As my first post in 2018 and to get back into the swing of things, I thought I’d join in and jump on the bandwagon with my colleagues in the Gamification field and write a “What’s coming in 2018 for Gamification” post.
Though this will be mostly my personal impressions that are backed by what other leaders in the field have said and what the various industry research reports and institutions have released. My personal impressions are based on what I’ve seen and written about in my blogs in 2017, and then a few bits of inspiration taken from Gamification Nation, Gamified UK, Forbes, Gallup, Gartner, etc…
The general sentiment from each of these is that there will both be an increase and a decline. A paradox I know, but it generally refers to a maturing of the market and a culling of it. The competition will increase and as a result, the cream will rise to the top.
Maturation and the end of the Hype
As various leaders in the field have mentioned so far this year, 2018 will hopefully be a year where we see the Gamification sector mature and a year where the hype surrounding gamification will slowly fizzle out.
I believe this to be true, but it is not something that is wholly set to happen in 2018. It has been happening for a while and will continue beyond 2018, at least I hope it does. What both these sentiments mean is that gamification specialists, at least those of worth, are embracing and developing stronger research methodologies and moving more towards a sharing of knowledge for the betterment of all, both those creating and those engaging in gamification.
As we mature together, the process of gamification becomes less a trendy flash in the pan and more of a solid development process that businesses, educational institutions and so forth turn to improve meaning and engagement in their audience base. As with anything a stronger scientific basis for both qualitative and quantitative research will strengthen implementation and feedback. Giving greater credence to our efforts in improving people’s lives with our craft. And that is definitely something we should all work towards in 2018.
HR and Gamification
This always an ever-recurring theme whenever you type gamification into Google. But in 2018 it is suspected that companies will move even more towards focusing not only on their clients and customer base, but also put emphasis on focusing on their employee base. With that said, there are also reports that essentially say the reverse, that companies will move away from employee focus and finally focus on their customers and clients. I suppose it’s down to which business samples were used to generate these statistics. Regardless of which point of view, it is essential that your employees have a positive outlook on their employment, this helps with a positive engagement with your customers and clients.
What HR will no longer be doing is to purely focus on learning solutions, i.e. providing employees with ways to only improve certain skills. Rather HR departments both internally and externally will start to focus and increase investment in the general well-being of employees. Ensuring that workplace engagement and enjoyment is improved, and doing this by implementing better feedback processes, performance management indicators and other aspects that work so well with a gamification solution. And these will not only be current employees but also for the onboarding of new ones and for attracting yet to appear candidates.