The Top Gamification Statistics And Facts For 2015 You Need To Know

Top Gamification Statistics And Facts For 2015 The Gamification Market

There are a myriad of convincing arguments in favor of adopting a gamification strategy. However, numbers often speak louder than words, especially when those numbers are backed by extensive research studies and surveys. So, let's explore some gamification statistics and facts for 2015 that will give you ample reason to integrate gamification into your next eLearning deliverable.

Expected Market Growth.

Apart from the K-12 sector, gamification seems to progressively appear also at corporate training environments, as stakeholders are now recognizing the importance of gamification for training purposes, given that games may offer employees the opportunity to acquire and cultivate skill sets, while empowering them and putting them in control of their own eLearning experience via increased engagement. The market growth of gamification [3] is expected to reach the $1,707 billion in 2015 and the 5,500 billion in 2018. The biggest market is expected to be the North America, followed by Europe.

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