How gamification increases the results of sales teams
Gamification is a technique that uses elements of games in other activities to increase motivation. Research published in “Frontiers in Human Neuroscience” showed the effects of games on the brain and one of the benefits found was the high degree of attention that people maintained in this media in relation to other media.
For this reason, the use of gamification has become a major trend. A study by the Institute of Electrical and Electronics Engineers predicts that, by the year 2020, about 85% of everyday activities will have elements of games.
In Brazil, several segments are already using gamification in certain tasks to increase engagement with a very positive return. Fundação Getúlio Vargas University (FGV) data shows that this technique can increase up to 40% the productivity of teams. Large companies like Microsoft and Gerdau have already adopted it. Elements of games such as competition, storytelling and prizes are some of the features that most engage and entertain.
According to anthropologist Johan Huizinga’s theory, humans are naturally playful beings and games have become a very strong cultural element. People are much more encouraged by challenges and rewards (one of the main ingredients of games) than by punishments. In addition, games are fun and provide intrinsic motivation and continuous stimuli. In games, these stimuli are represented by the achievement of a goal and the feeling of being able to win continuously.
One of the most famous apps that use gamification is Duolingo, the language learning app. But it’s not the only one. Tech giant Google has launched Primer app to teach digital marketing and entrepreneurship with cards and quizzes.
There are some training solutions that use gamification, including websites and applications that simulate a game in which users learn progressively. The advantage of this approach is the possibility of engaging anytime and anywhere. Another advantage of this approach is the possibility to follow metrics continuously. There are also face-to-face trainings that use gamification, but in this case it is necessary to stop the whole team and they are usually not continuous.
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