Education & Marketing
More towards the end of the piece I’ll explore the market growth and prospects of Gamification, or rather Game-based solutions, so for those who enjoy number, you are welcome to skip. For those that want to read some impressions, then let’s start with the various sub-topics.
Business & HR
What I mean with the title of “Business & HR” is both the expectation of what the corporate business world and HR will be expecting in 2019 as well as Business education, e.g. Business schools, and L&D within businesses driven in part due to their HR Departments.
The trend towards being more people focused continues in 2019, with more and more tailored experiences being requested and offered, as well as tailored self-development. This in part means that there is a sentiment that the employee experience needs to matter or be more meaningful when they undergo any kind of training. Perhaps it signals a move away from the “mandatory” training culture, which in part has not been positive for gamification. Something that someone truly doesn’t enjoy isn’t suddenly made enjoyable because it has a few game mechanics in it, at least not in my opinion.
What we as service providers do need to keep in mind then, with these trends, is that clients will be expecting more holistic experiences, as well as ones that come as a full, complete package. Rather than separate, unlinked services, that need to be amalgamated in some way. Essentially people are looking centralized, easy, efficient experiences.
This is the main trend that will keep growing is that people will start to consider the learning opportunities that are available when they enter a particular business, and what shape that learning takes, i.e. is it innovative, engaging, immersive and possibly gamified?
In addition to this, we will and are seeing a slow return to more face-to-face experiences, an increase in the “playful” experiences market. On one hand, this is the L&D aspect of needing to train up individuals in soft-skills, such as effective communication and dealing with human crises situations. On the other hand, it is a need to make events more “fun”. Events with game-based experiences are becoming more and more popular and widespread, in part because the game elements increase attendance but also it makes networking easier and the learning from these events and conference has a higher retention rate then.
Naturally, all of this leads to more immersive narrative experiences, of which I am happy to see an increase. But what I do want to say with that is that it isn’t necessarily so much that people take on a role within a narrative, but rather that they are invited to experience a world outside of their norm as themselves. Which are an easier buy-in and a more effective way of engaging individuals?
University & K-12
These essentially will see similar cultural trends as the Business & HR sector, with subjects and classes moving to more narrative-based experiences. As science and psychology are proving and substantiating more and more, what we all already knew to be intrinsically true, that storytelling does indeed improve comprehension and knowledge retention.
This is all augmented with the various popular reports of certain nations and institutions having more effective education models than others. And with the increase of education tuition from primary schooling, all the way to post-graduate education is pushing other nations and institutions to look to more non-traditional solutions, such as game-based ones, to deliver more effective knowledge transfer.