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Adoption and Effects of Gamification Reported

Adoption and Effects of Gamification Reported

The total market for learning games is already $3.9 billion, and is expected to grow to $8.9 billion by 2017, according to a research report by Ambient Insight. So Capterra and TalentLMS teamed up on a survey of learning management system users and instructional designers in order to answer common questions about gamification.

Key Takeaways include:

  • Gamification and learning games already have widespread adoption, with 83% and 90% use, respectively
  • 70% of respondents claimed gamification led to an increase in student scores
  • 83% of LMS users reported their students retained course content better using gamification
  • The most popular gamification features were points (85%), progress bars (78%), and levels (76%)
  • Social gamification features like activity feeds (16%), avatars (24%), and leaderboards (26%) were desired the least by users

For the full results, visit