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Gamification: Tried & Tested @ Boosting Branding

Writer: Dennis WanDennis Wan


How many think gamification is some newfangled concept? In fact, it has been effectively utilised by brands for years to engage and retain customers. By incorporating game-like elements into marketing strategies, brands transform consumer interactions into active and enjoyable experiences. Let’s look at how gamification has been successfully used by leading brands around the world to enhance their branding.



Elevating Engagement

Starbucks, a pioneer in customer loyalty programs, launched its Rewards app in 2009. This program allows users to earn "stars" for every purchase, which can be redeemed for free items. By gamifying the customer experience, Starbucks has not only driven repeat business but also kept customers engaged with the brand through regular app use.



Creating Memorable Social Interactions

Nike introduced its "Nike+ Run Club" app in 2006, turning running into a socially connected and competitive activity. The app includes features like challenges and achievements that motivate users to run more and share their progress. This gamified experience has created positive, lasting memories associated with Nike, reinforcing its brand as an integral part of users' fitness journeys.



Influencing Consumer Behaviour

McDonald's integration of the iconic Monopoly game, first introduced in 1987, is a classic example of gamification driving consumer behaviour. By offering customers the chance to collect game pieces with each purchase for a chance to win prizes, McDonald's has successfully increased sales and encouraged repeat visits. The game’s competitive and chance-based nature keeps customers coming back, enhancing brand loyalty.



Promoting Social Sharing

Duolingo, the popular language-learning app launched in 2011, leverages gamification through features like leaderboards and social sharing. Users are encouraged to share their progress and achievements on social media, which extends Duolingo's brand presence and enhances its reach organically. Users acquired organically have been shown to retain and monetise better.



Building Brand Communities

Meta (formerly Facebook) has utilized gamification effectively through features like Top Fan Badges. Introduced in 2018, these badges reward highly engaged users by highlighting them as top fans on pages they interact with frequently. This gamified recognition encourages more interaction, fostering a stronger community and deeper engagement with the platform.



Enhancing Brand Perception

Coca-Cola's "Shake It" campaign in Hong Kong in 2011 is a notable example of using gamification to enhance brand perception. This campaign involved a mobile game where users could shake their phones to win prizes. The innovative and interactive nature of the campaign significantly boosted Coca-Cola's brand perception, demonstrating the effectiveness of gamified marketing.



Learnt something?

Gamification has long been a proven strategy for deepening consumer engagement, creating memorable experiences, driving specific behaviors, encouraging social sharing, building communities, and enhancing brand perception. Successful examples from Starbucks, Nike, McDonald's, Duolingo, Meta, and Coca-Cola highlight the power of gamification. At Copia Ventura, we recognise that we are in a world where consumer attention is fragmented and fleeting, gamification remains a compelling strategy to capture and retain interest, fostering long-term loyalty.




References


1. [Starbucks Rewards](https://www.starbucks.com/rewards)


2. [Starbucks Rewards Program History](https://www.thestreet.com/lifestyle/starbucks-rewards-program-history-14626386)


3. [Nike+ Run Club](https://www.nike.com/nrc-app)


4. [Nike+ Run Club Overview](https://www.runnersworld.com/gear/a20863302/nike-run-club-app-review/)


5. [McDonald's Monopoly](https://www.mcdonalds.com/us/en-us/monopoly.html)


6. [History of McDonald's Monopoly](https://www.theatlantic.com/business/archive/2013/07/a-brief-history-of-mcdonalds-monopoly-promotions/277762/)


7. [Duolingo](https://www.duolingo.com/)


8. [Duolingo’s Gamification](https://www.forbes.com/sites/theyec/2018/10/10/how-duolingo-used-gamification-to-become-the-leading-language-app/)


9. [Meta's Top Fan Badges](https://www.socialmediatoday.com/news/facebook-adds-new-top-fan-badges-to-drive-more-engagement-from-your-most-enga/527212/)


10. [Facebook Top Fan Badges Introduction](https://techcrunch.com/2018/07/11/facebook-top-fan-badges/)


11. [Coca-Cola's "Shake It" Campaign](https://www.marketing-interactive.com/coca-cola-launches-shake-it)


12. [Coca-Cola "Shake It" Case Study](https://adage.com/article/digital/coke-augmented-reality-app-shake/236041)

 
 
 

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