Does gamification work in a corporate context?

The first commercial video game, Pong, was made available in 1971 and sold 35,000 units to consumers. Since that initial — and, by today’s standards, incredibly modest — foray into virtual games, the video game industry has exploded. Today it has an estimated market value of a whopping $160 billion USD and includes billions of gaming enthusiasts worldwide. It should be no surprise then that game strategies have begun to bleed into the real world, where simple tasks can become ‘fun’ by attaching achievements or game mechanics to them, such as earning badges for reaching milestones or spinning a wheel to earn a prize.

This phenomenon is known as gamification, and since 2010, it has gained an increasingly solid foothold in non-game environments. Some popular examples include the Google Chrome dinosaur running game (also known as the No Internet Game), and Duolingo’s badge-based model for learning new languages.

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