news-details

You might get a discount or free coffee but you're also being played by the multibillion-dollar gamification industry

You're scrolling through your socials and an app for an online shopping site appears. You click the link but, before you can see any merchandise, a spinning wheel flashes up and invites you to press the button to spin. You do and you win 50% off any purchase. How good is that?

This is gamification and the spinning wheel example is used by Temu, the multi-billion online marketplace operating out of China from which you can purchase almost anything.

Gamification—the use of game elements in non-game contexts to increase participation—is on the rise.

Businesses use it to attract customers, boost sales and motivate employees to complete activities to drive profits.

The global gamification market is expected to increase in value from AU$23.6 billion in 2024 to AU$74.8 billion by 2029. This is the total revenue generated from products and services related to gamification, including software, platforms and applications.

Related Posts
Advertisements
Market Overview
Top US Stocks
Cryptocurrency Market