When I was teaching high school, there was often nothing more important to my students than the upcoming BIG GAME. No, I’m not talking about football. The long-anticipated release of a new video game would often have gamers “coming down with the flu” on the big day to be sure they got a good place in line. Now that’s a big game.
People love games. According to Variety, Americans spent over $43 billion on video games in 2018. And you don’t want to know how much we spend on sports (I’m actually not sure anyone knows). We can’t get enough of competition, whether we’re playing or just watching.
Good trainers and instructional designers know the value of gamification strategies — they’ve been using them in instructor-led training (ILT) for decades, even centuries. How many times have you been asked to “team up” with strangers in a training exercise?
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