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  • Writer's pictureJulie Bazard Antoine

The Risks of Gamification in Adult Learning and Workplaces


Gamification, the integration of game elements into non-gaming contexts like learning and work, is increasingly popular as a new method to enhance engagement and motivation. While it offers potential benefits, such as increased participation and a more enjoyable experience, it also comes with significant risks. These risks can lead to counterproductive outcomes, especially when gamification is poorly designed or implemented without consideration of the diverse needs of users.





Unrealistic User ExpectationsOne of the main risks of gamification lies in creating unrealistic user expectations. Gamification is often promoted as a fun and engaging way to learn or work, which can appeal to some but alienate others. Younger users may find gamified environments too simplistic or boring, while older adults may struggle with the technology, finding the interfaces too complicated or confusing. This issue is exacerbated by a lack of computer skills or prior experience with gaming among some users. As a result, gamification may not be useful or effective for everyone, particularly for those who are not familiar with or interested in games.


Distraction from Core ObjectivesWhen gamification is poorly designed, it can distract users from the actual content or objectives it is meant to support. For example, in educational settings, participants may focus more on winning points or badges than on absorbing the material or understanding the concepts being taught. This shift in focus can undermine the learning process, as the competitive elements overshadow the educational content. Similarly, in the workplace, gamification might encourage employees to "game the system" by focusing on achieving rewards rather than fulfilling their job responsibilities or contributing to the organization's overall goals. Additionally, gamified systems can become addictive, causing employees or learners to spend excessive time and energy on achieving game-related goals, often at the expense of their real-world responsibilities and well-being.


Counterproductive Effects in the WorkplaceIn a business environment, gamification can have counterproductive effects, particularly when it leads to disengagement among employees who are not winning. In a competitive gamified system, those who consistently perform poorly may experience decreased motivation and self-confidence, which can diminish their overall productivity. Unlike in voluntary games where players can opt out if they lose interest or feel frustrated, employees in a gamified workplace are often required to continue participating, leading to potential burnout or resentment.Moreover, gamification can create a disincentive for collaboration and team improvement. If rewards are based on individual performance, employees may prioritize their own success over the success of the team, leading to negative competition rather than cooperation : the desire to win can overtake the value of fair play or collaboration. This competitive atmosphere can harm workplace culture, reducing trust and collaboration among colleagues, creating then a hostile environement where only a few individuals succeed while others feel marginalized or discouraged..


How to avoid such risk ? While gamification has the potential to enhance engagement and motivation in learning and work environments, it also carries significant risks that must be carefully managed. Unrealistic user expectations, distractions from core objectives, counterproductive workplace effects, exploitation, addiction, and negative competition are all potential pitfalls. To mitigate these risks, organizations must design gamification strategies that are inclusive, fair, and aligned with their core goals, ensuring that they enhance rather than hinder the learning or work experience.



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