The Question I Get Asked at Every Conference
Estimated reading time: 6 minutes
‘Does gamification actually work?’ It is, without question, the most common thing people ask me — usually with a slight sceptical edge, as if they half expect me to launch into a sales pitch involving badges and leaderboards.
My answer is always the same: it depends entirely on what you mean by ‘work’, and what you designed it to do.
Gamification is not a magic layer you apply to a broken process and watch everything improve. It is a design discipline — one that draws on behavioural science, motivational psychology, and systems thinking to make experiences more engaging, more legible, and more human.
When it is designed well, with clear objectives and the right feedback loops, the results are consistent and significant. I know this because I have the data from fifteen years of client projects across learning, recruitment, marketing, and customer engagement.
Let me show you what that actually looks like in practice.
Learning and Training: From Compliance to Capability
The most cited problem in corporate learning is not the quality of the content. It is completion. Most mandatory training programmes sit at 20–30% completion rates, often less. And even when people complete them, retention is poor — because the design optimises for ticking a box, not for learning.
Several years ago, we worked with a global technology platform — one of the most recognised names in digital — to design a gamified training programme for their agency resellers. The programme ran during COVID, when in-person training was off the table and screen fatigue was already a real issue.
The results: 90% completion rate and 80% certification. Not because the content was made ‘fun’ in some superficial sense, but because the design gave learners a clear progression path, made their progress visible, and connected each module to skills they actually needed in their roles.
That 90% figure is not unusual for well-designed gamified learning. Research consistently shows gamified programmes achieving around 90% completion compared to roughly 25% for non-gamified equivalents. What matters is the mechanism: purpose loops that connect the learner’s daily actions to outcomes they genuinely care about, not dopamine loops that just reward showing up.
Recruitment: Reaching Candidates You Could Not Reach Before
One of the most consistent findings in our recruitment work is the quality effect. When you design a gamified recruitment experience well, you do not just get more applicants — you get better-matched ones, from groups you were previously failing to reach.
One manufacturing client came to us after a highly produced interactive video recruitment campaign had generated a single application. One. In the following week, after we launched a gamified recruitment experience designed around the realities of the role, they received 60 applications. Same job. Same location. Different design.
What changed was the medium of communication and the design of the experience. The gamified format let candidates self-select based on how they performed in role-relevant challenges, rather than filtering through a form. It told a different story about what working there was actually like — and it reached people who would never have engaged with a polished corporate video.
Marketing and Events: Engagement You Can Measure in Minutes
The typical interaction time on a brand website is measured in seconds. The typical interaction time on a well-designed gamified campaign is measured in minutes. That gap matters enormously for conversion, data capture, and brand memory.
SJ, the Swedish national rail operator and a long-standing client, uses Playerence at events and careers fairs to recruit new members to their loyalty programme. At one university careers fair, 90–95% of visitors scanned the QR code to play. Roughly 400 unique players generated 1,500 game plays in a single day. Around 300 entered the competition and the stand generated approximately 150 qualified leads per day — with a prize mechanic that cost a fraction of what a traditional stand activation would require.
This is not gamification as entertainment. It is gamification as a precision engagement tool: identify interested people, give them a memorable brand interaction, capture their data with genuine consent, and turn a passive event visit into an active relationship.
For a leading Swedish pension provider, we built a personality-style quiz helping customers identify their savings profile. The campaign generated more than 8,000 plays, and 86% of players clicked through to the personalised call to action. It won a digital campaign award. More importantly, it opened conversations that their sales team had previously struggled to initiate through conventional means.
The Confidence Effect: When the Medium Is the Message
Not all of our work ends up in a spreadsheet, but the results are no less real.
We designed a board game for a UK insurance team to help their sales agents understand cyber security risks — the kind of complex, jargon-heavy topic that usually triggers either glazed eyes or defensive resistance in a training session. The game put agents in the position of the customer: facing realistic cyber scenarios and making decisions under uncertainty.
The result was an 80% increase in sales agent confidence — enough to win the GamiCon 2018 Excellence in No-tech Gamification Design award. But beyond the award, the point is this: the format created psychological safety that a presentation never could. When the stakes are fictional, people are willing to be wrong, to learn, and to reflect.
What Makes the Difference
Looking across these projects, the pattern is consistent. The ones that work share three things:
- They are designed around a clear behavioural objective — not ‘make this more engaging’ but ‘what specific action or capability change do we need to see, and how will we know it happened?’
- They use feedback loops that are fast and meaningful — learners, players, and candidates receive information about their performance that they can actually act on, not just scores they can ignore
- They connect individual actions to outcomes that matter to the participant — career progression, genuine recognition, a useful insight about themselves, a problem they are trying to solve
When these elements are present, gamification works. When they are absent, you get an expensive layer of complexity on top of a process that was already not working.
AI amplifies this further. When the feedback loops are adaptive — adjusting in real time to what each individual is demonstrating — the effect compounds. But the design principles remain the same. AI without good gamification design produces personalised boredom. Gamification without AI produces one-size-fits-all engagement. Together, designed with intention, they produce what we call purpose loops: engagement that builds trust and capability, not dependency.
Starting with the Right Question
If you are considering a gamified solution — for learning, recruitment, marketing, or customer engagement — the most useful question to start with is not ‘what game mechanics should we use?’ It is: ‘what does success look like, and how will we measure it?’
If you can answer that clearly, the design will follow. If you cannot, no amount of points and badges will save you.
We help organisations across Europe answer that question — and then build the thing that gets them there. If you are ready to have that conversation, book a discovery call on our website. If you want to understand the approach first, the research and case studies are all there.
Evidence over evangelism. As always.
Key Takeaways
- Gamification can significantly improve completion rates in training and recruitment with proper design and clear objectives.
- Well-designed gamified experiences can lead to higher engagement, better applicant quality, and increased sales agent confidence.
- Gamification relies on behavioural objectives, meaningful feedback loops, and outcomes that matter to participants for effectiveness.
- AI enhances gamification by providing adaptive feedback, but both need intentional design to avoid disengagement.
- To implement gamification successfully, organisations must first define what success looks like and how to measure it.