Since the launch of the product knowledge game Boots has seen a significant impact driven fully by their usage statistics. For the Christmas 2015 season, when the game was launched, Boots saw a massive increase in users from 15,000 in 2014 to over 45,000 by Christmas 2015. This is a massive 200% increase in users in just one year, highlighting the massive impact the game has had on learners’ engagement and driving the emotional response Boots desired.
The powerful influence the game made on learners is also reflected in their increase in completion rates, rising a huge 50% from the previous year.
Gamification has transformed training at Boots, provoking emotional responses and enthusiasm in their learners, which ultimately reenergized how they feel about L&D. The buzz generated from the game even managed to reach key stakeholders in Boots, who have now requested to gamify their departments’ training also. As well as this the Christmas game secured the silver award for ‘Best Learning Game’ at the 2016 Learning Technologies Awards.
Looking forward, Boots now plan to use gamification as a key part of their L&D offering and they are looking into opportunities to repeat the game format again in different learning contexts.