We know that you’ve been searching far and wide for the latest statistics on gamification in learning, but we also know how frustrating it can be to find something that’s relevant and actually helpful.
We’ve searched through dozens of articles, podcasts, and videos to bring you the most relevant statistics about gamification in learning—all in one place! No more searching through hundreds of pages of articles looking for that one stat that really matters.
So whether you want to see how gamification works with students or how it affects retention rates, our list has got you covered. It’s all here—and we’re so excited for you to dive into all these juicy stats!
Gamification in Learning Market Statistics
1. The global gamification market size is expected to reach $58.8 billion by 2028
(Global Newswire, Reportlinker)
According to Reportlinker, all forms of gamification are in a rapid state of growth. The global market for gamification strategies is expected to reach a value of $58.8 billion by 2028, with a CAGR of 26.8% between 2022 and 2028.
Education is ranked as one of the top market segments for the gamification industry, alongside sales and marketing, product development, and human resources.
2. The gamification in learning market is expected to grow to $2317 billion in 2026
(Market Data Forecast)
Demand for gamification in the educational landscape is growing at an exceptional rate. According to an analysis by Market Data Forecast, the industry was valued at $840 billion in 2020. By 2026, the space is expected to accelerate to a value of $2317 billion, growing at a CAGR of 36%.
According to the report, a number of factors have promoted the growth of gamification in the education market over the last couple of years, including new innovations in e-learning tools and the adoption of AR/VR technologies.
3. Gartner predicts that 70% of the top 2000 global businesses have already adopted gamification.
(Gartner)
A Gartner report on gamification predicts that the strategy has already been adopted by more than 70% of businesses belonging to the list of the top 2000 worldwide companies.
According to Gartner, larger businesses hold the highest market share, with many of them adopting the software in the early stages. However, smaller businesses are expected to start investing in gamification for recruiting and sales activities going forward.
4. North America is the leading market for gamification in education
(Markets and Markets, PR Newswire)
The analysis of the gamification in education market conducted by Markets and Markets suggests the North American landscape is expected to have the highest growth rates between the periods 2018 to 2023.
According to the report, gamification is gaining traction in this industry thanks to a rapid increase in smart and cloud-based learning solutions. PR Newswire builds on this prediction, suggesting that 42% of the growth for gamification in education will stem from North America.
However, the report also suggests the APAC region will lead the gamification landscape in the future, as a number of student and government policies have now made it compulsory for organizations to upskill and reskill their employees.
5. The corporate training segment for gamification is growing faster than the academic segment
(Markets and Markets)
A market report conducted by Markets and Markets into gamification in education found the concept is gaining popularity across a multitude of segments.
However, among end-users, the “corporate training” segment for gamification in education is expected to grow at a faster rate than the academic space. In other words, many companies are beginning to adopt gamification as a strategy for engaging employees during training.
According to the report, the growth in this segment is a result of the rising traction among corporations implementing gamification practices to improve employee experience.
6. The VR-based learning game market is growing at a rate of 51.9%
(Metaari)
According to Metaari’s 2019-2024 Global Game-based learning market report, the game type with the highest growth rate in the learning industry is the “VR-based” game. The VR gamified education environment is growing at a rate of 51.9%, according to the report.
VR is followed by assessment and evaluation-based learning games as one of the top tools for gamified learning, with a growth rate of 46.2%, and language learning games at a growth rate of 41.8% in the assessed period.
Gamification in Employee Training Statistics
7. The corporate segment growth rate for learning-based games is 47.5%
(Metaari)
According to Metaari’s study of the game-based learning market between the years 2019 to 2023, the corporate segment is currently experiencing the most growth among all learning game adopters. The corporate environment’s investment in gamified learning is growing at a rate of 47.5%.
However, Metaari notes revenues are expected to more than double in all of the eight global buying segments mentioned in its report by the end of 2023. What’s more, Metaari predicts growth of learning-based games in the corporate buying segment will grow by a rate of more than 6 times.
8. 33% of employees say they want more game-like features in their training software
(Talent LMS)
In 2019, Talent LMS asked 900 employees about the gamification experiences they had at work and how they influenced their corporate experience. Around 43% of the employees said they haven’t noticed any elements of gamification in the workplace, but 61% said they had received some training with gamified components.
33% of the respondents also said they would like to see more game-like features in their employee training software. A further 89% of respondents said they thought they would be more productive if more of the workplace was gamified.
9. Gamified lessons have an average voluntary participation rate of 106%
(Lemonade LXP)
Building on case studies from around the internet, as well as their own marketplace insights, Lemonade LXP found that gamification increased the average voluntary participation rates of students.
The average voluntary participation rate for a gamified learning experience was around 106%. What’s more, the company also saw a 266% increase in repeat engagement (people returning to take more lessons) when gamification elements were used.
Lemonade also found students had an average product information recall rate of 87% after gamified training and retained up to 93% of the information they learned after one month.
10. 83% of employees feel more motivated when training is gamified
(Talent LMS)
According to Talent LMS, employees who receive gamified training at work are more likely to feel higher levels of motivation and engagement. 83% of the respondents in the study, covering 900 staff members, said they felt more motivated by gamified training sessions.
Alternatively, 61% of the people in the survey who received training without gamification elements said they felt bored and struggled to stay productive during the lessons.
11. Deloitte increased the number of users that returned to its leadership learning site by 46.6% by implementing gamification
(Deloitte)
Searching for ways to improve the engagement of employees taking its leadership training courses, Deloitte implemented a gamification method. According to the company, after introducing a gamified training plan into the leadership program, the number of team members who returned to the course increased.
Gamification mechanics increased the number of people returning to the courses by 46.6%. Deloitte now uses gamification regularly in its training strategies.
12. 30% of employees would like more gamification in compliance training
(Talent LMS)
When Talent LMS conducted a study on the effects of gamification on employee experience, they discovered training initiatives were the number one area where staff would like to see more gamification. When the team asked staff members what kind of training they’d like to gamify most, 30% named corporate compliance training.
18% of employees said they would like to see more gamification when learning about products and services, while 16% said gamification would improve technical skills training.
Benefits of Gamification in Learning Statistics
13. Adult learners score 14% higher on skill-based tests following gamified training
(University of South Africa)
A study conducted by the University of South Africa and published on Research Gate highlighted the benefits of gamification for knowledge retention among adult learners. The study examined how adult learners in higher education performed on different tests when they featured gamification.
According to the report, gamification elements led to 14% higher scores among adult learners on skills-based tests. What’s more, people who engaged in gamified learning also performed 11% better on tests of factual knowledge.
14. Learners remember up to 90% of what they learn in a gamified task
(University of Maryland)
According to a report by the University of Maryland, without gamification, most learners recall around 10% of the things they read and 20% of whatever they hear. If a presentation has visuals, some respondents can recall up to 30% of the information.
However, learners remember up to 90% of what they discover during a gamified exercise, according to the report, if this involves carrying out tasks themselves.
15. 20.4% of students say quizzes and puzzles are the best remote teaching tool
(Journal of Chemical Education)
Looking at the methods used to engage learners during remote education sessions taking place during the pandemic, a “Journal of Chemical Education” report highlighted the value of gamification.
The study found around 50% of first-year students and 80% of students in their second year of education found gamified elements like crossword puzzles helpful to their education.
20.4% of the students in the report also rated puzzles, quizzes, and other gamification components to be the best teaching tool. This meant it was the second most popularly requested teaching method, second to instructional videos.
16. Gamification can improve math test scores by 34%
(Concordia University)
In one case study conducted by an elementary school math teacher, it was found that after four months, the use of gamification in math lessons improved student test scores. The teacher found the average test scores increased from 49% to a massive 83%.
17. 67.7% of students find gamified courses more motivating than traditional courses
(Taylor and Francis)
According to a survey conducted by Taylor and Francis into the benefits of gamification in learning, around 67.7% of students prefer gamified learning to traditional courses.
The researchers found that every demographic, regardless of age, gender, or student status, was more likely to be engaged by a gamified learning experience.
18. Gamified training in cyber security increases activation rates by 43%
(So Safe Awareness)
According to data from the So Safe Awareness platform, if companies complement their cyber security training initiatives with gamification elements, they can expect an average activation rate increase of around 43%.
19. Gamified training can improve student performance by up to 89.45%
(Science Direct)
According to a research analysis published on Science Direct, gamification in education can significantly improve student performance levels. Students in the report who were educated with gamification-based and challenge-focused learning strategies increased their performance by 89.45%, compared to those using traditional lectures.
The same report also notes that challenge-based gamification can also improve student performance by 34.75% in relation to statistical forecasting lessons.
20. 89% of employees would spend longer using a software or app with gamified elements
(Talent LMS)
In their evaluation of the impact of gamification on employee engagement and learning, Talent LMS found employees were more likely to engage with learning tools and apps for longer if they had gamified elements. 89% of respondents said they would spend more time on a software with gamification elements.
When asked which gamification elements would motivate them the most, employees ranked “Rewards” as the most intriguing option, followed by badges and points.
21. Gamification increases students’ willingness to learn
(IIAKM)
A study conducted into gamification elements in student learning scenarios found gamification influenced the “willingness” to learn among students. The researchers found students taking part in gamified activities were more interested in their learning activities.
Notably, these students showed a particular desire for certain elements of gamification. For instance, 53.3% of students said they were motivated by the ability to “update their profile” with new achievements. ‘
Around 27.3% said they were motivated by the option to earn points, while 14.1% said they were motivated by the option to receive badges.
Only 5.4% of students said tangible rewards and gifts were what motivated them most.
Conclusion
If you’ve made it this far, congratulations! We hope you’ve enjoyed reading about the stats on gamification in learning. Gamification can be used in almost any industry or field—from education to medicine to finance—and it’s a great way to help people learn things they never thought they could.
Gamification in learning is a hot topic right now—and with good reason! The ability to harness the power of games and apply it to learning environments opens up a world of possibilities for students, teachers, and other learners. With this information at your fingertips, there’s no stopping you from making an impact on the world around you.
If you have any questions or concerns about gamification, feel free to reach out via email at any time.
Thanks for reading, and happy learning!
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