The Training Arcade®
by the numbers
In a sample study of 2500 games built by our subscribers, we found players saw a 58% improvement in knowledge between the 1st and the 3rd attempt at play!*
From a sample study of 2500 games built by our subscribers The data is in, The Training Arcade’s® gamified training produces positive results
By the numbers
While there’s a wide array of informal and scholarly studies on the positive benefits of gamified training, we wanted to “look under our own hood” and better understand the data and results of the training games created with The Training Arcade®. We looked at the anonymous and aggregate data of 2500 games built and used by our subscribers and here are the results . . .
58%
Players saw a 58% improvement in knowledge between the 1st and the 3rd attempt at play!*
57%
Players played an average of 1.7X per session.* 57% of players played 3 or more times!*
Results from Specific Games
70% of players, play 3X or more
Based on 500 Games
Based on 500 Trivia training games built by subscribers and over 1 million game sessions played in The Training Arcade® we’ve seen 70% of learners play each game 3 or more times and an 83% average increase in knowledge between the 1st and 3rd session played per player.*
Based on 500 JEOPARDY! training games built by subscribers and 435,000 game sessions played in The Training Arcade® we’ve seen 49% of learners play each game 3 or more times and a 46% average increase in knowledge between the 1st and 3rd session played per player. Players played an average 6.2 minutes.*
49% of players, play 3X or >
All game sessions
46% increase between 1st & 3rd play >
All game sessions
Also From Our Library of Games Jump, Match, Recall & Scenarios all saw a 54% increase in knowledge retention from 1st to 3rd time playing an average of 3.4 minutes.*
Notes
*The results for the above analysis were based on aggregated, anonymous player activity data from across the span of The Training Arcade® subscribers. The data included in the analysis represent approximately those points within +1 and -1 standard deviations of normal bell distribution curve. Individual results will vary and are highly dependent on the quality of subscriber content deployed in the games, the frequency with which employees are provided access to games, and other usage factors.
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