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Engagement31 March 2026·Livewall

Gamification in marketing: what works, what doesn't, and what brands get wrong

Gamification is everywhere in marketing right now. Most of it is superficial. Here's how to tell the difference between mechanics that change behaviour and badges that don't.

gamificationbrand-activationcampaigns

Gamification marketing is everywhere. Almost every brand has touched it: a loyalty stamp mechanic, a click-to-win game in a seasonal campaign, a badge after purchase. But popular doesn't mean effective. The vast majority of gamification in marketing changes nothing. People engage once, drop off, and never think about it again.

At Livewall, we design and build gamified activations for consumer brands. We've seen what moves the needle and what doesn't. The difference is rarely about technology. It's about the design decisions made before anything gets built.

Livewall perspective

Gamification that only rewards behaviour people were already doing changes nothing. It subsidises behaviour instead of shaping it.

What brands get wrong

The most common mistake is treating gamification as decoration. Adding a game element on top of a campaign that already exists, hoping it attracts more people. It doesn't.

The second problem is rewarding behaviour consumers would have performed anyway. If you give points for a purchase someone was going to make regardless, you're not rewarding loyalty. You're just cutting your margin. Real gamification shifts behaviour: it makes people do something they wouldn't otherwise have done, and brings them back.

The third problem is poor progression design. Many gamified experiences offer no sense of forward momentum. No build-up, no tension, nothing to look forward to. Without progression, there's no reason to return.

HEMA Stapelgek gamification campaign

HEMA Stapelgek: daily return driven by a collection mechanic

The mechanics that actually work

Not all game mechanics are equal. Across dozens of campaigns and loyalty programmes, three mechanics consistently deliver results.

Collection and completion. People have a strong drive to complete sets. When you create a collection with a missing piece, they come back to finish it. This is the principle behind HEMA Stapelgek and the Wehkamp Wanna Have Days activation, where consumers returned daily to unlock new cards.

Progress and progression. A clear progress bar, a next step to work toward, a level that feels reachable. This keeps people engaged. Without progression, there's no reason to stay. Proximus+ World shows this well: an immersive brand world where users gradually discover more with each visit.

Social comparison and competition. Leaderboards and challenges work, but only in the right context. With Martin Garrix Dream Team, the ability to compare and share results drove viral distribution across 14 countries.

3xhigher repeat participation in gamified campaigns with progression mechanics
68%of participants return when a collection mechanic is active
5xmore first-party data collected via gamified versus passive campaigns

Gamification as strategy, not a layer

Brands that use gamification well think about it differently. They start with one question: what behaviour do we want to change? Then, and only then: what mechanic fits that?

With gamified loyalty programmes, the starting point is always a clear behaviour model. What does a high-value customer do differently from an average one? What step sits in between? That's where the game mechanic lives.

This is also why badges without context never work. A badge is a reward without behavioural context. It says nothing about what you need to do or what's at stake. Good game design makes that clear from the very start.

Gameification works well beyond campaigns too. With McDonald's Condiment Rush, Livewall applied game mechanics to employee training. The result was higher completion rates and better knowledge retention than traditional training formats. Same principle, different context.

Livewall

The design doesn't start with the game element. It starts with the behaviour you want to change.

How to evaluate gamification before you start

Before you write a brief for a gamified campaign, ask yourself three questions.

  1. What specific behaviour do you want to change? 'More engagement' is not an answer. Daily return, a second purchase within 30 days, a referral to a friend: those are answers.

  2. Does the mechanic match that behaviour? If you want daily return, you use collection or daily unlock. If you want to convert a first purchase into a second, you use progress and a reward threshold. Connect the mechanic to the behaviour.

  3. Is there enough tension to bring people back? The best gamification design leaves people with an unfinished feeling. Something to return to tomorrow. If that's missing, you have a one-time experiment, not a behaviour change.

At Livewall, every gamification marketing project starts with these questions. Not because it's a checklist, but because the answers shape the design.

Livewall

Ready to build gamification that actually works?

At Livewall, we design gamified activations that change behaviour, not badges that get forgotten. Tell us what you're trying to achieve.

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What we do

Livewall builds brand experiences that people actually remember — interactive campaigns, loyalty platforms, digital products, and employer branding for ambitious brands.

Our work

We've worked with HEMA, Stabilo, Wehkamp, Efteling, 9292 and many others. Every project starts with the same question: what would make someone actually want to do this?

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