I'm a big believer in gamification. When done well, it can transform corporate training from something employees are required to complete into something they actually want to experience.
In October 2012, I completed one of the largest online courses I had ever participated in: Gamification, taught by Professor Kevin Werbach at The Wharton School of the University of Pennsylvania. That first offering attracted more than 80,000 registrants from over 150 countries. Today, the course has more than 160,000 enrollments on Coursera.
You can still explore the Wharton Gamification course on Coursera.
One of the most interesting aspects of the course was its exploration of the psychology behind game design. It wasn't simply about making things fun. It was about understanding what motivates people and how those motivations can influence behavior.
So, with all that potential, why do so many attempts at gamification in corporate learning fall flat?
I've seen plenty of gamified learning experiences that feel hokey, childish, or simply "unserious." That's especially problematic when you're trying to develop sophisticated skills in sales enablement, customer service, or leadership training.
The problem usually isn't gamification itself. It's how we implement it.
Here are some of the biggest mistakes:
In my book, Courseware: Modern e-Learning at Scale, I discuss how game mechanics should reinforce learning objectives rather than simply make training entertaining.
At Precyse University, for example, we used leaderboards to encourage repeated practice with medical coding, compliance, and system knowledge. The competition wasn't the learning objective. It was a mechanism to encourage learners to revisit and reinforce important skills.
The same principles apply today, especially with AI-powered simulations.
A sales professional can practice handling objections. A customer service representative can navigate a difficult conversation. A manager can practice delivering constructive feedback. Each experience can include realistic challenges, immediate feedback, progressive difficulty, and opportunities to improve.
That's gamification with a purpose.
The real measure of success isn't how many points employees earn or how much fun they have. It's whether they perform better when it matters.
Gamification doesn't have to make corporate training feel like a game. It should make learning more effective, more engaging, and ultimately more valuable to the organization.