Why Gamification Should Be a Priority in Training
For anyone born after the 1960s,video games have been a solid part of their culture their whole lives. But gamification isn’t the same as playing the latest video game. In training, gamification is more about using interactive learning to reinforce the knowledge an employee needs to do their job well.
Typically, gamification in training incorporates game-like features such as storytelling, problem solving, and competition. It’s become so widely adopted that more than half of U.S. employees now receive training that incorporates gamification in some form.
Why Use Gamification in Training?
Companies worldwide lose significant productivity and revenue due to ineffective training — yet research consistently shows employees find learning through gamification more engaging and motivating. The results show up in performance too: financial institutions using BVS game-based learning have seen test score improvements of 21% and increases in elective course participation of 500% or more — employees actively choosing to learn beyond what’s required.
There are several ways financial institutions can use gamification in their training:
Onboarding new employees
Retraining current employees
Teaching employees about new products, software, or technology
Improving staff understanding of company policies and compliance
Helping employees fix skill gaps
The Psychology of Gamification
For a gamification experience to be successful, it should fuel four main psychological principles. Gamification needs to tap into a human’s basic need for recognition and achievement; use narratives to establish an emotional connection; relieve stress while learning; and encourage continued participation through rewards, certificates, and recognition.
Experts have found that gamification is essentially 75% psychology and 25% technology. Why does the psychology aspect matter so much? It comes down to how engagement affects the brain:
Hippocampus: The hippocampus centers on learning and memory. Using puzzles and games lets this part of the brain become more flexible and receptive.
Oxytocin: The brain releases oxytocin in response to narrative and story — generating feelings of trust and connection. When information arrives through a story, the brain values it more.
Serotonin: That feeling of accomplishment when you recall a past success? That’s serotonin — and it positively affects mood and motivation.
Endorphins: Endorphins are released during game play and help lower stress and anxiety, making learning feel less like a burden.
Does Gamification Work?
The evidence is consistent: learners who engage actively with material retain it better than those who consume it passively. Gamification creates that active engagement — turning training into something employees choose to do rather than get through.
The question for financial institutions isn’t whether gamification works. It’s whether the gamification you’re using is built for the compliance environment your employees actually work in. BVS American Mogul® was designed specifically for banks and credit unions — with scenarios drawn from actual examination findings and competition structures that tap professional pride, not just participation. Learn more about American Mogul.

