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Gamification Solutions


Gamification in learning and Games-Based Learning

One of the most identified trends in e-learning is Gamification and Games-Based Learning. Even though there is distinction between these two trends, when you get right down to it, the goals of both are relatively the same. Games-based learning and gamification are both trying to solve a problem, motivate, and promote learning using game-based thinking and techniques.


Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems.

Games-based learning (GBL) is a type of game play that has defined learning outcomes.


We provide the best gamification / games-based learning solutions for learning-and-development or training department.


Gamified Learning Management System (LMS)

A multi-award winning learning technology solution and a gamified social learning portal that helps clients to create vibrant, engaged learning communities that transform organisational performance. Our gamified LMS was recently voted the best gamification learning platform in the world.

Game-based Learning Mobile Platform

Industry-leading casual learning mobile platform used by global Fortune 500 companies to make learning fun, while improving real business results.

  • Lowers the costs of traditional training while boosting sales, customer satisfaction and employee engagement.
  • Provides measurable, real-time learning results that pinpoint their business impacts and allow quick adjustments to fill knowledge gaps.
  • Drives skills mastery and business outcomes from employees who have fun with fast, competitive, social and engaging games.

Gamification in numbers

  • Over 75% of people are "gamers" (50% casually and 27% moderately).
  • Learners recall only 10% of what they read and 20% of what they hear. This number jumps to 90% if they are applying content within a simulation.
  • 80% of learners say that their productivity would increase if their university was more game-like.
  • Over 60% of learners would be motivated by leader boards and increased competition among the students.
  • 89% would be engaged with an LMS if the application had a point system.
  • By 2015, 50% of organizations managing innovation processes will gamify aspects of their business.
  • By 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.
  • 53% of responders say that by 2020 gamification will be widely adopted by most of industries, communications scene and most of all education.

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