Sales Gamification Statistics


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Sales Gamification Statistics 2023: Facts about Sales Gamification are important because they give you more context about what’s going on in the World in terms of Sales Gamification.

LLCBuddy editorial team scanned the web and collected all important Sales Gamification Statistics on this page. We proofread the data to make these as accurate as possible. We believe you don’t need to check any other resource on the web for Sales Gamification Facts; All are here only 🙂

Are you planning to form an LLC? Thus you need to know more about Sales Gamification? Maybe for study projects or business research or personal curiosity only, whatever it is – it’s always a good idea to know more about the most important Sales Gamification Statistics of 2023.

How much of an impact will Sales Gamification Statistics have on your day-to-day? or the day-to-day of your LLC Business? How much does it matter directly or indirectly? You should get answers to all your Sales Gamification related questions here.

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Top Sales Gamification Statistics 2023

☰ Use “CTRL+F” to quickly find statistics. There are total 82 Sales Gamification Statistics on this page 🙂

Sales Gamification “Latest” Statistics

  • In a Talent LMS survey on Gamification at Work, 89% of people said that when their work was gamified, they were more productive at work.[1]
  • Kenco implemented a sales gamification tool that gave them a 45% increase in bottom-line sales margin.[1]
  • According to HubSpot, 89% of people say that gamification makes them more productive at work and 71% of employees believe that gamification leads to an increase in energy levels.[1]
  • According to PwC’s report on top health industry issues released in 2017, 78% aged between 25 and 44 have said that they would like the use of some sort of gamification in their treatment.[2]
  • 12% of employees who receive non-gamified training are unproductive, higher than those who receive gamified training (3%).[3]
  • Gamification at work, according to 66% of workers, has made them less stressed out. (eLearning Industry, 2020).[3]
  • Compared to typical classes, gamified learning was more interesting and inspiring for 67% of students, according to Intuition (2019).[3]
  • According to eLearning Industry (2020), 71% of workers think that gamification boosts their energy levels.[3]
  • Employees are motivated to work harder by gamification, according to 72% of them.[3]
  • 83% of workers who participate in gamified training report higher levels of motivation at work.[3]
  • Young job hopefuls believe that gamification at work is entertaining and fun 86% of the time.[3]
  • From 2019 through 2024, game based learning for youngsters is expected to rank among the top income potential for developers, growing by 21.4%.[3]
  • Game-based learning in higher education will experience growth of 15.4% from 2019 to 2024.[3]
  • Gamification may boost employee engagement and corporate productivity by up to 60%.[3]
  • According to a report by Research and Markets, a more modest but still significant growth rate will be experienced by the gamification market, with a CAGR of 24.2% from 2020 until 2030.[3]
  • LivingSocial decided to turn its annual reviews into gamified experiences, which resulted in more than 90% voluntarily participating.[3]
  • Utilizing gamification, the software business Autodesk increased conversion rates by 15% and trail utilization by 40%.[3]
  • With a CAGR of 27.8%, the Human Resource industry is anticipated to develop at the fastest pace in the gamification market.[3]
  • The gamification market size in 2020 had a global value of $9.1 billion and is predicted to register an impressive growth rate of 27.4%, reaching $30.7 billion by 2025.[3]
  • Companies who allocate 25-50% of overall sales training budget toward management training outperform their goal by 6%.[4]
  • According to this report by Demand Gen, 93% of marketers love gamification. In contrast, only 70% believe static, or non-interactive, content engages visitors.[5]
  • 30% of workers say that rising to harder levels is their favorite workplace gamification feature.[6]
  • If a corporation uses gamified activities, 69% of workers want to remain there for three years, according to Medium.org.[6]
  • A gamified hiring process, according to 78% of respondents, increases their desire to work for the organization.[6]
  • 89% of survey participants agree that when a task is made game like, they are motivated to finish it and feel competitive.[6]
  • According to Metaary, by 2023 there will be a 60.1% growth in the gamification of learning throughout the continent.[6]
  • According to estimates, the gamification market’s CAGR will increase by 30.1% by 2024 as opposed to 2019.[6]
  • In 2018, 81% of respondents in surveys claimed that gamified activities boost their sense of belonging.[6]
  • Training software, communication software, contact software, project management software, and document software are among the work processes or applications that workers would want to see gamified (51%).[7]
  • A gamified hiring procedure, according to 78% of respondents, increases their desire to work for the organization offering the training.[7]
  • When gamification solutions are used in corporate training programs, 85% more workers demonstrate increased engagement.[7]
  • 70% of the U.S workforce is uncommitted to their work, while game based learning increases employee engagement, productivity, and profitability globally.[7]
  • From 2019 through 2024, game based learning for children is expected to rank among the top income potential for developers, growing by 21.4%.[7]
  • Incorporating gamification into everyday work and training helps make mundane tasks fun, which, as a result, increases employee skill retention by approximately 40%, according to Gabe Zichermann, author of Gamification by Design.[7]
  • Topliners introducing the gamification in the community lifted active users by 55% and SAP ERP introducing game mechanics improved user participation with telepresence increasing by 29.75%.[7]
  • Between now and 2025, the market for games based goods and services is anticipated to expand at a compound annual growth rate of 12.9%.[7]
  • 80% of workers say they appreciate using gamification software at work, according to the 2018 LMS Gamification at Work Survey.[7]
  • Gamification in 2019 won’t be successful unless it’s mobile as more than 50% of all website traffic globally comes from mobile devices.[7]
  • Gamification has been associated with a 50% increase in student productivity.[7]
  • According to Forrester, only 4% of enablement leaders from the sales enablement society utilized game elements to assist learning and development activities when we most recently polled them in late 2021.[8]
  • According to a Gartner research, more than 70% of enterprises on the global 2000 list of corporations currently use gamification.[9]
  • Gamification is anticipated to increase in the area by 60.1% by 2023, with Africa expected to see the strongest growth rate.[9]
  • Studies suggest that 85% of workers are more engaged when their organization uses gamification solutions.[9]
  • A compound annual growth rate of 27.4% is predicted for the worldwide gamification industry, which is expected to increase from $9.1 billion in 2020 to $30.7 billion by 2025.[9]
  • Given that 97% of children play video games, instructors will keep gamifying their lesson plans.[9]
  • When given the chance to have a positive influence, 88% of millennials believe their jobs to be gratifying, according to one research.[9]
  • After completing a gamified training session, more than 54% of new workers claim to be very productive.[9]
  • 87% of organizations expect to use gamified tactics during the next five years.[9]
  • 80% of learners are more productive when using gamified techniques.[9]
  • Retail is the top adopter of gamified solutions, holding a 28.6% market share.[9]
  • More businesses will use gamified green solutions since the global sustainability market is predicted to increase at a CAGR of 26.6% through 2025.[9]
  • Gamification strategies increased loyalty and engagement for companies like Walgreens, eBay, Threadless, and others by 30%.[10]
  • Between 2020 and 2025, the worldwide gamification market is expected to expand by 25%, with retail accounting for the greatest share.[10]
  • Businesses report that 49% of customers interact most with engagement features like gamification, live polls, and feedback.[11]
  • 78% of participants claim that a gamified hiring procedure increases their desire to work for the organization providing the training.[11]
  • 80% of American homes have at least one gaming device, users may be more receptive to and adept at adapting to the technology since they already have gaming related skills and knowledge.[11]
  • When gamification technologies are used in the workplace training programs, 85% of workers demonstrate more engagement.[11]
  • An event application was ranked as one of the top three elements that increased event participants’ enjoyment by 86%.[11]
  • The anticipated $32 billion worldwide gamification sales income by 2025 and gamified learning is expected to be valued at $25.7B.[12]
  • Gamification of the free trial raised channel income by 29%, increased purchase clicks by 15%, and boosted trial use by 54%.[11]
  • Gamification of a website increases content discovery by 68%, social sharing by 22%, and comments by 13%.[11]
  • The market for gamification is expected to expand by 30.1% by 2024.[11]
  • Using games to personalize mobile advertising saw Popchip’s sales rise 40%, leading to $100M in sales.[11]
  • The use of gamification in customer engagement methods increased trial use by 54% and purchase clicks by 15%.[11]
  • Sales meetings and contact centers that use gaming techniques may save call time by 15% and boost sales by around 10%.[11]
  • 53% of respondents believe that gamification will be extensively implemented by most sectors by 2020, particularly the media sector and education.[13]
  • By the end of 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.[13]
  • While 61% of individuals who get non-gamified training feel bored and unproductive, 83% of those who receive it feel driven.[13]
  • 50% of businesses managing innovation processes want to gamify certain areas of their operations by 2015.[13]
  • Gamification, according to staff members, increases productivity (89%) and happiness (88%) at work.[13]
  • One study found that employees see a 48% increase in engagement with the help of gamification.[14]
  • According to Storyly, the worldwide gamification industry, which is anticipated to increase by up to 25% by 2025, is dominated by the retail sector.[14]
  • Students like gamification in their educational experiences, with roughly 67% of students choosing it above other, more traditional teaching techniques.[14]
  • According to Zippia, a sizeable 89% of surveyed workers said that gamification makes them feel happier and more productive at work.[15]
  • A staggering 95% of respondents reported that they appreciate parts of gamification at work. These enjoyable gamification features are thought to boost skill retention by up to 40% among respondents, as researched by Zippia.[15]
  • Gamification is used in some capacity by around 75% of K–8 instructors in the United States and 70% of global 2000 corporations.[15]
  • A study of 500 business professionals revealed that 30% of those polled believed that gamification increases employees’ willingness to be involved at work.[15]
  • Gamification in education is expected to grow at a compound annual growth rate of 14% between 2022 and 2025.[15]
  • An astonishing 30% of workers say that game based learning is more engaging, which raises the success rates of gamification.[15]
  • 78% of surveyed people said that gamification in recruiting would make a company or position more desirable to them.[15]
  • 72% of individuals claim that gamification stimulates to complete tasks and perform harder at work, and the North American gamification business is predominantly headed by the U.S.[15]
  • The global gamification industry is predicted to grow at a compound annual growth rate of 27.4% over the next several years.[15]

Also Read

How Useful is Sales Gamification

While on the surface, sales gamification may sound like a fun and novel approach to boosting sales performance, its usefulness is a topic of ongoing debate among business professionals. Proponents of sales gamification argue that it has the potential to drive a competitive spirit among sales teams, inspire increased sales activities, and reinforce desired behaviors. In theory, incorporating game elements such as leaderboards, badges, and challenges can make the sales process more engaging and enjoyable for sales reps, leading to improved performance and results.

Additionally, sales gamification can provide valuable insights into sales data and metrics, allowing sales managers to track progress, identify areas for improvement, and tailor coaching and training programs accordingly. By giving sales reps real-time feedback on their performance and highlighting areas where they excel or need to improve, gamification can help drive ongoing learning and development within the sales team.

However, critics of sales gamification argue that while it may be effective in the short term, its long-term impact on sales performance is questionable. Some believe that gamification can create a culture of hyper-competition and individualism within sales teams, leading to resentment, burnout, and ultimately, reduced collaboration and teamwork. When sales reps are solely focused on winning games and earning rewards, they may lose sight of the bigger picture and the true goal of making sales and satisfying customers.

Moreover, there is a risk that sales gamification can distort sales behavior, encouraging reps to prioritize activities that earn them points and rewards, rather than focusing on building genuine relationships with customers and providing value-added solutions. Sales gamification may inadvertently incentivize short-sighted sales tactics that prioritize quantity over quality, potentially damaging long-term customer relationships and diminishing the overall reputation of the company.

Ultimately, the effectiveness of sales gamification depends on how it is implemented and integrated into the existing sales culture and processes of an organization. When used in moderation and in conjunction with a comprehensive sales strategy that emphasizes customer-centricity, collaboration, and continuous improvement, sales gamification can be a useful tool for driving motivation, engagement, and performance within sales teams. However, when deployed haphazardly or as a quick fix for deeper organizational issues, sales gamification may do more harm than good, undermining the core values and objectives of the sales function.

In conclusion, while sales gamification can be a powerful tool for incentivizing and motivating sales teams, its true usefulness lies in its strategic alignment with the broader goals and values of the organization. By approaching sales gamification as a means to enhance, rather than replace, a culture of excellence and customer-centricity, companies can harness the full potential of this innovative approach to drive sustainable sales growth and success.

Reference


  1. ambition – https://ambition.com/blog/entry/2021-02-16-sales-gamification-numbers/
  2. citrusbits – https://citrusbits.com/insightful-gamification-stats-facts-trends/
  3. financesonline – https://financesonline.com/gamification-statistics/
  4. leveleleven – https://leveleleven.com/2016/08/14-sales-management-statistics-every-cfo-know/
  5. optinmonster – https://optinmonster.com/gamification-in-marketing/
  6. review42 – https://review42.com/resources/gamification-statistics/
  7. webinarcare – https://webinarcare.com/best-sales-gamification-software/sales-gamification-statistics/
  8. forrester – https://www.forrester.com/blogs/gamification-and-sales-enablement-an-imperfect-union/
  9. growthengineering – https://www.growthengineering.co.uk/19-gamification-trends-for-2022-2025-top-stats-facts-examples/
  10. idomoo – https://www.idomoo.com/blog/gamification-in-retail-the-interactive-trend-driving-loyalty-and-sales/
  11. lxahub – https://www.lxahub.com/stories/gamification-in-marketing-stats-and-trends-for-2022
  12. pathwaystrainingandelearning – https://www.pathwaystrainingandelearning.ca/single-post/gamification-statistics
  13. storyly – https://www.storyly.io/post/5-stats-that-prove-gamification-boosts-retention
  14. zippia – https://www.zippia.com/advice/gamification-statistics/

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