How Gamification Can Help Your Business
For IT and transformation leaders, the management question is not whether gamification is engaging, but where it belongs in the operating model. Used well, it can accelerate onboarding, product knowledge and routine task completion; used poorly, it becomes a layer of novelty with weak business value. The decision should sit with the business owner of the process, not only with HR or IT, because the real aim is to change behavior and improve a measurable workflow.
The first practical issue is governance. Who defines the target behavior, approves the reward logic, and checks that the mechanic does not encourage the wrong actions? If a leaderboard drives competition, it may also suppress collaboration or distort priorities. Leaders should ask whether the incentive structure aligns with service quality, compliance and customer outcomes, not just participation rates.
The second issue is portfolio discipline. Gamification competes with other enablement investments such as learning platforms, coaching, workflow redesign and AI-assisted support. That means it should be funded as a business intervention with a clear hypothesis, baseline and review point. Useful questions include: what metric will move, by how much, and what would justify stopping or redesigning the program?
The third issue is adoption at scale. Different teams respond differently to competition, recognition and self-paced learning, so a single format rarely fits all. CIOs and transformation leaders should treat gamification as one option in a wider change toolkit, then test it on a narrow use case before expanding. The test should evaluate sustained behavior change, not just initial participation or positive feedback.
Gamification brings gameplay into traditionally nongame environments with the aim of encouraging user participation and helping IT team members and others reach new goals.
Gamification helps organizations improve employee learning, development, and engagement with various game-oriented training elements and rewards, including points systems and leaderboards. โItโs providing your team with information in a fun, digestible, and relatable way,โ says Michael Ringman, CIO at workforce transformation specialist TELUS International in an email interview.
Business outcomes are frequently tied to how well employees relate to the strategy, observes Leah Houde, chief learning officer with business advisory firm PwC via email. โIntroducing game elements can encourage much higher levels of engagement throughout an organization,โ Houde says.
When given an assignment that many team members may find boring, gamification can supply the motivation needed to accomplish the task. โIt can help improve productivity, accomplish bigger goals, and change behaviors,โ says Nicolas Avila, CTO, North America, at software development firm Globant via email. โThe gaming industry studies something called โflowโ, which happens when thereโs the right balance between motivation and challenge — this is a key part of gamification.โ
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Gamification at Work
At work, gamification is often used to build employee experience by promoting fun competition and immersive learning experiences, leading to better information retention and a heightened incentive to engage in ongoing learning and upskilling, Ringman says.
Gamification is frequently used to boost staff productivity. โIn any business, there are many things that need to be done every day that many of us arenโt naturally motivated to do,โ Avila observes. Gamification, provides helpful context, guidance, and rewards, allowing tasks to be completed faster and more efficiently while improving focus. โThis, in turn, helps the company achieve larger business goals.โ
Brands can also tap into gamification as they strive to engage customers and transform ordinary interactions into memorable experiences. Ringman notes that brands can use gamification to add extra fun to loyalty programs by hosting contests and competitions, as well as awarding virtual badges and trophies to customers as they complete various actions or pass significant milestones.
Let the Gamification Begin
TELUS International uses gamification to deepen its teamsโ product knowledge, scope, and depth. The firm uses a five-level game that describes a productโs โtechnical story.โ The quiz then awards participants points based on their information retention. โThis has helped us to increase the knowledge of our products and services in an interactive yet engaging way,โ Ringman says.
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Houde says that she and her PwC colleagues are witnessing firsthand how gamification can, through the lens of learning and development, support business operations and performance. โAs we explore the latest learning tools and philosophies, weโve realized that success comes down to a few things: sustaining learning over time, tapping into deeper motivations when possible, and incentivizing our people, which gamification can do.โ
Game Limits
Gamification is widely recognized as a way to effectively connect team members to content that fulfills their professional needs and personal interests. Yet learning isnโt a one-size-fits-all proposition, Houde warns. โItโs critical to offer in-person seminars, video content, and AI-enabled tools to help train people effectively,โ she explains. โGamification can be a valuable tool, but a personalized approach is what can empower learners to continuously pursue their interests, aspirations and unique upskilling needs.โ
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Avila cautions that gamification can be a waste of time if not correctly implemented. In a worst-case situation, it could even reinforce the wrong type of behavior. โGamificationโs impact is weakened when companies donโt focus on the behaviors they want to induce in consumers or employees, but instead concentrate on making the process itself a game.โ
Itโs Inescapable
As AI and LLMs are incorporated into virtually every way people work and learn, gamification is destined to become more widely used, Ringman says. โI have no doubt that gamification is only going to be more popular in the coming years, with deployments becoming a best practice in the workplace and across brand-consumer interactions.โ
Avila agrees. He predicts that in the years ahead organizations will embrace more extensive gamification implementations, such as situational immersive training, interactive onboarding, and in-depth learning activities. As consumers and employees continue to evolve, and new generations emerge, the familiarity of these populations with games will boost adoption and enable new use cases, he adds.
Motivating staff to engage in new strategic initiatives is an age-old business challenge, Houde observes. Yet itโs important to remember that any motivation tool has its limits. โWeโre quick to use gamification, but understanding motivation really should come first.โ
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