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Opinion CX on Social

Gamification Solidifies Its Place In the Business Toolbox

Here's another great example of gamification impacting an industry in a massive way. Like many industries, e-learning is dependent upon engaging customers to make full use of the offerings they purchase -- ensuring they remain happy and loyal customers.

The point for most businesses is that loyalty programs have been entrenched as behavior changing tools for a long time, but now gamification has emerged as an equal or superior partner. As the focus shifts to experience from product features, using engagement tools to drive utilization becomes an increasingly important part of a company's growth strategy.

From a recent research report:

Gamification in E-Learning Expected to Reach $319 Billion by 2020; Finds New Report

Market Research Reports, Inc. has announced the addition of “Gamification in E-Learning Marketplace” research report to their website http://www.MarketResearchReports.com

E-Learning represents delivery of part or all of a course using computing technology (computer, mobile or wearable devices) whether it's in a school or business training or full distance learning course. Due to advances in the "as a service" model, eLearning is often Cloud-based.

Using game mechanics or game elements in education is not something new but applying it to e-learning perspective is set to come of age and becoming a real contender. Gamification in e-learning is the application of game elements & techniques in the non-game e-leaning process to motivate & engage learners in solving problems. It is many way different from pure learning games but proved it as real game changer to boosts up learners' participation level and makes them better performer."

Apr 13, 2015  
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