Focus Magazine - Fall 2013 - 42

VIRTUALHOW

Gamification:
You May Already be a Winner!

By Rich Waite, M.Ed.

Key Trends and Advisory Insights
We surveyed training leaders across the life
science industry to learn what they see as the
key trends in gamification, how many are
using it and the implications for training
organizations.

FIGURE 1

PLANNING FOR GAMIFICATION IN TRAINING

Gamification describes a growing trend in
using gaming design elements in a nongaming context to motivate and engage
learners in an innovative way for the purpose
of increasing learner retention and
performance outcomes. The industry
continues to expand rapidly through predesigned gamification frameworks as a
software service providing out-of-the-box
features like rewards, points, badges, levels
and leader boards. Many network members
have been exploring and requesting data on
gamification.

Growing Interest in Gamification
The increasing popularity of gamification in
training is driven by a variety of factors:

61%
39%

Yes

FIGURE 2

No

PLATFORM UTILIZATION

1. Advances in device capabilities and
features that support the use of
gamification techniques.
2. Increases in the use of online social
networks and collaborative learning.

58%

3. Increased need for higher levels of
engagement and performance within the
corporate training environment.
Gamification is becoming broadly accepted,
with 61 percent of respondents planning to
implement gamification concepts in their
training strategies moving forward. (Figure 1)
The key to success will depend primarily on
how well gamification frameworks are
designed, developed and rolled out to the field.
This includes making sure the solution aligns
with real business results and is accepted and
driven by leadership.
It is a common misconception that building a
gamification framework is expensive and timeconsuming. People associate the process with
online gaming systems used for entertainment
purposes, where systems are designed and
built in a virtual environment that creates an
alternate reality for the user and/or learner.
Training gamification, on the other hand, is a
framework designed and built for existing
training content and business processes in
order to drive engagement, retention and
overall performance. In many cases,
gamification frameworks are available through
dedicated vendors that offer these solutions

42

19%
No

Yes

FIGURE 3

23%
Not Sure (exploring)

GAMIFICATION PROJECTIONS

32%
19%

19%

19%
10%

Currently using In 3-6
gamification
months

In 6-12
months

In 12+
months

No, not
considering

FOCUS | FALL 2013 | www.spbt.org


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Focus Magazine - Fall 2013

Table of Contents for the Digital Edition of Focus Magazine - Fall 2013

Focus Magazine
From the President: Field-Based Trainers
Table of Contents
Table of Contents
Guest Editor: Focus on the New Learner
Front of the Room: Transitioning to Input
From Paper to Pad: Taking Training Digital at Eisai
Building Better Vendor-Supplier Relationships
The Only Two Questions that Matter About Training
Gamification: It's More than Just a Game
Member Solutions: Focus on Mentoring
Seven Strategies to Engage Managers in Learning
Boosting Sales Effectiveness with Better Field Collaboration
Virtual How: Gamification
Member News
The Long and Winding Road to the C-Suite
Ad Index
Focus Contacts
5 Questions with Ralph Jacobson
Focus Magazine - Fall 2013 - Intro
Focus Magazine - Fall 2013 - Focus Magazine
Focus Magazine - Fall 2013 - Cover2
Focus Magazine - Fall 2013 - 3
Focus Magazine - Fall 2013 - 4
Focus Magazine - Fall 2013 - From the President: Field-Based Trainers
Focus Magazine - Fall 2013 - 6
Focus Magazine - Fall 2013 - Table of Contents
Focus Magazine - Fall 2013 - 8
Focus Magazine - Fall 2013 - Table of Contents
Focus Magazine - Fall 2013 - 10
Focus Magazine - Fall 2013 - Guest Editor: Focus on the New Learner
Focus Magazine - Fall 2013 - 12
Focus Magazine - Fall 2013 - Front of the Room: Transitioning to Input
Focus Magazine - Fall 2013 - 14
Focus Magazine - Fall 2013 - From Paper to Pad: Taking Training Digital at Eisai
Focus Magazine - Fall 2013 - 16
Focus Magazine - Fall 2013 - 17
Focus Magazine - Fall 2013 - 18
Focus Magazine - Fall 2013 - 19
Focus Magazine - Fall 2013 - Building Better Vendor-Supplier Relationships
Focus Magazine - Fall 2013 - 21
Focus Magazine - Fall 2013 - 22
Focus Magazine - Fall 2013 - 23
Focus Magazine - Fall 2013 - 24
Focus Magazine - Fall 2013 - 25
Focus Magazine - Fall 2013 - The Only Two Questions that Matter About Training
Focus Magazine - Fall 2013 - 27
Focus Magazine - Fall 2013 - 28
Focus Magazine - Fall 2013 - 29
Focus Magazine - Fall 2013 - Gamification: It's More than Just a Game
Focus Magazine - Fall 2013 - 31
Focus Magazine - Fall 2013 - Member Solutions: Focus on Mentoring
Focus Magazine - Fall 2013 - 33
Focus Magazine - Fall 2013 - 34
Focus Magazine - Fall 2013 - 35
Focus Magazine - Fall 2013 - Seven Strategies to Engage Managers in Learning
Focus Magazine - Fall 2013 - 37
Focus Magazine - Fall 2013 - 38
Focus Magazine - Fall 2013 - 39
Focus Magazine - Fall 2013 - Boosting Sales Effectiveness with Better Field Collaboration
Focus Magazine - Fall 2013 - 41
Focus Magazine - Fall 2013 - Virtual How: Gamification
Focus Magazine - Fall 2013 - 43
Focus Magazine - Fall 2013 - 44
Focus Magazine - Fall 2013 - Member News
Focus Magazine - Fall 2013 - The Long and Winding Road to the C-Suite
Focus Magazine - Fall 2013 - 47
Focus Magazine - Fall 2013 - Ad Index
Focus Magazine - Fall 2013 - Focus Contacts
Focus Magazine - Fall 2013 - 5 Questions with Ralph Jacobson
Focus Magazine - Fall 2013 - Cover3
Focus Magazine - Fall 2013 - Cover4
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