Gamification technologies in staff training of Russian and foreign companies




Gamification technologies, Education system, Neuroscience, Personnel


This article examines the feasibility and effectiveness of introducing gamification technologies into the educational process, which is the use of game mechanisms, principles and tools to solve real non-game problems and problems in various areas of public life. The conducted research is a meta-analysis of the current experience of gamification application, obtained from numerous international scientific studies, practical cases and reports of companies. The collected data show an important practical understanding of the application of gamification in the processes of planning and implementing projects, staff education and motivation, customer attraction and retention through loyalty programs. The influence of gamification technologies on the processes of cognition and learning is proved thanks to hardware studies of the brain activity of students during the game exercises using electroencephalography, functional magnetic resonance imaging (fMRI) and functional near-infrared spectroscopy (fNIRS). As a result of the study of the effects of gamification in terms of improving productivity through perceptual learning, conclusions were made that formed the basis for a generalized list of opportunities for using gamification elements in companies. The study systematized the practical results presented by case studies of companies and educational literature, which considered the results of the application of gamification as mostly positive.