Gamification
Play to Learn,
Learn to Play
About
Gamification is at the heart of everything we do at Unbox. In every consulting engagement, we uncover game-like elements to elevate the experience. It is through gamification that we achieve high levels of involvement and enthusiasm.

Gamification opens up a new range of opportunities and enables us to come up with inventive means of engaging learners and ensuring that the learner retains information. It helps build lasting memories and breaks away restrictions that could hold us back.
Gamification  Showreel
The 11 Principles of Gamification

FLIP
Unwind, make it fun and competitive

Maximise results by incorporating a competitive streak across the experience and including fun elements.

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Unleash a Stupendous Kickoff

Let loose that infectious energy and add a touch of flair to create a memorable kick off event!

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Unlock the Core Loop

Create an elemental behavioral pattern that will keep the learners coming back for more.

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Unveil Resource Constraints

Limit the resources available to the learner so that they adapt to situations and think on their feet.

FLIP
Unfold Personalisation

Allow learners to personalize aspects of their experience to drive creativity and instill a deep connect.

FLIP
Unwrap Social Experience

Ensure learner’s investment by enabling recognition amongst peers within a social community.

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Unfurl The Story

Weave a tale around the experience so that learners can visualize the end goal and stay motivated.

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Unravel The Leaderboard

Enable visual representation of the learning journey to indicate to the learner their status in said journey.

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Unpack The Rewards

Reward and recognise learners that perform well to encourage them to involve themselves.

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Unmask Bold Aesthetics

Include striking visual design in the experience to attract the learners and liven up the learning journey.

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Untangle Complexity

Diversify the complexity required to progress in the learning journey to test learners skillset.
The Why
The Science

Gamification works because it is backed by scientific data that proves that including game-like elements into work can result in creation of neurotransmitters which in turn lead to increased engagement. These neurotransmitters lead to deeper learning, retention and interest.

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Dopamine
The delight hormone

Dopamine is released when a person is surprised and is responsible for learning associations in the brain. Including surprise elements in gamified learning keeps the learner occupied and the learning more memorable.

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Oxytocin
The connection hormone

Oxytocin is responsible for the creation of connections with everything we interact with. Oxytocin helps link one concept to the other and helps the learners feel more connected to the entire gamified learning journey.

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Serotonin
The happy hormone

Serotonin is directly linked to the mood of the learner. The more interesting and engaging the gamified journey is, the higher the levels of serotonin are. It is responsible for ‘how important we feel’.

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Endorphins
The feel good hormone

Endorphins give one the ability to power through challenges and levels. The more a person learns, does well, and is rewarded, the more they are engrossed in the learning process. It helps create a sense of achievement.

The Award



At Unbox, our experience of perfecting the unique process of gamification for over 9 years puts us in an interesting position to answer this question with clarity. It is through a deep understanding of gamification that we can offer the highest levels of participation and productivity. In appreciation, we were awarded the most promising corporate outbound training provider award in 2020, by Silicon India magazine


The Inspiration

The top gaming companies spend hundreds of millions of dollars investigating the ‘obsession’ factor and using it to the raw advantage. Gamification in work environments works the same way - the more interesting and engaging the work/learning activities are, the more likely the teams are to be more motivated, productive, and engaged.

Growing up in the 90s, summer holidays were marked by a major dilemma: Video Games or Homework? Mario or Math? Pac-Man or Physics? While developing digital learning journeys, we asked ourselves the similar questions: Learning or Fun? But, this time we said “Why not both?” Games like Super Mario, Pac-Man, Contra, Dangerous Dave, Prince of Persia and many others were a huge source of inspiration for us to make our consulting engagements more impactful.

1. Journey based consulting, like the main character’s quest to the end goal

2.The journey is split into levels and stages

3. Live Leaderboard point-based progress

4. The participant has limited resources and has to complete the journey using tools provided in the journey

5. Rewards for the completion of side quests