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Left to right: Junialdi Dwijaputra, Head of Level Up powered by Agate; Liz Zeny Mery, Acting Deputy Assistant for Creative Economy Development at the Coordinating Ministry for Maritime Affairs and Investment; Andy Djiwandono, Head of Sustainability & Digital Lending at Bank Jago
Jakarta, July 18, 2024 – Agate International (“Agate”), through its sub-brand Level Up powered by Agate, introduced its book titled The Dawn of Fun: A Gamification Journey Through Trends, Case Studies, and Best Practices. This book delves into the significant role of gamification across various sectors by providing insights from current trends, case studies, and best practices. It demonstrates that gamification not only strengthens marketing strategies and brand development but also enhances user engagement and retention through game-based learning. This innovative approach offers tangible benefits in creating more engaging and meaningful experiences for both consumers and employees.
“Gamification is not just a tool for increasing brand engagement but an effective business strategy that enhances the output of learning and assessment processes. By integrating game elements into a work environment predominantly occupied by younger generations, companies can boost business performance from productivity, strengthen employee retention, and drive innovation,” said Head of Level Up powered by Agate Junialdi Dwijaputra.
The Three Key Roles of Gamification in Learning:
- Motivating and Encouraging Engagement: 67% of individuals state that game-based learning is more engaging and motivating than traditional learning. This learning approach, through the use of technology, provides real-world context, keeping individuals interested and motivated to participate. Interaction and individual motivation to enhance their skills also increase with the presence of reward features as benchmarks for their achievements. Individuals participating in challenge-based gamification improve their performance by up to 89.45% compared to those who only listen to lectures.
- Enhancing Cognitive Development: Game-based learning impacts affective, cognitive, and psychomotor aspects by increasing engagement, motivation, problem-solving abilities, emotional and practical skills. A study by the American Medical Association using fMRI technology showed three areas of brain growth in the hippocampus, prefrontal cortex, and cerebellum after two months of playing digital games.
- Strengthening Retention: Game-based learning can increase individual retention by up to 90%. This is because individuals can better recall information when they are actively involved in the learning process and have test scores above average by up to 40%.
Acting Deputy Assistant for Creative Economy Development at the Coordinating Ministry for Maritime Affairs and Investment Liz Zeny Mery, stated, “The government is increasingly recognizing the transformative potential of gamification in education and training. Responding to the proven benefits of gamification in learning, the government plans to promote pilot programs that incorporate gamification into learning and training programs within Ministries/Agencies and State-Owned Enterprises (SOEs).”
Gamification: An Effective Approach for Businesses to Better Connect with Millennials, Generation Z, and Generation Alpha
According to a report by Newzoo, 44% of Generation (Gen) Z and 48% of Gen Alpha interact with in-game content beyond just playing it. For content types, interactive videos are the top choice for Millennials, Gen Z, and Gen Alpha. The adoption of game features or elements such as points, badges, levels, and performance charts into business initiatives can help effectively facilitate the learning process and achieve the ultimate goal of increasing brand engagement.
For example, Level Up powered by Agate collaborated with PT Bank Jago Tbk to develop Jago Money Quest, an interactive web-based financial education game accessible at https://JagoMoneyQuest.com.
Head of Sustainability & Digital Lending at Bank Jago Andy Djiwandono, explained that “We entrusted Level Up powered by Agate in the development of game-based learning, Jago Money Quest, to increase the awareness of Millennials and Gen Z about the importance of sustainable financial health. During the creation process, we experienced the potential of gamification in a precise, efficient, and effective manner through the implementation of the Level Up Gamification Framework.”
The Level Up Gamification Framework is an innovative framework combining academic theory and practical application, designed to help companies optimally leverage the potential of gamification tailored to various business needs. It consists of four stages: Define Main Game Purpose, Define Target Market & Persona, Build Core Gameplay, and Fulfill Technical Requirements.
To download a copy of The Dawn of Fun: A Gamification Journey Through Trends, Case Studies, and Best Practices, visit s.agate.id/mbtdof.
For more information about Level Up powered by Agate, visit agatelevelup.com.