Highlights from the L&D Hangout with Fistful of Talent
Gamification helps learners engage in content in a deeper, more meaningful way. Skeptics think gamification is going to be a passing trend, but according to M2 Research, it’s growing. Gamification is projected to grow to $2.8 billion by next year.
We sat down with Kris Dunn and Chelsea Row from Fistful of Talent for our first Learning and Development Hangout series installment. This week, we tackled the highly debated subject of gamification and its impact on the modern workplace.
Watch the video and read below for some key highlights!
Gamification: Love it or hate it?
When asked if he believed in it, Kris responded, “I do believe in it, but from a practitioner’s point of view, I neither love nor hate it, I think. It’s valid and effective and a good idea when you have the right opportunity, and it’s executed correctly. It falls tremendously short if you don’t have a natural path to ‘gamify’ something.”
Gamification: It’s all about context
According to Chelsea, it really matters where you apply gamification. “If you’re using gamification because it’s sexy and it’s cool, you’re not really going to do well. You might, but 80% of gamification issues fail in most companies.”
Gamification: Is it a trick to get people to work more?
Is gamification just another ploy to get employees to work more? Nope. Kris captured it perfectly when he said, “It’s less about getting people to work more and more about getting people engaged in the type of work they do.”
Gamification and Training
According to Kris, you are far more likely to succeed if you set up a framework that allows people to be engaged and excited. This starts with building an environment where people can see the training and courses offered. The goal is to get people to not only complete an activity but feel compelled to share their progress.