Games and gamification are hot trends in the world of mobile learning, with conferences presentations, books, articles and actual apps blossoming like flowers.
This is because gaming is seen as motivating for learning, by giving learners feedback, rewards, and motivation through competition. Mobile games have been used in businesses for onboarding, product training, refreshing knowledge learned previously, and in assessment of learning.
But, like with many new learning technologies, there is often a lot of hype in the early days of the introduction of a major innovation, and the ramp up in sales by vendors of related products is often much slower than predicted. In the U.S., motivation in the workplace is a real problem, and, according to a Gallup poll, businesses lose up to $550 billion annually due to disengaged employees. Well-designed games and use of game elements (“gamification”), especially on mobile devices, may well be part of the solution to that problem. Less than two years ago, Gartner, the well-known consulting firm, made this prediction:
By 2015, 40 percent of Global 1000 organizations will use gamification as the primary mechanism to transform business operations. Diverse industry segments are already finding gamification effective … according to M2 Research, the worldwide market will grow from $242 million in 2012 to $2.8 billion in 2016, with enterprise gamification eclipsing consumer gamification in 2013.
But, just a month later, Gartner was hedging its bets, stating that “by 2014, 80% of current gamified applications will fail to meet business objectives, primarily because of poor design.”
Intrigued, I went searching for indicators that gamification was taking off in the corporate learning market, specifically for sales training.
I found little evidence that gamification and games for learning were actually being used yet or were a feature of many sales training tools.
For example, of the 54 sales enablement tools reviewed by Fergal Glynn in April of this year, only two even mentioned gamification features. Through digging, I was able to find 20 products that qualify as mobile gaming apps or platforms that may be of interest to those wanting to be pioneers in this approach to training:
- Game On Learning’s MLevel Platform
- Glowdot.com’s internal training game built for Sonos built on their Time Management Game platform. Integrated mini-games offer sales training on Sonos products.
- Qstream’s mobile game-based sales enablement-platform
- CallidusCloud’s mobile platform
- Pakra Games’ sales simulations
- Serious Games International’s gamification platform
- Ringlead’s Dupe Drive
- S. P. Keasey Trading Company’s Ring My Bell app
- Bunchbell’s Nitro for Salesforce
- The Chatter Game by Salesforce Labs
- Real-time Leaderboard for Sales and Support Teams by Reptivity
- Hoopla — Motivate sales teams by Hoopla Software
- Gamivation: Gamified Training by TPA
- Engage: Gamification for Salesforce by IActionable
- SuMo by CloudApps
- Badgeville for Salesforce by Badgeville
- Your Sales Motivation Engine by LevelEleven
- Xactly Incent Express by Xactly Corporation
I didn’t try out all these platforms, but if you are about to investigate sales training games and gamification tools, this list is a good starting point. And here are 7 Things About Sales Enablement You Need to Know.
At Float, we have expertise in the design of games for mobile learning. Please contact us if you need assistance in this area.
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