The games industry continues to grow and already earns more than the movie and music industries combined. The result of this, of course, is a change in the population's consumption habits and perceptions. A few years ago, if your product or service fulfilled its intended function, that was enough to keep your consumers loyal. Today, you have to entertain.
But the games industry isn't just about entertainment. The process of gamification, for example, is taking up more and more space in technological products and even within the internal processes of large companies. Another tool that has been boosted by gamification is teaching, which has seen an adherence rate of up to 60% higher than traditional methods. But what is gamification anyway?
Games are actually quite complex structures. In addition to the Hollywood-worthy narratives attached to contemporary games, the fundamentals of a game also include tools such as gameplay, animation, responsiveness, balancing, progressive difficulty, punishment and reward systems, among others.
Gamification is the act of extracting those elements that characteristically make up video games (and make them fun) and applying them to everyday activities, such as studying a new language.
The main difference between games and the gamification process is that games exist for the sole purpose of entertaining, while gamification seeks to generate more motivation and engagement in non-recreational tasks or offer a new learning methodology.
Making education more engaging and fun is already a reality in many places around the world, even in high education medical schools in China, and the reason is clear: gamification works.
Studies show that gamification increases student performance by up to 89.45% and 67% of students say that gamification has increased their interest in classes.
The use of gamification in education offers numerous advantages in both the teaching and learning process. Especially when it comes to overcoming student disinterest. Some of the points we can highlight are: greater social interaction and higher participation rates; more dynamic classes; development of creativity, autonomy and collaboration; promotion of dialogue and discussion of ideas; greater absorption and retention of content; stimulation of protagonism and leadership in problem solving; improvement of results and performance; development of socio-emotional skills.
Implementing gamification in the process of teaching and training employees may not be a simple task, but there is a solution. Look for companies that specialize in the subject.
If you need a qualified platform and highly skilled professionals to help you build your team's training and professional development process, count on Hotscool!
Our consultants can help you with this process. Contact us through our service channels and receive all the information you need to start this important stage of your business. You won't regret taking this step!