Gamification in organizations accelerates change

gamification-in-organisaties-versnelt-verandering
By Baaz Editorial

By Baaz Editorial

Friday 20 June, 2025 - 13:30
By Baaz Editorial

By Baaz Editorial

Friday 20 June, 2025 - 13:30 Read time 2 min 28 sec

From game element to behavior accelerator

Gamification is more than collecting points or a leaderboard. At its core, it is about strategically using game elements to stimulate behavior, accelerate learning processes, or kickstart motivation. Think of challenges, feedback loops, visual progress, rewards, and team goals. Especially in a business context, gamification works best when embedded in a clear learning, development, or change ambition.

Interest is growing: from HR to sales and from agile coaching to hybrid team development. In a world where distraction lurks and work is changing, organizations are looking for ways to make behavior change fun, measurable, and sustainable. Gamification can improve learning and behavioral progress by up to 85%, increase motivation by 70%, and accelerate job onboarding by about 20%.

Why it works (and what it is not)

Gamification addresses the psychological basic needs of people: autonomy, connection, and competence, as described in the Self-Determination Theory. This makes it a powerful tool to make learning, collaboration, or change attractive. But beware: it is not about games or superficial fun. Poor gamification is distraction. Good gamification leads to intrinsic engagement, better retention, and long-lasting behavioral change.

A pitfall is the so-called 'pointsification': rewards without meaning or context, which distract rather than activate. Serious gamification requires voluntary participation, clear learning objectives, measurable behavior change, and immediate applicability. When you combine that with technology and storytelling, learning suddenly becomes a journey instead of a task.

Philips and Highberg: agile learning in game form

A concrete example comes from Philips. Within their Global Agile Centre of Expertise, Highberg developed a 12-week learning journey in collaboration with the Impact360 team, focusing on agile behavior. Through e-learning, weekly challenges, and a team-based game, employees learned not only about agile principles but also worked on them together.

The results are striking: 93% apply agile principles better, 94% saw improved collaboration, and 90% found the learning journey motivating and fun. Thanks to the digital platform, teams could participate simultaneously worldwide. This not only makes it scalable but also effective in strengthening uniform working methods.

Other inspiring gamification practices

Philips is not an exception. Other companies also utilize gamification in innovative ways:
 

  • DevOps badges in software companies increased tool adoption by 60% and accelerated code review processes by a factor of six.
  • The Starbucks Rewards program increased customer retention by 30% through game elements in loyalty.
  • Walking and activity apps used gamified challenges to increase the daily step count by 23%.

These examples show how broadly applicable gamification is—from internal processes to customer relationships.

How to apply gamification in your own organization

For SMEs, gamification does not have to be a mega project. You can also get started on a small scale:
 

  • Onboarding games or checklist rewards
  • Sales or service challenges with scoreboards
  • Weekly team goals with small 'rewards'
  • Feedback rounds as a game element

User-friendly tools are plentiful: Mambo.IO, Bunchball, Gametize, Centrical. Even Microsoft Teams and Notion offer options to integrate game elements. Success factors? Intrinsic motivation, clear goals, freedom of choice, and measurable impact.

More than a hype: gamification as a strategic lever

The global gamification market is estimated to be $20–30 billion in 2025, and may grow to $90 billion by 2030. Currently, 70% of the Forbes 2000 companies already use gamification in the workplace, according to gamification expert Yukai Chou.

Gamification touches on something fundamental: learning and change can also be fun. Especially in times of hybrid work, digitalization, and labor shortages, motivation is not a side issue but a prerequisite. Smart game elements can make the difference between a plan that remains on the shelf and behavior that sticks. Those who want to accelerate change should ask themselves: what happens if we take the game seriously?

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