livewall
← All articles
Strategy17 April 2026·Livewall

How to evaluate whether a campaign mechanic is truly novel or just new to you

Teams get excited about mechanics they haven't seen before. Sometimes that's innovation. Sometimes the market has already tried it and moved on. Here is how to tell the difference.

campaignsbrand-activationgamification

A team encounters a collect-and-win mechanic for the first time and immediately gets excited. The pitch is strong. The mockups look great. But the question that rarely gets asked out loud: has the market already tested this and moved on?

This is one of the most underrated traps in campaign development. Not every mechanic that feels new actually is. And not every mechanic that looks dated is finished. The challenge is learning to tell the difference.

At Livewall, we see this regularly. We build gamified activations for brands across many sectors, and almost every project reaches a moment where someone asks: 'Has anyone done this before?' The answer is almost always yes. The relevant question is: what did they learn?

Livewall perspective

The question is not whether someone has done this before. The question is what they learned from it, and whether you're carrying that lesson with you.

Three signals that a mechanic has already run its course

1. The format has acquired a generic name. Once trade publications and marketing platforms settle on a name for a format, it has already peaked. 'Spin-the-wheel', 'daily check-in', 'streak mechanic': once everyone is calling it by the same shorthand, it is mainstream. Mainstream is not inherently bad, but it is no longer innovation.

2. Large retailers have already used it as a seasonal format. If a mechanic has already cycled through the seasonal calendar of a major retail chain, consumers know what to expect. Familiarity can work in your favour, but do not expect surprise. The Wehkamp Wanna Have Days are a useful example of a format that worked precisely because it leaned into recognition rather than novelty.

3. Participation rates in comparable campaigns are declining. If benchmark data shows that similar activations performed better last year than this year, that is a signal. Audiences get used to things. The participation threshold rises as a format becomes more familiar.

Three signals that a mechanic still has room to run

1. Your audience has no prior experience with it. Market research only counts if you are looking at the right market. A mechanic that is exhausted in the US or UK may be completely fresh to a Dutch or Spanish consumer. Look at who your audience is, not who has experimented with the format globally.

2. The technology beneath the format has changed. A collect-and-win from ten years ago ran on stamp cards and paper. The same underlying logic now runs inside an app with real-time personalisation, location triggers and social layers. The mechanic is not new, but the execution can be.

3. The format has never been done well in your category. Gamification has proven itself in gaming. It has found its way into retail loyalty. In music, aviation and FMCG there are combinations that remain underexplored. When we worked with Warner Music on the Ed Sheeran Equals campaign, we applied game mechanics that were already common in retail loyalty programs but had never been used this way in a music album campaign.

How to make this conversation happen internally

The problem is often not that teams cannot form a judgement. The problem is that an enthusiastic presentation of a mechanic suppresses the critical question. Nobody wants to deflate the energy in the room.

Three questions that should always be asked, regardless of how good the idea sounds:

  • Where has this format already been used, and what were the results? Ask for the data, not the anecdotes.
  • Why are we doing this now and not three years ago? If the answer is 'we didn't know about it', that is a different conversation than 'the timing is right now because of X'.
  • What makes our execution different from what already exists? Same mechanic, better story, better distribution or better personalisation can be enough. But you need to know that and be able to articulate it.

At Livewall we treat this as a standard part of our campaign strategy process. Not to kill ideas, but to sharpen them.

72%of gamified campaigns use a format already deployed in an adjacent sector
3xhigher participation when a familiar format gets a new distribution moment
1 questionthat changes everything: 'what has the market already learned from this?'

The real distinction: novelty versus relevance

This is where the actual point lies. Teams ask the wrong question. They ask: 'Is this new?' The right question is: 'Is this relevant to who we want to reach, at this moment, through this channel?'

A mechanic that is ten years old but unknown to your target audience, and that fits your brand and the moment, is more valuable than a completely new mechanic that is a poor fit or too complex to grasp quickly.

The reverse is also true. A mechanic that has already been run three times in your market by direct competitors will hold no surprise, however good the execution is. Consumers already have an expectation, and that works against you when the mechanic itself is supposed to be the main selling point.

For gamification strategy the same rule applies as for all strategy: context is everything. The mechanic is the means. The goal is behaviour change, repeat visits or data. Work from the goal, not from the format.

We've found at Livewall that the brands who build the best campaigns are not the ones with the most original ideas. They are the ones who ask the sharpest questions about fit, timing and execution before committing to a direction.

Livewall

Novelty is not a goal. Relevance is a goal. The distinction sounds simple, but it determines whether you build a campaign that works or one that only aims to impress.

Livewall

Want to know if your campaign idea is truly novel or just new to you?

At Livewall we look beyond the format. We help you assess whether a mechanic fits your brand, audience and moment, and how to execute it in a way that stands out.

Get in touch with our team

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?

Talk to us

Working on something similar? We'd love to hear about it.

Contact Livewall →