62 datasets found
  1. Most common game-like effects in companies in the U.S. 2019

    • statista.com
    Updated Jan 29, 2021
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    Statista (2021). Most common game-like effects in companies in the U.S. 2019 [Dataset]. https://www.statista.com/statistics/1100506/gamification-elements-business/
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    Dataset updated
    Jan 29, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2019
    Area covered
    Worldwide
    Description

    Gamification is used by businesses to motivate their employees and to positively influence their engagement and productivity. During a 2019 survey, 59 percent of employees stated that they were awarded points by an app or software at work.

  2. The global Gamification market size is USD 15.43 billion in 2024 and will...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
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    Cognitive Market Research, The global Gamification market size is USD 15.43 billion in 2024 and will expand at a compound annual growth rate (CAGR) of 25.84% from 2024 to 2031. [Dataset]. https://www.cognitivemarketresearch.com/gamification-market-report
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    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to Cognitive Market Research, the global Gamification market size will be USD 15.43 billion in 2024 and will expand at a compound annual growth rate (CAGR) of 25.84% from 2024 to 2031. Market Dynamics of Gamification Market

    Key Drivers for Gamification Market

    Entertainment and Media Industry - The entertainment and media industry drives gamification growth by integrating game mechanics into content delivery. From interactive storytelling to gamified advertising and immersive experiences, entertainment companies leverage gamification to enhance engagement and attract a wider audience.
    Utilizing gamified solutions for behavior modification and patient engagement strategies is anticipated to drive the Gamification market's expansion in the years ahead.
    

    Key Restraints for Gamification Market

    Difficult Integration Problems while Adding Gamification to Current Business Procedures and Infrastructure presents a significant risk to the gamification sector.
    Quantification Accurately assessing the influence and efficacy of gamification techniques is challenging about privacy and data security affect market expansion.
    

    Introduction of the Gamification Market

    Gamification includes increasing digitalization across industries, which necessitates engaging and interactive user experiences to enhance customer engagement and retention. Furthermore, the rise of mobile technologies and social media platforms has created a fertile ground for gamified solutions to reach a broader audience effectively. Companies are leveraging gamification to drive behavioral change, improve learning outcomes through interactive training modules, and incentivize desired actions among employees or customers. The data-driven insights gained from gamified interactions also help organizations refine their strategies and personalize user experiences, thereby fueling continued adoption and innovation in the gamification market.

  3. Effect of gamification on work productivity among employees in the U.S. 2019...

    • statista.com
    Updated Jan 29, 2021
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    Statista (2021). Effect of gamification on work productivity among employees in the U.S. 2019 [Dataset]. https://www.statista.com/statistics/1100522/gamification-productivity-employees/
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    Dataset updated
    Jan 29, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2019
    Area covered
    Worldwide
    Description

    Gamification is used by businesses to motivate their employees and to positively influence their engagement and productivity. During a 2019 survey, 89 percent of employees stated that they would probably be more productive and get better results if their work were more game-like.

  4. Gamification Market Size & Share Analysis - Industry Research Report -...

    • mordorintelligence.com
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    Mordor Intelligence, Gamification Market Size & Share Analysis - Industry Research Report - Growth Trends [Dataset]. https://www.mordorintelligence.com/industry-reports/gamification-market
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    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    Mordor Intelligence
    License

    https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    The Gamification Market Report is Witnessing Substantial Growth Due To the Rise of Smartphones and Mobile Devices, Enabling More Opportunities for Game-Based Learning and Gameful Design. The Shift From Desktops To Mobile Platforms Allows Businesses To Engage Customers Through Gameful Interaction. Gameful Systems, Increasingly Used To Stimulate Innovation and Engagement, are Becoming More Intuitive and Effective With AI and ML Technologies. Game Thinking, Gameful Experiences, and Gameful Strategies are Enhancing Customer Experiences and Employee Engagement, Contributing To the Growth of the Game-Like Learning Market.

  5. Gamification Market Analysis North America, Europe, APAC, South America,...

    • technavio.com
    Updated Mar 24, 2017
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    Technavio (2017). Gamification Market Analysis North America, Europe, APAC, South America, Middle East and Africa - US, Canada, Germany, China, Japan, UK, France, India, Italy, South Korea - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/gamification-market-share-industry-analysis
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    Dataset updated
    Mar 24, 2017
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global
    Description

    Snapshot img

    Gamification Market Size 2025-2029

    The gamification market size is forecast to increase by USD 65.63 billion at a CAGR of 33.6% between 2024 and 2029.

    The market is experiencing significant growth, driven by the increasing adoption of this technology in various sectors such as e-learning and smart classrooms. In the e-learning industry, gamification enhances the learning experience by making it more engaging and interactive. In the telecom sector, gamification is being used to boost customer engagement and loyalty. Furthermore, the integration of artificial intelligence and augmented reality in gamification is adding a new dimension to this technology. However, the market faces challenges such as the lack of awareness and inconsistency in the implementation of gamification. In healthcare services, gamification is being used to encourage healthy behaviors and improve patient engagement. Overall, the market is witnessing a rise in strategic alliances, leading to the development of innovative gamification solutions. These trends and challenges provide insights into the current state and future direction of the market.
    

    What will be the Size of the Gamification Market During the Forecast Period?

    Request Free Sample

    The market continues to gain traction as organizations seek innovative ways to enhance productivity, engagement, and customer relationships. The services segment, which includes consulting and implementation, is a key contributor to the market's growth. Gamification systems leverage game-design features such as rewards and recognition to motivate human behavior and encourage desired actions. These systems are increasingly being implemented on mobile devices, including mobile applications and social networking sites, to reach a wider audience.
    The use of gamification in employee rewards programs and customer relationship management is also on the rise. Moreover, the integration of artificial intelligence (AI) in gamification software is expected to further enhance the market's growth. The return on investment (ROI) from gamification initiatives is a significant factor driving their adoption by organizations. The market's dynamics are shaped by the continuous innovation in gamification ideas and gaming features, as well as the increasing demand for effective solutions to address the challenges of productivity and engagement in various sectors.
    

    How is this Gamification Industry segmented and which is the largest segment?

    The gamification industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    End-user
    
      Healthcare
      Entertainment
      Retail
      Education
      Others
    
    
    Application
    
      Consumer-driven application
      Enterprise-driven application
    
    
    Sector
    
      SMEs
      Large enterprises
    
    
    Geography
    
      North America
    
        Canada
        US
    
    
      Europe
    
        Germany
        UK
        France
        Italy
    
    
      APAC
    
        China
        India
        Japan
        South Korea
    
    
      South America
    
    
    
      Middle East and Africa
    

    By End-user Insights

    The healthcare segment is estimated to witness significant growth during the forecast period. The healthcare sector has embraced gamification as a strategic tool to enhance user engagement and drive better health outcomes. The shift towards value-based care is a significant growth factor, as it prioritizes disease prevention over treatment. Gamification in digital healthcare applications facilitates progress sharing among users, fostering healthy competition and community support. This not only encourages individual behavior change but also contributes to overall population health improvement. Key players in the sector, such as SAP Community Network with SAP TwoGo and SAP Fitness application, are integrating AI-driven insights to personalize user experiences and optimize treatment plans. Other industries, including telecom, retail, and e-commerce, are also adopting gamification to boost productivity, engagement, and profitability.
    

    Get a glance at the market report of share of various segments Request Free Sample

    The healthcare segment was valued at USD 2.29 billion in 2019 and showed a gradual increase during the forecast period.

    Regional Analysis

    North America is estimated to contribute 60% to the growth of the global market during the forecast period. Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period. The North American market leads the global gamification industry due to advanced technologies, high smartphone penetration, and a well-established communication network infrastructure. Gamification's adoption in education through e-learning and online platforms is increasing due to the widespread use of mobile devices and improved internet connecti
    
  6. Employee opinion on game-like effects in business apps in the U.S. 2019

    • statista.com
    Updated Jan 29, 2021
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    Employee opinion on game-like effects in business apps in the U.S. 2019 [Dataset]. https://www.statista.com/statistics/1100493/gamification-business-apps/
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    Dataset updated
    Jan 29, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2019
    Area covered
    Worldwide
    Description

    Gamification is used by businesses to motivate their employees and to positively influence their engagement and productivity. During a 2019 survey, 33 percent of employees stated that they would like to see more game-like effects in training software.

  7. Effect of gamification on company recruitment among employees in the U.S....

    • statista.com
    Updated Jan 29, 2021
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    Statista (2021). Effect of gamification on company recruitment among employees in the U.S. 2019 [Dataset]. https://www.statista.com/statistics/1100523/gamification-recruitment-employees/
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    Dataset updated
    Jan 29, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2019
    Area covered
    Worldwide
    Description

    Gamification is used by businesses to motivate their employees and to positively influence their engagement and productivity. During a 2019 survey, 78 percent of employees stated that they would be more inclined to work for a company if that company had gamification during the recruitment process.

  8. Gamification Market Size, Share, Growth Analysis Report By Enterprise Size...

    • fnfresearch.com
    pdf
    Updated Mar 16, 2025
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    Facts and Factors (2025). Gamification Market Size, Share, Growth Analysis Report By Enterprise Size (SMEs, Large Enterprises), By Component (Service, Solution), By Deployment Model (Cloud, On Premise), By Application (Human Resources, Support, Sales & Marketing, Product development, Others), by Industry Vertical (Media & Entertainment, Manufacturing, BFSI, IT & Telecom, Education, Retail, Others), and By Region - Global and Regional Industry Insights, Overview, Comprehensive Analysis, Trends, Statistical Research, Market Intelligence, Historical Data and Forecast 2023 – 2030 [Dataset]. https://www.fnfresearch.com/gamification-market
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    pdfAvailable download formats
    Dataset updated
    Mar 16, 2025
    Dataset provided by
    Authors
    Facts and Factors
    License

    https://www.fnfresearch.com/privacy-policyhttps://www.fnfresearch.com/privacy-policy

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    Global gamification market size was valued USD 15.86 Bn in 2022 & expected to USD 95.87 Bn by 2030, with CAGR of 26.5% during forecast 2023-2330

  9. Gamification Market in Europe and Latin America - Size, Share & Industry...

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Oct 15, 2023
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    Mordor Intelligence (2023). Gamification Market in Europe and Latin America - Size, Share & Industry Analysis [Dataset]. https://www.mordorintelligence.com/industry-reports/europe-and-latin-america-gamification-market
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Oct 15, 2023
    Dataset authored and provided by
    Mordor Intelligence
    License

    https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy

    Time period covered
    2019 - 2030
    Area covered
    Europe
    Description

    Europe and Latin America's Gamification Market is Segmented by Type (Solution, Services), End-User Vertical (Retail, Healthcare, Education, Banking and Finance, Telecommunications & IT), and Geography (Europe (Italy, Germany, United Kingdom, Rest of Europe), Latin America (Brazil, Mexico, Rest of Latin America)). The Market Sizes and Forecasts are Provided in Terms of Value (USD) for all the Above Segments.

  10. Consumers participation in grocery loyalty program gamification APAC 2023,...

    • statista.com
    Updated Nov 29, 2024
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    Statista (2024). Consumers participation in grocery loyalty program gamification APAC 2023, by country [Dataset]. https://www.statista.com/statistics/1536733/grocery-loyalty-programs-gamification-participation-consumers-apac/
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    Dataset updated
    Nov 29, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2023 - Feb 2023
    Area covered
    Asia–Pacific
    Description

    According to a survey carried out in 2023, among selected countries in the Asia-Pacific region, Thailand was the country with the highest share of consumers willing or already participating in games, contests, or challenges through a grocery's loyalty program, with 80 percent of respondents stating so. Malaysia followed with a share of 78 percent, while Australians were a little less keen in participating with a share of 69 percent stating so.

  11. Knowledge of gamification strategies applied to business in Italy 2019

    • statista.com
    Updated Jan 29, 2021
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    Statista (2021). Knowledge of gamification strategies applied to business in Italy 2019 [Dataset]. https://www.statista.com/statistics/1062958/knowledge-of-gamification-strategies-applied-to-business-in-italy/
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    Dataset updated
    Jan 29, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Dec 2018 - Feb 2019
    Area covered
    Italy
    Description

    In 2019, more than a third of employees of Italian companies had an average level of knowledge of gamification strategies applied to business. According to the survey, about 40 percent of interviewees claimed to have this specific level of knowledge regarding the selected topic. On the other hand, Italian employees with an advance knowledge of gamification applied to business accounted for 19 percent of the total respondents.

  12. Data from: Game on: Can gamification enhance productivity?

    • figshare.com
    tar
    Updated Feb 12, 2023
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    Habeeb rahiman; Rashmi Kodikal; Dr Sucharitha Suresh (2023). Game on: Can gamification enhance productivity? [Dataset]. http://doi.org/10.6084/m9.figshare.22083158.v1
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    tarAvailable download formats
    Dataset updated
    Feb 12, 2023
    Dataset provided by
    figshare
    Authors
    Habeeb rahiman; Rashmi Kodikal; Dr Sucharitha Suresh
    License

    CC0 1.0 Universal Public Domain Dedicationhttps://creativecommons.org/publicdomain/zero/1.0/
    License information was derived automatically

    Description

    Gamification is the application of game mechanics to increase user engagement, participation, and loyalty in a non-gaming event like work.

  13. s

    Healthcare Gamification Market Size, Share, Growth Analysis, By...

    • skyquestt.com
    Updated Mar 7, 2023
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    SkyQuest Technology (2023). Healthcare Gamification Market Size, Share, Growth Analysis, By Product(Exercise games, serious games and casual games and Others), By Application(Education, Therapeutics, Prevention), By End use(Enterprise Based, Consumer Based), By Region - Industry Forecast 2024-2031 [Dataset]. https://www.skyquestt.com/report/healthcare-gamification-market
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    Dataset updated
    Mar 7, 2023
    Dataset authored and provided by
    SkyQuest Technology
    License

    https://www.skyquestt.com/privacy/https://www.skyquestt.com/privacy/

    Time period covered
    2024 - 2031
    Area covered
    Global
    Description

    Healthcare Gamification Market size was valued at USD 3260 million in 2019 and is poised to grow from USD 3618.6 million in 2023 to USD 8339.2 million by 2031, growing at a CAGR of 11% in the forecast period (2024-2031).

  14. q

    The effects of gamification on computerised cognitive training:...

    • researchdatafinder.qut.edu.au
    Updated Jan 24, 2020
    + more versions
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    Mrs Julie Vermeir (2020). The effects of gamification on computerised cognitive training: Meta-analysis data [Dataset]. https://researchdatafinder.qut.edu.au/individual/n13078
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    Dataset updated
    Jan 24, 2020
    Dataset provided by
    Queensland University of Technology (QUT)
    Authors
    Mrs Julie Vermeir
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    This is the data for analyses undertaken in a meta-analysis of the effects of gamification on cognitive training.

  15. Impact of gamification on traditional sport worldwide 2021

    • statista.com
    Updated Jan 16, 2025
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    Statista (2025). Impact of gamification on traditional sport worldwide 2021 [Dataset]. https://www.statista.com/statistics/1310496/sports-industry-gamification-impact/
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    Dataset updated
    Jan 16, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jul 2021 - Aug 2021
    Area covered
    Worldwide
    Description

    During a global survey carried out in July and August 2021, leaders within the sport industry were asked how gamification would impact traditional/physical sports. Almost three-quarters of respondents stated that gamification would attract younger participants, while 61.2 percent claimed that it would foster an interactive viewership experience of physical sports.

  16. gamified LMS-log files-anonymized.csv

    • figshare.com
    txt
    Updated Oct 21, 2019
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    Hamid Mukhtar; Nazish Zehra (2019). gamified LMS-log files-anonymized.csv [Dataset]. http://doi.org/10.6084/m9.figshare.10008134.v1
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    txtAvailable download formats
    Dataset updated
    Oct 21, 2019
    Dataset provided by
    figshare
    Figsharehttp://figshare.com/
    Authors
    Hamid Mukhtar; Nazish Zehra
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    This dataset is generated by our in-house developed gamified learning management system. It contains log data of user/students interaction with the LMS and contain data that was used for comparison of our own LMS with that of Moodle.The details will be available in the published article:???

  17. Extended data integration of motivational aspects in gamification and...

    • zenodo.org
    • data.niaid.nih.gov
    Updated Sep 3, 2024
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    Diana Milena Patiño- Barriga; Diana Milena Patiño- Barriga; Ana Dolores Vargas- Sánchez; Ana Dolores Vargas- Sánchez; Gerardo Chunga-Chinguel; Gerardo Chunga-Chinguel (2024). Extended data integration of motivational aspects in gamification and game-based learning educational designs [Dataset]. http://doi.org/10.5281/zenodo.13357761
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    Dataset updated
    Sep 3, 2024
    Dataset provided by
    Zenodohttp://zenodo.org/
    Authors
    Diana Milena Patiño- Barriga; Diana Milena Patiño- Barriga; Ana Dolores Vargas- Sánchez; Ana Dolores Vargas- Sánchez; Gerardo Chunga-Chinguel; Gerardo Chunga-Chinguel
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    This is the extended data for a systematic review article about the integration of motivational aspects in gamification and game-based learning educational designs related to teacher´s training and teacher´s professional development.

  18. Data SRL Gamification

    • zenodo.org
    bin
    Updated Apr 25, 2024
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    Alberto González-Fernández; Alberto González-Fernández; Francisco Ignacio Revuelta-Domínguez; Francisco Ignacio Revuelta-Domínguez; María Rosa Fernández-Sánchez; María Rosa Fernández-Sánchez (2024). Data SRL Gamification [Dataset]. http://doi.org/10.5281/zenodo.5827328
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    binAvailable download formats
    Dataset updated
    Apr 25, 2024
    Dataset provided by
    Zenodohttp://zenodo.org/
    Authors
    Alberto González-Fernández; Alberto González-Fernández; Francisco Ignacio Revuelta-Domínguez; Francisco Ignacio Revuelta-Domínguez; María Rosa Fernández-Sánchez; María Rosa Fernández-Sánchez
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    Systematic literature review data (2014-2021) on "gamification" and "teacher training", "teacher education", "training for teachers" or "teacher professional development". WoS, Scopus and Dialnet databases.

  19. Data for: The Role of Gamified E-Quizzes on Student Learning and Engagement:...

    • search.datacite.org
    • data.mendeley.com
    Updated Oct 31, 2019
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    Zamzami Zainuddin (2019). Data for: The Role of Gamified E-Quizzes on Student Learning and Engagement: An Interactive Gamification Solution for a Formative Assessment System [Dataset]. http://doi.org/10.17632/7r3fwm9th3
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    Dataset updated
    Oct 31, 2019
    Dataset provided by
    DataCitehttps://www.datacite.org/
    Mendeley
    Authors
    Zamzami Zainuddin
    License

    Attribution-NonCommercial 3.0 (CC BY-NC 3.0)https://creativecommons.org/licenses/by-nc/3.0/
    License information was derived automatically

    Description

    Datasets of students' academic achievement and perceived engagement of post-questionnaire surveys

  20. WasteApp data

    • zenodo.org
    • data.niaid.nih.gov
    bin
    Updated Jan 21, 2020
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    Lidia Aguiar-Castillo; Alberto Clavijo-Rodriguez; Rafael Perez-Jimenez; Lidia Aguiar-Castillo; Alberto Clavijo-Rodriguez; Rafael Perez-Jimenez (2020). WasteApp data [Dataset]. http://doi.org/10.5281/zenodo.3355538
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    binAvailable download formats
    Dataset updated
    Jan 21, 2020
    Dataset provided by
    Zenodohttp://zenodo.org/
    Authors
    Lidia Aguiar-Castillo; Alberto Clavijo-Rodriguez; Rafael Perez-Jimenez; Lidia Aguiar-Castillo; Alberto Clavijo-Rodriguez; Rafael Perez-Jimenez
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    This dataset was produced under URBAN-WASTES's WP5, which collected data to analyse the waste behaviour of the people using WasteApp. It did not collect any personal data but only statistical data. No e-mails, phone numbers or actual names were stored in the database. The users could use this aforementioned information as username, but the actual data stored in the database was a hashed version. Hashing is an injective transformation that cannot be reversed. Hence, if a hashed version of a full name were known, the actual input name could not be obtained.

    The WasteApp databases comprise the following information:

    City data. Each pilot city must input the following data in the database, regarding container information.

    • Container ID
    • GPS coordinates
    • Type of container

    Sponsor data. The information provided by sponsor companies, processed and stored by cities.

    • Business ID
    • Prize-collecting location GPS coordinates
    • Offered awards

    User data. Users were asked, after the installation of the App, to provide useful information to the project’s analysts. These data are the following:

    • Gender
    • Age range (segments to be defined)
    • Type of visit (business, touristic, permanent or temporary resident)
    • Date of the visit (automatically gathered)
    • Duration of the visit (segments to be defined)
    • Type of host (hotel, private house, collaborative hosting, other...)
    • Nationality (from reduced list – European Union countries, USA, Canada, China, others)
    • Education level (segments to be defined)
    • Profession (segments to be defined)
    • Technology usage level (automatically obtained by inference)

    Each time a user throws waste into a container; the App must store the following information:

    • Container ID (this ID directly refers to the information stored in the Containers Table, which is location and type of waste)
    • Timestamp

    Furthermore, the App asked the user to provide the following (if applicable):

    • Container is in its predefined position?
    • Hygienic conditions of the surroundings
    • Is it in good state?
    • Is it accessible?

    Each time a user sorts waste, an amount of points would be earned. The users could then exchange these points for awards. The sponsors should provide the following information about the offered awards.

    • Name of the award
    • Amount of points
    • Time of prize
    • Sponsor ID

    Each time a user retrieves a prize, the corresponding points would be extracted and an input in the dataset would be added, including the following information:

    • Prize ID (this ID refers to the information introduced by the sponsor companies)
    • Timestamp
    • User ID
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Statista (2021). Most common game-like effects in companies in the U.S. 2019 [Dataset]. https://www.statista.com/statistics/1100506/gamification-elements-business/
Organization logo

Most common game-like effects in companies in the U.S. 2019

Explore at:
2 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Jan 29, 2021
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
2019
Area covered
Worldwide
Description

Gamification is used by businesses to motivate their employees and to positively influence their engagement and productivity. During a 2019 survey, 59 percent of employees stated that they were awarded points by an app or software at work.

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