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Updated: 7 min read

Gamification in Corporate Training: What Actually Works

What research says about gamified corporate training: which game elements support learning, why rewarding mere participation can erode motivation and how to design gamification whose effect you can actually check.

Anna Polak Author: Anna Polak

Gamification in corporate training works when the game elements serve the learning itself: fast feedback, a challenge pitched at the learner’s level and some freedom of choice. Bolting points, badges and leaderboards onto a dull course rarely rescues it, and rewarding people just for clicking through can quietly erode their interest in the subject.

Quick Overview

What you will learn:

  • What systematic reviews say about gamified learning, and how much weight that evidence can bear
  • How self-determination theory explains why some game elements help and others backfire
  • What the overjustification effect is and when a reward undermines motivation
  • How to design gamification whose effect you can verify

Who this article is for:

  • HR and L&D specialists planning a development programme with game elements
  • Instructional designers and in-house trainers
  • Managers whose vendor is pitching them “a platform with gamification”

Reading time: 7 minutes

What the Research Actually Shows

Gamification means borrowing game elements such as points, badges, levels, leaderboards, challenges and narrative for use outside a game. A training game or business simulation is something else: in those, people learn by playing. Gamify a course and its content stays exactly as it was; only the way progress is rewarded and reported changes.

The best-documented evidence comes from health professions education, a field that routinely puts new teaching methods to the test. The systematic review by van Gaalen and colleagues, indexed on pubmed.ncbi.nlm.nih.gov, screened 5044 records and kept 44 studies. None reported negative outcomes. The most common combination was assessment (quizzes, points for answers) plus challenge or competition, and in 8 of the 27 studies using it, that combination increased use of the learning material, sometimes alongside better learning outcomes. The authors are candid about the limits, though: most studies had no well-defined control group, and few explained why a particular element worked.

A second review, by Gentry and colleagues on pubmed.ncbi.nlm.nih.gov, looked at randomised trials of serious games and gamification. Only two of the included trials actually tested gamification; the rest evaluated serious games. Across all outcomes, the authors rated the evidence as low or very low quality. Put simply, much of what gets sold as “proof that gamification works” is really evidence about games, not about adding points to a course.

Self-Determination Theory: Why Some Elements Work

Self-determination theory is often brought in to explain gamification, even though the van Gaalen review found that few studies drew on any theory at all. In a paper available on pubmed.ncbi.nlm.nih.gov, Ryan and Deci describe three innate psychological needs: competence, autonomy and relatedness. An environment that satisfies them lets intrinsic motivation grow; one that thwarts them drags it down.

Look at game elements through that lens and they take on a different meaning:

  • Points and progress bars support competence when they show learners what they have mastered. If all they count is clicks and minutes, they are just noise.
  • Badges work as feedback when they mark a skill. A badge for logging in tells nobody anything.
  • Leaderboards spur on the people near the top but can chip away at the sense of competence of those at the bottom. Team leaderboards, or measuring yourself against your own earlier score, are safer bets.
  • Choice of path and difficulty supports autonomy, which a compulsory game where everyone plods through identical stages usually does not.
  • Team challenges support relatedness, because they reward cooperation rather than head-to-head rivalry.

The Overjustification Effect: When Rewards Backfire

The biggest risk in gamification has a name: the overjustification effect. Give people an external reward for something they used to do out of curiosity, and they start to attribute their own behaviour to the reward. Once the reward is gone, some of the interest goes with it.

The meta-analysis by Deci, Koestner and Ryan on pubmed.ncbi.nlm.nih.gov pooled 128 experiments. Whether rewards were tied to engagement, completion or performance, they all reduced intrinsic motivation as measured by free-choice behaviour. Positive feedback had the opposite effect, boosting both behaviour and self-reported interest.

Translated to corporate learning, a gift card for finishing an e-learning module and a trainer’s comment on a completed exercise are two very different interventions. The gift card may push completion rates up while leaving people less inclined to come back to the topic. The comment feeds the sense of competence that self-determination theory describes.

Designing Gamification You Can Defend

Before you buy a platform or build a points system of your own, answer these questions:

  • Which behaviour should change? Regular practice of safety procedures, for example, or rehearsing customer conversations. If you cannot name the behaviour, gamification ends up rewarding activity for its own sake.
  • What counts as feedback? A point should tell learners what they did well, not merely that they did something.
  • Where is the choice? Alternative paths, difficulty levels or the order of modules.
  • Who is being compared with whom? In a team with very uneven experience, an individual ranking can be demotivating. Team competition or comparison with one’s own past results is worth considering.
  • What will we deliberately not reward? Logging in, watching to the end, clicking “next”.
  • How will we check the effect? The review on pubmed.ncbi.nlm.nih.gov singles out missing control groups as the main weakness of the evidence. The workplace equivalent is a pilot with some teams, plus a comparison group that covers the same material without game elements.

The instructional design usually falls to an L&D specialist, but which behaviours get rewarded is also a decision for the business process owner.

Read Also

Build Your Skills

To take this further, Gamification Methods to Increase Employee Engagement and Effectiveness concentrates on designing game mechanics, while Gamification of Employee Engagement applies them to everyday teamwork. Get in touch and we will tailor the scope to your development programme.

Frequently Asked Questions (FAQ)

Does gamified training really work?

It can, but not by itself. A review of medical education research found that in some studies, combining assessment with challenge increased use of the learning material and occasionally improved results. Most of those studies, however, lacked a proper control group, so whether it works in your organisation is something a pilot has to show.

How does gamification affect intrinsic and extrinsic motivation?

Points, badges and prizes are extrinsic motivators. When they carry information about progress and competence, they strengthen intrinsic motivation. When they turn into an expected payoff for simply taking part or finishing, they weaken it, which is exactly what the overjustification effect describes.

How are training games different from gamification?

A training game or simulation is a self-contained experience in which people learn by playing. Gamification adds game elements to ordinary training or work and leaves the content as it is. The two can be combined, but each is designed differently.

How should a company introduce gamification?

Start by naming the behaviour you want to change; only then pick the mechanics. Don’t reward log-ins and clicks, let learners choose their own path, favour team competition over an all-against-all leaderboard and plan a pilot with a comparison group.

Anna Polak
Anna Polak Opiekun szkolenia

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