When to use
GAMIFICATION
SCALABLE
FUNCTIONAL
ACCESSIBLE
REPLICABLE
UPDATEABLE
CUSTOMIZABLE
VARIES / DEPENDS
VARIES / DEPENDS
EASY
EASY
EASY
VARIES / DEPENDS
LEARNING TIME
INVOLVEMENT
PRESENCE
PREP TIME
BREADTH
DEPTH
VARIES / DEPENDS
VARIES / DEPENDS
EITHER
VARIES / DEPENDS
VARIES / DEPENDS
VARIES / DEPENDS
DEPTH VARIES
Gamified elements can be used in training that provides surface-level exposure or in-depth expertise-building.
TRAINER INVOLVEMENT VARIES
Some gamified elements may require the trainer to be more involved than others (ex: providing rewards or facilitating a competition).
BREADTH VARIES
Gamified elements can be used in training that covers a wide range of topics or one that focuses on one hyper-specific topic.
UPDATE-ABILITY DEPENDS
Some gamified elements can be easily updated to account for changes to business or training needs (ex: renaming achievement awards), while other elements may take more time to update (ex: lessons structured with levels and stories).
PREP TIME VARIES
Trainers can quickly add gamified elements to existing training materials. Prep time increases when more elements are utilized or when new training is designed to be entirely gamified.
EASY TO REPLICATE
Once a gamified element is built into the training, it can be reused for future learners. Each new learner may have a slightly different experience based on the element and how they interact with it (ex: earning different badges), but the gamified training itself will still be present from one learner to the next.
LEARNING TIME DEPENDS
Gamification is usually used in conjunction with other training approaches (ex: coursework, drills), so the time spent by a learner will vary based on the type of training they are undergoing. Gamified elements do not necessarily add to learning time.
EASY TO SCALE
Most gamified elements can accommodate multiple learners at once; some may even be best utilized with a cohort (such as competition).
CUSTOMIZATION DEPENDS
Gamified elements can be built into generic training lessons/activities to simply enhance engagement with them. Gamified elements can also be used to tailor an entire training experience to a specific learner or situation.
FUNCTIONALITY DEPENDS
Gamified elements can be worked into both concept-based training and practical, process-based training, though some elements may be more fitting for certain training topics than others.
IN PERSON OR VIRTUAL
Gamified elements can be adjusted based on virtual or in-person presence. Some tend to be more effective when they are virtual and automated (ex: sounds that indicate a correct or incorrect test response), but with some creativity they can be accomplished in person.
EASY TO ACCESS
Gamified elements are built into training (points, narrative, sensations, etc.); they do not need to be accessed separately by the learner.
When to use Gamification
Selena Edin
Created on February 12, 2026
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Transcript
When to use
GAMIFICATION
SCALABLE
FUNCTIONAL
ACCESSIBLE
REPLICABLE
UPDATEABLE
CUSTOMIZABLE
VARIES / DEPENDS
VARIES / DEPENDS
EASY
EASY
EASY
VARIES / DEPENDS
LEARNING TIME
INVOLVEMENT
PRESENCE
PREP TIME
BREADTH
DEPTH
VARIES / DEPENDS
VARIES / DEPENDS
EITHER
VARIES / DEPENDS
VARIES / DEPENDS
VARIES / DEPENDS
DEPTH VARIES
Gamified elements can be used in training that provides surface-level exposure or in-depth expertise-building.
TRAINER INVOLVEMENT VARIES
Some gamified elements may require the trainer to be more involved than others (ex: providing rewards or facilitating a competition).
BREADTH VARIES
Gamified elements can be used in training that covers a wide range of topics or one that focuses on one hyper-specific topic.
UPDATE-ABILITY DEPENDS
Some gamified elements can be easily updated to account for changes to business or training needs (ex: renaming achievement awards), while other elements may take more time to update (ex: lessons structured with levels and stories).
PREP TIME VARIES
Trainers can quickly add gamified elements to existing training materials. Prep time increases when more elements are utilized or when new training is designed to be entirely gamified.
EASY TO REPLICATE
Once a gamified element is built into the training, it can be reused for future learners. Each new learner may have a slightly different experience based on the element and how they interact with it (ex: earning different badges), but the gamified training itself will still be present from one learner to the next.
LEARNING TIME DEPENDS
Gamification is usually used in conjunction with other training approaches (ex: coursework, drills), so the time spent by a learner will vary based on the type of training they are undergoing. Gamified elements do not necessarily add to learning time.
EASY TO SCALE
Most gamified elements can accommodate multiple learners at once; some may even be best utilized with a cohort (such as competition).
CUSTOMIZATION DEPENDS
Gamified elements can be built into generic training lessons/activities to simply enhance engagement with them. Gamified elements can also be used to tailor an entire training experience to a specific learner or situation.
FUNCTIONALITY DEPENDS
Gamified elements can be worked into both concept-based training and practical, process-based training, though some elements may be more fitting for certain training topics than others.
IN PERSON OR VIRTUAL
Gamified elements can be adjusted based on virtual or in-person presence. Some tend to be more effective when they are virtual and automated (ex: sounds that indicate a correct or incorrect test response), but with some creativity they can be accomplished in person.
EASY TO ACCESS
Gamified elements are built into training (points, narrative, sensations, etc.); they do not need to be accessed separately by the learner.