The gaming businesses and industry already excels at attracting and retaining audiences. According to a report, almost 3 million gamers spent over $175 billion this year alone on gaming. The metaverse’s rudimentary forms are already familiar to today’s generation, especially in the field of gaming. Minecraft, a game that encourages anonymous users to collaborate organically, has gained over 140 million players across the world. The report also mentions that the average age of a gaming player is 35. This age indicates that gamification as a way of continual learning hits the right spot for not just children and teens but also adults.
The merits of gamified learning have long been known. It promotes problem-solving, provides real-time feedback, and improves the entire learning experience by making learning enjoyable and effortless. Gamification is more alive than ever in the metaverse since users aren’t simply playing a game; they’re within it! Instructors may build game-based exercises that learners can perform in highly realistic surroundings that mirror a real-life scenario using VR/AR technology and the infinite possibilities of the metaverse.
The Metaverse has the potential to make learning enjoyable. When learners have a goal or target to achieve, learning becomes more interesting. Employees will be more motivated to complete job tasks, remain focused, and finish the work if gamification components such as badges, objectives, and missions are introduced. The metaverse’s digital, interactive, and task-oriented structure enables people to learn without them even being conscious of it, which is an effective way to acquire knowledge.
Corporates have started experimenting and collating gamification elements while preparing for training in the metaverse. They are developing games that combine training programs with immersive game-based components to allow learners to try multiple approaches, see divergent consequences and explore alternative possibilities.
Metaverse provides a versatile foundation for game-based learning, making it easier to create novel learning environments. The use of gamification in learning has sought to overcome the limits of traditional learning approaches. The application of gamification to an individual’s learning experience, as well as the game-based environment, is anticipated to have a favorable influence on a person’s learning motivation. As businesses, educators and learners continue to embrace technology as a learning tool; it will be interesting to see how well they utilize this new medium.
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