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Gamification

Gamification is the use of game design elements, such as points, levels, progress indicators, badges and leaderboards, in non-game settings. In HR it is applied to learning, onboarding, wellbeing and sales activity, and it works for simple repeated behaviour and poorly for anything requiring judgement.

What it borrows and why it sometimes works

Games hold attention through mechanisms that are well understood: clear goals, immediate feedback, visible progress, escalating difficulty matched to skill, and a low cost of failure. Gamification takes those mechanisms and applies them elsewhere.

The parts that transfer most reliably are the least gimmicky. Clear goals and immediate feedback improve almost any activity, and progress indication is genuinely useful wherever the work is long and the endpoint is invisible.

Onboarding is the clearest success. A new joiner faces a long list of unfamiliar tasks with no sense of how much is left, and a completion indicator answers a real question. It works because it provides information, not because it is playful.

The parts that transfer least well are the ones bolted on: points with no meaning, badges nobody wanted, and rankings that create losers.

Where it fits and where it does not

Work typeFitWhy
Onboarding and mandatory trainingGoodLong, unfamiliar, clear completion; progress is genuinely informative
Learning simple proceduresGoodRepetition and immediate feedback are exactly what helps
Wellbeing and habit programmesModerateWorks for participation, less so for sustained change
Sales activityRiskyEasy to measure activity, and activity is not the outcome
Complex or judgement-based workPoorQuality is not capturable in points, so points reward the wrong thing
Collaborative workPoorIndividual scoring makes helping colleagues personally costly

The bottom two rows are the ones to take seriously. Where work requires judgement, anything scored will be scored on a proxy, and people will optimise the proxy. Where work requires cooperation, individual scoring quietly penalises it.

The proxy problem

Gamification requires something countable, and in most jobs the countable thing is not the valuable thing.

Calls made rather than problems solved. Tickets closed rather than customers helped. Modules completed rather than anything learned. Once a number carries a reward, the number is what gets managed.

This is not a criticism of employees. It is a predictable response to being measured on a proxy, and gamification amplifies it by making the proxy salient, immediate and public.

  • Score the outcome where you can, rather than the activity that is easier to count.
  • Where only activity is countable, keep the stakes low, since a low-stakes nudge distorts less than a competition.
  • Watch for the behaviour the mechanic makes rational, and assume it will happen.
  • Retire mechanics that stop measuring anything, since they persist long after the behaviour has adapted.

A useful test before launching: ask what the fastest way to win would be if you were prepared to be cynical about it. Whatever the answer is, expect it.

The motivation risk

There is a well-documented pattern where attaching external rewards to an activity someone already found intrinsically worthwhile reduces their motivation for it, particularly once the reward is withdrawn.

The practical version in a workplace is that gamifying work people already cared about can reframe it as something done for points. When the programme ends, as these programmes usually do, the original motivation does not automatically return.

This argues for applying gamification where intrinsic motivation is low to begin with, such as compliance training nobody enjoys, and avoiding it where people are already engaged.

It also argues for keeping the mechanics light. A progress bar informs without reframing the work. A points economy with prizes changes what the activity is for.

Leaderboards specifically

Leaderboards are the most commonly used mechanic and the most likely to do harm.

They motivate the small group near the top and demotivate everyone who can see they will not get there. In a team of thirty, a public ranking tells about twenty-five people that they are visibly not winning, week after week.

They also entrench existing advantage. Where performance depends partly on territory, account allocation, shift pattern or tenure, the ranking largely reproduces those and presents the result as merit.

  • Prefer personal progress against your own previous performance to public ranking against others.
  • If you use a leaderboard, consider showing a personal position privately rather than a public table.
  • Rank on improvement rather than absolute performance, which is more achievable across a team.
  • Check who is persistently at the bottom, and whether the reason is allocation rather than effort.

The general principle is that competition motivates people who believe they can win, and most of a team usually does not.

Frequently asked questions

What is gamification?

The use of game design elements such as points, levels, progress indicators, badges and leaderboards in non-game settings. In HR it is applied to learning, onboarding, wellbeing and sales activity.

Where does gamification work best?

Onboarding and simple procedural learning, where the work is long, unfamiliar and has clear completion. It works there because a progress indicator answers a real question, not because it is playful.

Why does gamification fail for complex work?

Because it needs something countable, and in judgement-based work the countable thing is a proxy: calls made rather than problems solved. Once a number carries a reward, the number is what gets managed, and gamification amplifies that by making the proxy salient and public.

Can gamification reduce motivation?

Yes. Attaching external rewards to work someone already found worthwhile can reframe it as something done for points, and the original motivation does not automatically return when the programme ends. Apply it where intrinsic motivation is low rather than where people are already engaged.

Are leaderboards a good idea?

They are the riskiest common mechanic. They motivate the few near the top and tell everyone else they are visibly not winning, and where performance depends on territory, allocation or shift they reproduce those advantages and present the result as merit.

How Engage shows progress

Engage shows onboarding and development progress against what remains rather than as a ranking, so completion information is available without creating a public competition. Because outcomes sit alongside activity in the same record, whether a mechanic is moving the outcome or only the count is answerable.

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