Here is a page dedicated to data points and statistics that may help in your presentations.
It’s broken into 5 categories: The business case, Engagement, Motivation, Marketing, and Employees.
The business case
1. The gamification market is expected to be valued at £9 billion/ €9.97 billion
(US$11 billion) by 2020.
2. Average attention span of a human is down to eight seconds. Scientists believe the attention span of goldfish is nine seconds 😲 (Source)
3. In fact, in an article for Time, Chartbeat’s CEO Tony Haile stated that on average, website visitors spend less than 15 seconds on a webpage (🙀). Here at LeadFamly, our customers see an average consumer engagement of 70 seconds each day on the online Advent Calendar game.
4. 67% of parents play video games with their children at least once a week. (Source)
1. Gamification increases engagement and reduces the chance of banner blindness (Optin Monster, 2019).
2. Every second, someone begins playing a game powered by LeadFamly (LeadFamly, 2019).
3. In 2019, LeadFamly saw:
55 million game plays
1.2M game plays on the busiest day
4 million game plays = a single client’s traffic
4. In December 2018, the platform saw:
Over 26,000,000 sessions
An average of 70 seconds engagement time
An average bounce rate of 16%
5. The average person spends only 11.1 seconds on average reading an email (Litmus, 2017).
6. The Christmas Advent Calendars that clients built engaged and activated their target audience (LeadFamly, 2019).
7. 80% of consumers interviewed indicated that they are more likely to do business with a company if it offers personalized experiences (Epsilon, 2018).
8. The average time spent playing video games in 2018 was 5.96 hours per week (Statista, 2018).
9. Three reasons gamification is successful:
We experience a sense of flow where we are completely absorbed in an activity
It provides instant feedback because gaming creates a world that gives us instant
results based on our performance
It allows us to experience advances, which are intrinsically gratifying
10. Gamification can result in a 100-150% increase in marketing metrics like website analytics and community activities (Small Business Trends, 2019).
11. 93% of marketers agree that interactive content [gamification!] is effective in engaging and educating (Demand Gen Report, 2018).
12. There are two games powered by LeadFamly being played every second.
1. Another reason is that gamification releases feel-good chemicals: DOSE (Dopamine, Oxytocin, Serotonin, Endorphins). These chemicals influence happiness, and our brains crave these chemicals. These are each triggered by gamified experiences (Technology Advice, 2017).
2. Strive for ‘epic wins’, which game designer Jane McGonigal defines as an outcome or experience a player didn’t even know was possible until they tried (TED Talk, 2010).
3. Psychologically, the positive effects of gamification can be explained by Flow Theory. Coined by psychologist Mihály Csíkszentmihályi, flow is the mental state a person assumes when they are completely focused on, involved with, or immersed in a particular activity such as playing a game.
Elements required for a consumer to achieve a flow state-of-mind with gamification include:
Clearly defined goals and identifiable rewards
A challenging activity or task that requires a certain level of skill to complete
A balance between a user’s ability level and the challenge put in front of them
The merging of action and awareness to create a sense of flow
A sense of control over the situation
Direct and immediate feedback
Delivery of rewards as expected
(Very Well Mind, 2019)
1. 81% of marketers believe interactive content is more attention-grabbing than its static counterpart. (Demand Gen Report, 2018).
3. 48% of consumers leave a company’s website and purchase from a competitor due to a poorly personalized experience. (Source)
4. 74% of marketers say targeted personalization increases customer engagement, and they see an average increase of 20% in sales when using personalized experiences.
5. Gamification is incredibly engaging; it can result in a 100-150% increase in marketing metrics like website analytics and community activities.
1. SAP Streamwork added gamification in brainstorming groups and grew generated ideas by 58% (Fresh Service via Yu-kai Chou).
2. A survey by the Aberdeen Group shows that companies who use gamification can improve the employee engagement level by 48% and financial turnover by 36% (Aberdeen Group).
3. Gamification also helps in customer retention, and as per a study Harvard Business Review, increasing customer retention rates by 5% increases profits by 25% to 95%. (Harvard Business Review, 2014).
4. Employees’ retention and skills increase by up to 40% when work is made fun (Forbes, 2017).