The Gamified Customer Journey: Access our Event Insights

How do Bolt, Snapchat, and Strava make their apps so sticky? Which rewards motivate consumers to engage with branded games? And what is the engagement length sweet spot? 

These are just some of the insights tms unpacked in “The Gamified Customer Journey”, a virtual panel event that aired on October 28. Gamification has become a big buzzword in brandland – but misconceptions are common, and brands’ applications often miss the mark.  

Our discussion began by taking things back to the drawing board, defining what gamification really means and the various forms these interactions can take (hint: it’s not just about branded games), before sharing key findings from our proprietary consumer research across the US and UK. From the optimal timing for interactions to generational nuances, we heard what consumers really want from gamified experiences and how brands can motivate them to keep on playing.   

When we talk about gamification, it doesn’t always mean big campaigns or flashy games. It’s about small, smart tactics that compel people to act.

Craig Heiter
Associate Director, Engagement Strategy at tms

tms Directors of Engagement Strategy, Marius Froehlich and Craig Heiter, were joined by Evelina Jarbin, Senior Director at Strava for Business, Mykhailo Kudla, Bolt’s Global Head of Marketing Partnerships, and Oliver Wapshott, Creative Strategy Lead at Snapchat for this insightful discussion. Their case studies shed light on the psychological levers that underpin successful gamification, how to match effort with incentives, and why community should be the starting point for gamified challenges. There’s a place for these interactions throughout the customer journey, whether it’s spurring on brand discovery and sign-ups, or winning back lapsed customers.  

To hear more about the ways to win with gamification, catch up on the full event, download our five key takeaways, and stay tuned for our upcoming white paper. 

Access the recording and research here.