Three strategic objectives and pathways to success
Our research found that organizations using gamification to successfully retain customers, attract new ones or to transform user perceptions and preferences utilized these three key design features in specific pathways and combinations.
1. Customer retention
We found three pathways for achieving this objective. Firstly, virtualization plays a pivotal role in customer retention, as demonstrated by Duolingo’s success in crafting an immersive experience that goes beyond language learning to become a source of entertainment. With consistent updates, it maintains user engagement, contributing to a marked decline in churn rate. In contrast to rival language learning apps, Duolingo’s user base displays exceptional loyalty, affirming its distinct position in the market.
A second pathway to customer retention is focusing on social comparison to cultivate desirable user identities, but without offering “rewards” outside the game context. For example, Nike Run Club taps into members’ desire to compare their performance with other app users.
The third pathway focuses on the traditional gamification approach of offering tangible rewards in return for desired behaviors, for example, through points-based loyalty schemes.
2. New customer acquisition
When it comes to attracting new customers, our findings also revealed three pathways to consider.
The first approach offers tangible savings and rewards without integrating social comparison and focusing user motivations on extrinsic rewards. Examples include digital loyalty programs – combining purchases with accumulable points exchangeable for future physical goods (e.g., Starbucks Rewards). Another approach involves chance-based mechanics like “Spin the Wheel” or dice rolling, offering cash or credit-equivalent rewards.
The second pathway combines virtualization and tangible rewards, where users compete in virtual environments to win real-world benefits. Take, for example, Pinduoduo’s Duo Duo Orchard, where users collect (or steal) virtual droplets to water virtual fruit trees, eventually leading to real-world home delivery of fruit.
Finally, a sole focus on social comparison (without the other two design features) can prove effective, but only when the desired user goal is linked to self-improvement, as illustrated by fitness apps such as Nike Run Club.
3. Transforming user perceptions
In pursuit of transforming user perceptions, our investigation revealed just one pathway to success: the combination of virtualization with social comparison to promote desirable user identities, such as Tencent Music’s artist ranking system based on donations and Ant Financial’s Ant Forest, where virtual gardens and social comparison mechanisms promote environmentally friendly behavior. In addition, Ant Forest’s gamification initiative enhances user engagement and brand perception and provides valuable data insights, showcasing how gamification can create multifaceted value for a financial services company.