The Role Of Gamification In Organizations

2088 Words 9 Pages
The use of gamification by organizations as a training design element for their eLearning training programs has been on a steady increase. Organizations have turned to gamification in an effort to develop training programs that increase employee motivation, engagement, and improve knowledge transfer through increased interaction. Although gamification offers innovative training design options, organizations must be judicious in its application. Before committing to the use of gamification, organizations must assess the training content to determine if gamification is the best training delivery design. Furthermore, organizations must make certain that gamification will deliver the desired training outcome that meets the organization’s needs …show more content…
However, Ergle (2015) discusses that “only 20%” of working adults are engaged in their work. Furthermore, “47% of millennial workers” (Mohl, 2014) reported feelings of disengagement at work. Most employees are indifferent or have a negative outlook about their place of employment. Organization leaders are aware of these statistics and have repeatedly expressed their concern and the need to increase employee engagement in corporate surveys (Roberts, 2014). Cook (2013) asserts that employees “come to work expecting the same engagement they find in the digital world” (p. 47). They want to be challenged, be provided with opportunities for growth and development, have access to technology, and be rewarded for their skills and contributions to the organization (Mohl, 2014). It is evident that organizations must invest to provide employees with the necessary tools to have a positive work experience. A motivated and engaged workforce results in higher contributions to the …show more content…
The lack of careful planning and consideration of the game elements before its implementation can result in gamification hindering employee learning and negatively affecting their level of motivation and engagement. Research has shown that gamification is well suited for corporate training programs with content that is not engaging and courses for which the organization at some point has experienced employee resistance (Leaman, 2014). Finding a balance between the game elements and the content is challenging, but essential to the success of the course and to the organization in meeting its fundamental training

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