8 min Zuletzt auktualisiert: 24.01.2023

What is good workplace learning and how can gamification help?

Workplace training at a company that takes place in a classroom situation has gone out of fashion with employers and employees in the workplace. Today’s work structures and agile work-flows call for e-learning methods that can be integrated more flexibly into employees’ working lives. The amount of case studies generated about the effects of gamification and gamified techniques of learning progress make it one of the hottest topics amongst education researchers for the engagement of the workforce. As far back as 2012, there were more than 125 empirical studies and examples identifying the possible effects of gamification on goals in different contexts, and the number has been rising every year since.

According to an AARP (American Association of Retired Persons) survey, 47% of adults aged 50 and older reportedly play some sort of game once a day. Meanwhile the younger millennial generation has grown up with digital gaming and the gamification of life itself. Devices are their natural habitat, so they are more accepting of digital learning, receiving rewards and badges and performance gamification than traditional corporate training with its Power Point presentations and textbooks. New digital technologies offer diverse and entertaining new ways to engage learning via games. In recent years there has been a growing trend for the integration of game-related learning into workplace training performance programmes, with a focus on play and discovery-based learning in the team.

Gamified workplace learning is an effective strategy

Adding typical gamified elements to training programmes at companies leads to significant improvements in the engagement of participants and their team: They keep the newlylearned information longer in memory, because the brain retains exciting situations with a competitive element to the learners, such as developing goals and scoring points in games, better than stressful situations, like needing to pass an exam in front of a superior at training. A gamification study conducted by J. Dunlosky in 2013 shows that gamified learning can only be successful on performance if students play for an extended amount of time, so that they process enough information to learn. Studies also indicatet hat regular practice is even more effective when gaining knowledge or learning a new skill which is why it’s useful to reiterate the content with regular refresher programmes for employees. Lawpilots online training programmes for business offer a wide variety of learning methods and covering workplace related topics like data protection. They can be combined with refresher courses for learners that include the most recent updates on relevant topics and can be taken one year after the original course in the business workplace.

Gamification learning and training examples

  • Storytelling: 
    • A protagonist leads a series of fun choice-based scenarios 
  • Virtual reality:
    • An increasingly popular tool, particularly with compliance courses, to demonstrate different opportunities and choices-based gamification
  • Levels: 
    • Quiz modules can be designed like the different game levels of a game, usual in a quiz 
  • Interactive elements: 
    • Players encounter unexpected situations that could arise and deal with them in real time
  • Badges and points: 
    • These motivate learners to stay engaged and trigger centres in the brain, which in turn activates the release of dopamine during gamification leading to feelings of fun
    • Leader boards:
      • Display scores to encourage the sharing and comparison of knowledge internally with other players

What are the most important advantages of gamification?

Generally, gamification is intended to invoke the same psychological experiences that playing games evokes in employees.

  • Promotes well-being 
  • Encourages friendly competition in training through rewards and certificates for achievement in the end that could ultimately lead to increased performance and sales
  • Improved focus and creativity due to constant brain stimuli and response
  • Receiving real time feedback is less emotionally charged than passing or failing an exam
  • Learning success is specifically targeted and tailored to individual employees, with the ability to track areas with room for improvement 
  • Image-based content is more memorable than a text-based content experience


  • Poorly designed gamification content may result in reduced learning outcomes
  • It can be difficult for those unfamiliar with gaming (e.g. older corporate employees)
  • It isn’t always possible to put all training content that needs to be covered into a real gamified context
  • Technical requirements for a LMS (Learning Management System)

How is gamification used in the workplace?

Since engagement is crucial to learning using gamification to teach  corporate content is a great way to keep your employees’ motivation and focus at the highest social level. In particular using image- or video-based content elements can providea welcome change to employees’ normal work days.

One can use competitive, multi-player games or single player programmes, depending on the workplace context, the goals and the content to be taught. 

If one wants employees to learn about compliance for instance, work-related situations can be demonstrated along with decision-making elements, so that participants are encouraged to think through each situation and will remember the appropriate solution afterwards.

For more information about the rewards of online trainings for corporate topics, you can check out  Lawpilots’ range of gamified online trainings, which range from “Anti-Bribery & Anti-Corruption” to “Equality & Diversity” to “Information Security for Your Employees”. Your workforce can gain new knowledge in an easy-to-understand approachable format, which is designed to improve their focus and the overall learning outcome. See lawpilots’ full programme here.


  • Forbes. How To Make Gamified Training Work For Baby Boomers.
  • The effects of player type on performance: A gamification case study, 2018. Christian E. Lopez, Conrad S. Tucker
  • Gamification as a tool for engaging student learning: A field experiment with a gamified app, 2019.
  • By Kasper Welbers, Elly A Konijn, Christian Burgers, Anna Bij de Vaate and Britta C Brugman (Department of Communication Science, Vrije Universiteit Amsterdam, the Netherlands) 
  • Allison Eden (Department of Communication, Michigan State University, MI, USA) Britta C Brugman 

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