Children play games to learn. For that reason, it makes perfect sense that games can be used to learn in business scenarios, too.
This is proving to be true: Business Insider says that consultancies MarketandMarkets and M2 both put the size of the gamification sector at between $400 million and $500 million by the end of 2013 and that M2 sees the sector reaching a value of $2.8 billion by 2016. Gartner predicts that more than 70 percent of Global 2000 companies will use the gamification strategy by 2014.
Game On: From the fight against cancer to the improvement of the performance of customer service representatives, making a game of it all is proving to be a potent approach. This slideshow highlights creative uses of gamification. Readers viewing all 10 slides get extra points!
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