Games – a big problem or smart business strategy?

News
May 13, 2023
Vinay Rao

If you've had your ear to the ground in tech and marketing circles, you'll have heard the word “gamification” more than once. At its core, it means borrowing what we know about games, namely competition, reward and progress, and applying it to business, user experience and product design.

Let's unpack that.

Games have long carried a reputation problem. “They're bad for kids.” “They're a waste of time.” “They add no real value.” That was the common narrative for years. But it's shifted. Today, some of the most influential product leaders, marketers and business thinkers point to games, and the psychology behind them, as one of the most effective tools for building engagement, loyalty and motivation.

The idea of borrowing game mechanics to solve business challenges isn't a fringe idea anymore. It's mainstream strategy.

Gamification, outward-facing

The most talked-about application of gamification is external: using game-like mechanics to engage customers. Think reward points, streaks, badges, tiers and leaderboards. You run into this daily without necessarily noticing it: a coffee app that tracks your stars toward a free drink, a fitness app that celebrates your seven-day streak, a language-learning app that won't let you break your streak without a small pang of guilt.

Starbucks Rewards, Duolingo's streak mechanic and Nike Run Club's badges and challenges are all built on the same underlying insight: people respond to visible progress and the fear of losing it. Duolingo in particular has built an enormous part of its retention strategy around streaks, leaderboards and friendly competition, and it shows in how often people open the app just to avoid breaking a chain.

Gamification, inward-facing

The second, less-discussed side of gamification is internal: using game mechanics to motivate employees and teams. In many ways, this already exists inside large organisations, just without the label: performance reviews, sales leaderboards, internal awards and team competitions are all quiet forms of gamification.

What's changed is that organisations are now designing these systems deliberately instead of letting them emerge by accident. Sales teams get real-time leaderboards. Customer support teams get badges for resolution speed or CSAT scores. Learning and development platforms award completion certificates and skill badges. LinkedIn Learning's badge system is a good example of this playing out at scale. The goal is the same as it's always been: motivate people toward a desired outcome. The difference is intent and design.

Of course, none of this works unless the “game” underneath is genuinely fun and tightly integrated with the product or brand it sits within. That matters more than any mechanic on its own.

So how do you actually do this well?

There isn't a rigid formula, but a few principles come up again and again: some backed by research, some simply proven out through repeated use across products and teams.

1. Treat the game as a construct, and respect what makes it work.

Games run on a handful of intrinsic motivators: being “the best,” climbing a leaderboard, improving over time, solving a hard problem. These work because they lean into the positive. It's no accident that most engagement mechanics avoid negative framing. Think about why platforms like Instagram or LinkedIn have never shipped a public “dislike” button. Keep the mechanic focused on what people gain, not what they risk losing to others.

2. Make it fun and effortless.

Game-like mechanics only work if they're genuinely easy to use, and even better if they're easy to master quickly. Give a team the same task in two formats: a plain checklist versus an interactive, visually engaging version that rewards them for actually answering something. The second wins every time, and it's not close.

3. Design for your actual audience.

The right mechanic depends entirely on who you're designing for. A leaderboard motivates a competitive sales team. It might alienate a team that values collaboration over rivalry. Understand your audience the way you would for any other product decision; gamification isn't exempt from that discipline.

4. Make the engagement mean something.

There's a real difference between rewarding someone for a trivial action and rewarding them for applying a skill. The second is still easy, but it isn't shallow. People stick with products and programs longer when the reward is tied to something that feels earned rather than automatic. Build in recursive, repeatable behaviour, and you build in repeat use.

Put these together carefully, and gamification stops being a gimmick and starts being a genuine lever: for how customers engage with your product, and how employees engage with your organisation.

The question worth asking isn't whether gamification works. It's what actually motivates the people you're designing for, your customers, your employees, and how a well-built game could get them there.