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It was circa 2011 when the term «gamification» first began to gain traction in the Learning and Development world. The buzz around the application of gameplay elements in non-gaming settings prompted numerous TED Talks, a sold-out «Gamification Summit» in San Francisco, a glut of books on the subject of gamification, and bold claims about how it was going to revolutionize employee engagement.

A decade on and we’re—still—dealing with a global pandemic that has employers justifiably concerned about the levels of motivation and engagement in their dispersed workforce and how this is affecting productivity and resilience. So, do these difficult times provide gamification with the opportunity to really come into its own, get learners more engaged with workplace learning, and prove that it’s more relevant than ever.

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