First gamification was the coolest new thing: A tactic to get employees to be more productive that sounds more like play than work? Sign us up.
Then the hype balloon got deflated by industry experts, analysts, and early adopters who warned of the many ways implementing a gamification initiative could go awry. In a May 2013 article from HRExaminer, Siddesh Bhobe listed no fewer than twelve pitfalls that stood to derail even the best-intentioned gamification project, including lack of an internal champion, the potential for users to "game" the game or get bored with it, and poorly constructed leaderboards.
As of 2014, gamification has officially entered Gartner's "trough of disillusionment." Where there were once too many foolhardy gamification fans, are there any left?
According to an infographic from LevelEleven, gamification might actually be all it's cracked up to be -- not just cracked. The gamification app provider claims that nine out of 10 companies that have embarked on a gamificaiton initiative have been successful, and 71% of those organizations boosted sales performance.
The infographic also tackles the negative perception of gamification many executives hold today. Is the data enough to change your mind? Take a look.
Do you use gamification to motivate, coach, or incentivize your reps? What are your tips? Pitfalls?
Originally published Sep 30, 2014 8:00:00 AM, updated July 28 2017