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Immersive Gamification: What a ’90s Dog Named Frankie Taught Me About Learning

Immersive gamification concept

Immersive gamification isn’t about adding points and badges to boring content. It’s about designing training the way effective games are designed: environments worth exploring, characters worth caring about, meaningful progress, narrative hooks that pull you in, and the freedom to fail safely. These principles worked when I was 8 years old learning maths from a dog named Frankie. They work just as well for a 38-year-old learning leadership under pressure. The only difference is context.


I learned to love maths from a dog named Frankie and a frog who showed up after school.

That probably sounds strange if you didn’t grow up in the ’90s playing educational computer games. But for those who did, you know exactly what I’m talking about.

When I was six years old, my parents bought me JumpStart 1st Grade. I’d sit at our family computer for hours, completely absorbed in a virtual schoolhouse. There was Frankie, a cheerful dog mascot who guided you around the school. A vending machine mini-game where you had to pay with the correct coins and notes. A beach level where you could “escape” the boundaries of the school and explore.

I played it obsessively. Not because my parents made me. Not because there was a grade attached to it. Because it was genuinely fun.

By the time I reached Grade 2, I’d moved on to the next game in the series. This one featured an adventurer frog who mysteriously showed up after school ended to take you on wild explorations. There was a football field level (my absolute favourite because I love rugby). A spooky bone vault that felt genuinely thrilling for an 8-year-old. Cave adventures where you hunted for buried crystals using maps and clues.

Here’s what strikes me now, looking back:

I was learning mathematics, geography, reading comprehension, logical reasoning, and problem-solving skills.

But I had absolutely no idea.

Because it felt like play. It felt like adventure. It felt like discovery.

That’s immersive gamification. And it’s exactly what most corporate training gets wrong.


What Immersive Gamification Actually Means

The word “gamification” has been abused beyond recognition.

For most organisations, gamification means adding points, badges, and leaderboards to existing content. Awarding 50 points for completing a module, or giving you a badge when you finish a course. A leaderboard to make it a sport between you and your colleagues.

This is surface-level gamification. It takes boring content and wraps it in game mechanics, hoping the wrapper makes the content more palatable. Sometimes it works. Usually it doesn’t.

Immersive gamification is fundamentally different. It’s not about adding game elements to training. It’s about designing training that works the way effective games work.

The distinction matters because games aren’t engaging because of points and badges. Games are engaging because of how they’re designed: the environments, the characters, the challenges, the feedback loops, the narrative hooks, the sense of progression.

JumpStart didn’t have leaderboards. It didn’t compete you against other kids. It didn’t give you arbitrary points.

What it had was far more powerful.


The Five Principles That Made JumpStart Work

Looking back through the lens of learning design, JumpStart nailed five principles that apply just as well to adult professional development:

1. Environments worth exploring

The schoolhouse, the beach, the caves, the bone vault… these weren’t just backdrops. They were spaces designed to invite curiosity. You wanted to click on things to see what would happen. You wanted to discover what was behind the next door.

Learning happened because exploration was intrinsically rewarding.

This is what we call presence, the psychological state of feeling genuinely “there” in an environment. When you’re present, you engage differently. You pay attention. You care about outcomes.

2. Characters that made you care

Frankie wasn’t just a guide. He had personality. The frog adventurer wasn’t just a narrator. He felt like a companion on your journey.

When you care about the characters in your learning environment, you become invested in the outcomes. This is why AI-powered training characters matter so much for modern immersive learning. A photorealistic environment means nothing if the people in it feel robotic.

3. Meaningful progress

The games had milk caps you could collect, achievements you could unlock, progress you could visualise. These weren’t arbitrary points. They represented mastery, exploration, and accomplishment.

The rewards gave you a reason to keep practising, to keep improving, to try the challenging activities one more time. Not because someone was tracking your completion rate, but because you wanted to.

4. Narrative hooks that pulled you in

Every game had mysteries to solve. Adventures to complete. Objectives that went beyond “learn this skill.”

The educational content was woven into the story, not tacked onto it. You learned coin values because you needed to buy something at the vending machine. You practised reading because you needed to understand the treasure map.

This is narrative immersion, one of the most overlooked paths to effective learning. You don’t need a VR headset to create presence. A compelling narrative can make you forget you’re in a training environment, the same way a good film makes you forget you’re in a cinema.

5. Safe failure

Perhaps most importantly, you could fail. You could get the maths problem wrong. You could choose the wrong path in the cave. And nothing catastrophic happened.

You just tried again. And again. Until you figured it out.

There was no public embarrassment. No grade penalty. No record that would follow you. Just the freedom to experiment, make mistakes, and learn from them in private.

This psychological safety is essential for authentic practice, and it’s exactly what most workplace training lacks.


When Learning Stopped Being Fun

Somewhere around age 10 or 11, something shifted.

It wasn’t a conscious decision. There was no specific moment where someone said, “Educational games are for children now.” But gradually, my friends and I decided we were “too cool” for JumpStart.

School became lectures and textbooks. Learning transformed from something you actively sought out into something you endured. The gamification disappeared. The narrative hooks vanished. The sense of exploration stopped.

We made a cultural decision that “serious” learning requires serious methods. That maturity means sitting still and absorbing information passively. That adults don’t need stories, rewards, or engagement. Just raw information delivered efficiently.

And we carried this assumption into higher education and corporate training. Lectures. Slide decks. Compliance modules. E-learning courses with monotonous voiceovers and knowledge checks.

This is a problem.

Research shows people forget roughly 70% of training content within 24 hours, and up to 90% within a week. Traditional e-learning completion rates hover around 20%. Only 10% of employees report that compliance training actually changed their work practices.

We abandoned what worked. And we’re paying for it.


Why These Principles Work at Any Age

Here’s the crucial insight: these principles don’t stop working when you turn 18.

The MBA student practising a difficult negotiation doesn’t need worse mechanics than I had at age 8. They need exactly what I needed then: a compelling environment, emotional investment, clear progress, meaningful narrative, and the safety to fail.

The difference is application, not principle.

An 8-year-old explores a virtual schoolhouse to learn coin values. A 28-year-old explores a crisis simulation to learn stakeholder management.

An 8-year-old helps Frankie solve mysteries to practise reading comprehension. A 38-year-old navigates a leadership scenario to practise decision-making under pressure.

The formula is the same. The context is age-appropriate.

We conflated “childlike” with “childish.” Childlike learning is curious, exploratory, unafraid of failure, playful, and engaged. Childish learning is oversimplified and lacking rigour. We threw out the former because we were afraid of the latter.

But the research is clear: engagement matters. Story matters. Psychological safety matters. Practice matters more than passive consumption.

The most effective training isn’t the most “serious” training. It’s the training where people are invested enough to practise authentically, fail safely, and iterate toward mastery.


The Technology Doesn’t Matter (As Much As You Think)

One of the most common objections I hear: “But VR headsets are expensive. AI is complicated. Most organisations can’t afford cutting-edge technology.”

My response is always the same: you’re focused on the wrong thing.

JumpStart ran on Windows 95. The graphics were 2D. There was no internet connectivity. No cloud processing. No AI.

What it had was thoughtful design:

  • Environments that rewarded exploration
  • Characters with personality
  • Clear learning objectives woven into gameplay
  • Narrative hooks that made you care
  • Safe spaces to fail and try again

At Many Worlds, we use VR and conversational AI, but not because the technology itself is the solution. We use it because these tools make it easier to create the psychological conditions that effective learning requires.

The technology amplifies good design. It can’t fix bad design.

You can implement immersive gamification principles with well-designed role-plays and simulations. You can implement them with thoughtful scenario-based e-learning. You can even implement them with analog exercises.

The question isn’t “what technology should we buy?” It’s “are we designing for engagement, practice, and safe failure?”


What Immersive Gamification Looks Like in Practice

So what does this mean for professional training?

Instead of: “Complete this compliance module” What if: “Navigate this scenario and see if you can identify the compliance issues before they become problems”

Instead of: “Watch this lecture on difficult conversations” What if: “Practise having the difficult conversation, see what happens, get real-time feedback, try again”

Instead of: “Read this case study about crisis leadership” What if: “You are the leader. The crisis is happening. What do you do?”

The shift is from passive consumption to active practice. From information delivery to experience design. From measuring completion to demonstrating capability.

Age-appropriate doesn’t have to mean boring. Professional doesn’t have to mean tedious.

Effective learning can feel like discovery again.


Getting Back to Discovery

The 8-year-old version of me who spent hours exploring virtual schoolhouses was onto something. He understood that learning is most effective when it doesn’t feel like learning. When it feels like curiosity being satisfied. Like challenges being overcome. Like worlds being discovered.

We can get back to that.

Not by pretending adults are children. But by remembering that the fundamental principles of engagement, safe practice, and meaningful challenge don’t have an expiration date.

That’s what immersive gamification actually means.


Experience Immersive Gamification

At Many Worlds, we build training that applies these principles. Environments worth exploring, AI characters worth engaging with, scenarios that create genuine pressure, and the psychological safety to practise, fail, and improve.

Watch our demo to see what immersive gamification looks like in practice, or get in touch to discuss how these principles could transform your training.

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