The rewards that are part of gamification encourage users to stay engaged and interact with each other, building relationships that will draw them back. The mechanics of gamification improve creativity, learning, participation and motivation.
Industry and Internet experts already see significant advances in the usage and adoption of gamification in the workplace by 2020 - with uses ranging from education, to wellness, marketing and communications. On the flipside, enterprise software and technology is bound to be influenced by this trend. I haven't got the figures at hand though definitely add Forrester.com, Gartner.com or cio.com to your bookmarks or reading list. In fact, by 2014, more than 70 percent of global 2,000 organizations are expected to have at least one “gamified” application.
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Courtesy of: Engine Yard