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3 Billion Gamers. One Channel Most Brands Ignore.

Gamification is one of the most effective tools brands have for keeping people engaged, and most companies still aren't using it.

3 Billion Gamers. One Channel Most Brands Ignore.

Gamification is one of the most effective tools brands have for keeping people engaged, and most companies still aren't using it.

What gamification is

Gamification takes the mechanics that make games compelling (points, progress, streaks, rewards, and friendly competition) and wires them into experiences that aren't games at all, like onboarding flows, training modules and loyalty programs.

The loop that keeps players playing: points, progress, streaks, rewards, competition, and back to the start

The most overlooked channel in marketing

A 2024 Harvard Business Review piece, "How to Use Games to Build Relationships with Your Customers," makes the case plainly. With more than three billion gamers worldwide, games have become places where people spend real time and form real emotional connections. The article argues that brands overlooking this are leaving one of the most powerful media channels on the table.

Duolingo is a clear example. Much of its growth came from making learning feel rewarding, down to the little owl reminding you that your streak is about to break.

Game design for industries that aren't games

This gap is what our gamification as a service practice at Lone Wolf Studios is built for. We bring game design thinking to industries that have nothing to do with games, including EdTech and corporate HR and industrial training.

The same loops that keep someone playing for hours can keep an employee finishing a safety course or a learner showing up every day.

Game design for industries that aren't games: EdTech, industrial training, corporate HR


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