



From the classroom to the boardroom the concept of “gamification” continues to draw investment and attention. Teachers and executives have often turned to the idea to engage learners and increase their ability to stay engaged and retain information.


The gamification industry is expected to grow to over $2 billion in the U.S. by 2015, according to M2 Research. (Huffington Post)

61% of surveyed CEOs, CFOs, and other senior executives say they take daily game breaks at work. More than half of these gameful executives say they play during work in order “to feel more productive.” (Ryan Jenkins)


Since 2010, over 350 companies have launched major gamification projects. These include consumer brands like MLB, Adobe, NBC, Walgreens, Ford, Southwest, eBay, Panera, and more. (Huffington Post)

As of 2014…more than 70% of Global 2000 organizations have at least one gamified application, driving 50% of all innovation. (Engagement Alliance)


In the United States alone, there are 183 million active gamers. Those gamers play 13 hours a week on average. (Ryan Jenkins)

Almost 80% of the learners say that they would be more productive if their university/institution or work was more game-like. (Talent LMS)


Gamification as part of a branding strategy is an incredible tool to increase engagement with your audience. And though most people think of gaming as a digital solution, it's not limited to that platform. We've created gamified marketing solutions for across a variety of platforms including digital, print, and experiential. In fact, a cooperative board game where people learn about early education as part of a live training event has been one of our most successful gaming solutions.
