Gamification — the idea of adding game elements to services so younger users are attracted to them — hit the peak of Gartner’s Hype Cycle last year, followed by warnings from the research firm that around 80 percent of gamification apps will end up being losers.
Playbasis and several others including Badgeville and Bunchball believe there’s money to be made, as large and mid-sized customers seek newer ways to engage with their target audience who are mostly the millennials. Already, these gamification startups count Ford, Toyota, T Mobile, Marriott, Samsung and AmEx among their customers.
“I don’t think gamification is…
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