Gamification works. But not always. Not for every audience. And not for every goal.
That is something we at Livewall see confirmed repeatedly. We build gamified activations for brands like HEMA, Decathlon, and McDonald's. The results are strong. But we have also learned this: the starting point is never the mechanic, it is always the behavior you want to change.
Gameification is a means, not an end. The question is not "can we turn this into a game?" It is "is this a problem that game mechanics genuinely solve?"
When gamification genuinely adds value
Game mechanics work best when the desired action already has some natural friction attached to it. Getting someone to return. Guiding someone through a series of steps. Getting someone to try something new. Those are the moments where a game lowers the barrier and makes participation feel like a choice rather than an obligation.
Take HEMA Stapelgek. The objective was to drive repeat app usage between purchases. A standard push notification does not solve that. But a collection mechanic where users earn new cards daily maps directly to the desired behavior. The game has a reason to exist.
Or look at Decathlon Game: an interactive quiz that helps customers find the sport that fits their lifestyle. The game makes an information challenge more appealing. It does not replace a relationship, it strengthens one.
When gamification gets in the way
Gameification becomes a liability when it is layered onto an experience that already works well, or worse, onto one that is fundamentally broken.
When someone just wants to buy a product quickly, a quiz to earn points is an obstacle. When a user needs information urgently, a playful animation is in the way. And when a brand has no genuine reason to invite play, the mechanic feels hollow.
We see this in our own practice. For campaigns like Mitsuba Spice Rush, the context was clear: a trade event, limited time, a product category that needs explanation. The game solved something real. But the same mechanic applied to a direct sales objective in a different context would have added nothing.


