Why Gamification Positively Impacts Everyone

The question of “Does gamification only impact the Millennials under my employment?” is one of the main concerns often asked by many people that wish to implement gamification as a way to manage and nurture their employees. However, for a short answer, no. It is simply not true. Perhaps it might occur to you as you are looking for a way to gamify your work environment, happens to come up on concerns such as only generation Y (Millennials) and gamers that can take advantage of gamification, whilst generation X will be left behind if you implement it within your system.

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Now before we begin, let’s cover the fundamentals again. What is gamification? What people easily forget is that Gamification does not equal games. Gamification uses game aspects, sure, but they use it in non-game contexts, which is a big key point of it all. Then what truly differentiates the generations? Besides their tendencies and way of thinking, how else are they separated? Not by much, really. Like most humans, they would function better when they are more engaged in what they are doing. What better ways to do so than gamification? By embracing gamification, even your older employees can begin to not only enjoy their work and be better at it, but perhaps you’ll even open a gateway for them to learn the more modern side of things. To get with the time.

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Changes brought by gamification

Every industry is changing for the better, and gamification is what’s causing it. From what was reported at PRNewsWire, we can learn that the general work force in the U.S. are having positive feedback when they are exposed to gamification. Up to 91% of the general work force are getting more efficient while 71% of them becomes more technologically advanced. That was just by the year 2014 to 2015. At the time, the U.S. had an estimated amount of 50% of their workforce being from generation X. Only 20% of them are generation Y and the rest are Baby Boomers. What we can gain from that is that the positive feedback gained from gamification would mostly come from generation Y. Therefore, it is a completely contrary to the regular concerns of companies that hasn’t implemented gamification.

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Another study case was presented by KPMG. As KPMG Australia had over 5,000 staff working across 150 different service offerings in Australia, it wanted to ensure that employees were aware of the many service capabilities the organization had, so they could connect them to KPMG clients. Reports by KPMG regarding gamification to all generation stated that KPMG reported over 20% of knowledge increase towards all employees regardless of their age or gender.

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How the KPMG approached this was by creating a ‘game’ in the form of a Q&A about the firm’s capabilities. Correct answers were translated into a faster progression of the employee’s avatar or Virtual Representation in a race against all other employees. Surprisingly, however, while most younger generation workers would be the fastest to log in to play the ‘game’ they were also the fastest to quit, stating that ‘they were disappointed that it was not really a game’ an important thing to note that translating gamification directly to game could be a bad idea as they are not the same and have the potential to backfire on you.


So why can it impact everyone?

The answer is actually much easier to comprehend than most would think, it’s because through gamification, we can actually feel like we’re having fun doing whatever we are doing.