What’s behind the Gamification Madness?

The Economist recently printed an article titled “All the World’s a Game”. The article highlights the growth of the gaming industry beyond the stereotypical young male that while away their youth playing violent video games. Here are some interesting stats from the article.

  • According to PwC, the global video-game market was worth $56B last year and is expected to be worth $82B by 2015.
  • 42% of gamers in the US are women and the average age of gamers in the US is 37.
  • In 2010 Call of Duty Black Ops clocked $1B in sales in just over 1-month and this year “Call of Duty: Modern Warfare 3” did $750M revenues in 5 days!

Clearly, games are here to stay and people are spending more time playing games as you don’t actually have to own a console to play games. Games like Farmville and World of Warcraft require just a PC with internet connect. Angry Birds is leading the charge when it comes to games on mobile devices. Clearly, this is a trend that enterprises aren’t ignoring. There is hard evidence in the form of consumer adoption of games that demolishes all stereotypes. And here is an ad from the World of Warcraft that demonstrates this shift.

So why should games matter to enterprises and why specifically games will impact learning in the education and enterprise markets? Jane McGonigal, in her best seller “The Reality is Broken – Why Games make us better and how they can change the world”, makes a compelling case for embracing gamification in our day-to-day lives. In my next post, I will focus on some key reasons for this trend. Stay tuned.

Srinivas Krishnaswamy


I love to read and share thoughts on technology, enterprise learning, mobile and any thing cool that impacts enterprises.

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Posted in Game based Learning

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