By the Numbers: 10 Stats on the Growth of Gamification

gamification statsFrom the classroom to the boardroom the concept of “gamification” continues to draw investment and attention. Teachers and executive have often turned to the idea to engage learners and increase their ability to stay engaged and retain information.

News on this industry seems to come out every day, but here is a roundup of some of the most recent reports and data points.

The gamification industry is expected to grow beyond $2 billion by 2015, as predicted by M2 in 2013. (Huffington Post)

It was also predicted that this industry will reach $5.5 billion by 2018. (Engagement Alliance)

More than 60% of learners said that leader boards and friendly competition would motivate them. (Talent LMS)

A whopping 97% of kids play computer and video games, making gamification a smart way to keep students engaged in the classroom. (Ry-Jenkins)

97% of teachers polled said that the gamified reading platform Whooo’s Reading motivated their students to read more. (Learn2Earn)

Nearly 80% of learners said they would be more productive if their learning or job was more game-like. (Talent LMS)

K-5 teachers report using games more (57%) than middle school teachers (38%). (Online College Courses)

97% of teachers use digital games that were created specifically for educational use, and 18% use games for education on a daily basis. (Online College Courses)

70% of teachers said they saw an increase in student engagement when using educational video games. (Online College Courses)

Minimal access to computers is the reason that 56% of teachers say they can’t use digital gaming in the classroom. (We are Teachers)