and motivation in certain situations.

Therefore, let’s not dismiss gamification as ‘just a fad’!

The market for technology has a habit of transforming so important the question is ‘will the use of gamification (feedback loops, game mechanics, and rewards, etc.) continue to gain momentum and be incorporated in the digital lives of people over the coming years?’

Why don’t you browse through our stats, facts, and trends compiled below to find answers to any burning questions you have regarding the transforming market and changing trends!

Gamification Stats, Facts, & Trends

if you’re developing an application for your business or are adding game-like elements to your app you need to arm yourself with these fast gamification stats, facts, and trends!

1. The CAGR of the gamification market is predicted to witness a 30.1% growth between a forecast period of 2020 to 2025. ( )
In 2019, the global gamification market marked a total of USD 7.17 billion in value.
The best is yet to come!

2. Meanwhile, the global sales revenue for gamification is expected to reach $32 billion.
( )
Major vendors across multiple regions are already developing products as well as investing in this area.

3. According to PwC’s report on top health industry issues released in 2017, 78% aged between 25 and 44 have said that they would like the use of some sort of gamification in their treatment. ( )
The present state of evidence shows that gamification, specifically, can have a meaningful effect on health and wellness.

4. Apple’s 2014 App Store review of 100+ health apps proved a direct correlation between gamification elements embed and high user ratings. ( )
Fitbit, for instance, is known to have been the pioneer when it comes to incorporating gamification elements in wearable healthcare. While we all know MyFitnessPal, as the first to have used the highest number of gamification techniques.

5. 93% of the marketers say they love gamification. ( )
Why wouldn’t they? Games are, after all, so fun!

6. By 2025, gamification in the workplace will find a wider appeal to millennial employees.
( )
75 percent of the global population will consist of millennials by 2025 – a generation that has experienced life on computers and video games.

7. It was forecasted that the education gamification market would hit $1.5 billion in 2020.
( )
Game-related approaches to education and problem-solving are gaining pace and making their way into the market in newly defined ways.

8. By 2021, gamification’s estimated global market value will likely rise to $11.94 billion.
( )
The gamification market is experiencing an obvious year-on-year growth!

9. In skill-based tests, it was noticed that the participants who had used some form of gamification earlier ranked 14 points higher than other candidates. ( )
It’s actually scientifically proven. The game elements increase the gray matter and dopamine in our brains, making us happier and smarter.

10. As per some recent studies, game-based motivation increases user-engagement by 48%, and 72% of employees have claimed gamification inspires them to work harder. ( )
Gamification practices help boost employee engagement, improve productivity, and save the company from talent-drain!

11. As per pew research, 53% of technology stakeholders believe that by 2020 end-use of gamification will be universal. ( )
The truth is the aggressive growth of the smartphone and the mobile devices market has directly established a mammoth space for gamification in the market.

12. Gamification is literally 75% psychology and 25% technology! ( )
The trick is in knowing how well you showcase your brand identity and turn your users into addicts who keep coming back for more. Think!

13. Gamified healthcare apps can be used to help children forget they are undergoing medical treatment.
( )
Hemocratf – simulation – is a game-like virtual environment where players (sick children) communicate with the “village doctor” to learn how their treatments work.

14. According to a Doctor Bertalan Meskó – director at the Medical Futurist Institute – gamified health monitoring provides an atmosphere that prevents patients from straying from the correct therapy course. ( )
In most cases, as many as 50% of patients with chronic diseases stray from their prescribed treatments.

15. By incorporating gamification elements into their product, businesses claim to have experienced an increase in user engagement and website traffic. ( )
However, before you take the gamification train downtown, you have to keep in mind the respective environment to which it is applied. Specific gamification strategies, in other words, need to be customized and adapted by this specific public.

16. Gamification has many benefits for learners: it boosts engagement, provides motivation through goal tracking, improves knowledge retention, promotes team building, and offers valuable feedback.
( )
And make sure to use deadlines to promote more participation, make it as engaging as possible as well as provide a way to turn the incentives into something meaningful that users can use beyond JUST the learning course.

17. The term “gamification” was coined in 2002 by Nick Pelling but didn’t become popular until 2010.
( )
Shocking, it took that long!

18. Some well known gamification examples are “achievement, exploration, collecting items (badges), loyalty cards, rewards, collecting items, competition, and personal recognition”. ( )
Which ones have you experienced?

19. According to e-learning experts, badges inspire learners to develop new skills, complete more courses or even engage in the community in a constructive way. ( )
You can also take things a step further by enabling learners to level up to several awards when they gain new achievements.

20. Game mechanics have forever been used in the military, orchestra, schools, and general careers.
( )
Of course, the obvious caveat with gamification is if it is not done in the right way, it can set up some poor opportunities.

21. Gamification does not turn an application into a game. Instead, it makes it feel like a game.
( )
Take for instance Starbucks’ loyalty program!

22. Zamzee (acquired by Welltock) has built a fitness/activity tracker and a reward system for kids to get them to be more active and complete tasks based on their physical level. ( )
Children using Zamzee were approximately 60 percent more involved in a randomized controlled trial.

23. Game-based learning (GBL) and gamified education have been extensively studied and have shown positive results. ( )
All in all, this form of learning is more versatile and individually-focused, making it a perfect learning venue for the future.

24. The increasing accessibility of smartphones has widened the gamification possibilities considerably. ( )
Americans alone on average check their phones 80 times a day!

25. Today, many organizations are using gamification to enhance employee performance, promote health as well as wellness activities. ( )
Boosting interest in online learning, helping children with cancer survive their treatment regimen, and teaching people how to code are a few awesome examples.

When You Play, Play for Keeps!

While it’s obvious that the gamification industry is destined for phenomenal growth, however, let’s not leave out the necessary research involved.

It’s upon you to figure out the best way to tell the story of your business leveraging gamification. Before all else, learn what gamification is, better yet go through some gamification case studies to understand how you can use game-like elements in your business app for increased user engagement.

For gamification to be successful, it has to be well designed, executed, and more than anything it has to be maintained.

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