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Why gamification works

People learn by doing, not by watching or listening. Gamification and serious games put that principle into practice.

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What makes gamification so effective compared to traditional forms of knowledge transfer such as lectures, e-learning modules or conventional training courses? The science is clear: people learn by doing, not by watching or listening. Gamification and serious games put that principle into practice, and the results speak for themselves. On this page, you will find the key benefits, concrete figures and the pitfalls you need to be aware of.

The real strength of gamification lies in active learning. You only truly learn how to bake a cake by making it yourself, not by watching someone else do it.

That is precisely why serious games and gamification are so effective: they create a safe learning environment where people can practise freely, are allowed to make mistakes and can rectify them, without any real consequences. Indeed, making mistakes often provides the greatest learning experience! And gamification doesn't have to be digital to achieve this.

Watching

Watching someone else bake a cake

Doing

Baking the cake yourself

What does it deliver?

Click an effect and discover what it does.

More engagement

Gamification creates more engagement among players (your target audience). They show more commitment towards what you want to achieve, making you reach your goals faster. Gamification is more accessible, which also makes people more willing to do something.

Three pitfalls, and how we avoid them

Gamification is no magic wand. These are the pits we often see people fall into, and how we jump right over them.

  1. Pitfall 1

    Playing without a goal

    Adding game elements for the sake of it does not work.

    ✓ Our approach

    We always start from a clear learning or behavioural goal.

  2. Pitfall 2

    Underestimating the complexity

    A poorly designed game can actually reduce motivation.

    ✓ Our approach

    Careful choices about mechanics, audience and context.

  3. Pitfall 3

    No support

    A game on its own is not enough.

    ✓ Our approach

    Guidance before launch, during play and in the debrief.

Curious what it can do for you?

We bring out the positive effects and avoid the pitfalls. Tell us your challenge.

Frequently asked questions

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Does gamification work for serious or complex topics too?

Yes. In fact, gamification is most effective when dealing with complex topics. Think of safety training, compliance, financial literacy or change management. A serious game allows participants to experience the consequences of their choices for themselves in a safe environment, which leads to a quicker understanding and behavioural change than traditional training.

It is no coincidence that pilots, for example, spend hours practising in a flight simulator during their training. It is safer, less serious if a mistake is made, cheaper and easy to use. And it provides an excellent foundation for the 'real' job. With gamification, we can apply this principle to any subject: a safe environment where mistakes are allowed and which provides practical insights.

Is there scientific evidence that gamification works?

Yes. There is a wealth of scientific research available. Some of the studies we cite on the website are listed below. Countless other studies confirm these findings.

A comprehensive study by the American Psychological Association highlights the cognitive, motivational, emotional and social impact of games on human behaviour.

In addition, the Aberdeen Group study presents concrete ROI figures for gamification in an HR and sales context.

Wakaaro always works in an evidence-based way: the game choices we make are underpinned by learning psychology and behavioural science.

Which sectors is gamification suitable for?

Gamification is not limited to any particular sector. Wakaaro has developed programmes for businesses, non-profit organisations, educational institutions, government bodies, healthcare organisations, and more. The approach varies depending on the context, but the principle, using game mechanics to influence learning and behaviour, is universally applicable.