Why Gamification? How Games Engage and Motivate. Slides from Pete Jenkins' workshop on examples for HR delivered at British Ports Association in London, November 2017.
29. Compettia - Atrivity
Average knowledge increase in players over a 5 day
period is 30%
80% of players end up playing it outside of work
hours
Most questions answered by a player in 5 days is
10,521 questions
Average player will answer 800 questions during a 5
day period
Most commonly play between 11pm and 1am
38. Gamification Tip
Game players are already found throughout our
businesses.
Notice, value and reward game thinking
Use their creative and strategic thinking and embed
games into your culture.