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Smarter, not louder: Why the industry needs to be honest about gamification

Viktor Cherkas, Kanggiten CEO, speaks with Global Gaming Insider about the impact of gamification on performance metrics.

6 min read
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Key Points
In this industry, the word gamification is "overused" but the practice is "underused"
Precise measurement is rarely 100% and can be overclaimed
Operators and suppliers must be honest about impact on responsible gambling
The future is gamification that adapts to the individual

When did gamification truly start making a difference and become "mainstream" in gaming?

Gamification has been in the industry for a long time. The mechanics themselves are old. A tournament, a wheel, a leaderboard. None of that is new.

What changed is the expectation. For years gamification was a marketing add-on. Operators ran a tournament when they wanted a spike, then turned it off. The shift to mainstream happened when players stopped seeing it as a bonus event and started treating it as part of the normal product. Today a player who registers expects missions, achievements, levels, some kind of progression. If it is missing, the brand feels dated.

So I would not point to a single year. I would say it became mainstream the moment it moved from "campaign" to "baseline." That is fairly recent. And it lines up with how mobile gaming trained the same audience to expect progression everywhere.

Does the industry truly understand and appreciate gamification, or is it still a bit of a buzzword?

Both, honestly. The word is overused. The practice is underused. A lot of operators say "we have gamification" and what they mean is they switched on a module in the back office. A wheel sits on the promo page. It exists. It does almost nothing. That is the buzzword version.

The operators who understand it treat gamification as part of a system. It connects to the CRM, to loyalty progression, to player segmentation, to the reward logic. A tournament result can trigger a follow-up bonus. Lottery participation can feed into a retention campaign. Segments decide who sees what. When it is wired in like that, it works. When it is a standalone widget, it is decoration.

So the appreciation is real at the top of the market. Lower down, it is still mostly a checkbox.

How much of an impact does gamification have on performance metrics?

I will be careful here, because this is where the industry tends to overclaim. I do not believe gamification on its own significantly moves player LTV over the long term. I have seen the data across our portfolio and I would not stand behind that claim. What I do believe is that it has become a must-have. It supports engagement, it keeps players in the product longer between deposits, and its absence is now a real disadvantage.

The impact shows up when it is integrated. On our side, the analytics layer connects gamification participation to downstream outcomes such as deposits, repeat activity, retention and churn signals. So we can see whether a mechanic contributed, not just whether players used it.

One example. On a brand we migrated – VOX Casino – the team ran around 50 A/B experiments across the funnel and lifted day-14 retention by 27%. Gamification was part of that work. But it was one input among many. Attributing the full number to gamification would be wrong.

How good is the industry at measuring this? How precise is the data in confirming any uplift is 100% down to gamification?

It is rarely 100%. Anyone who tells you it is should be questioned.

The problem is that too many things move at the same time. The performance of any mechanic depends on the GEO, the traffic source, the player segment, the reward value, the bonus conditions, the timing, where it sits on the frontend, the CRM support behind it, and the lifecycle stage of the player. Change any one of those and the result changes. So when an operator says "gamification lifted our retention," what they usually have is correlation across a period when five other things also changed.

The same mechanics that increase engagement can push the wrong players in the wrong direction. Streaks, missions and progression are designed to keep people coming back. For a healthy player that is fine. For an at-risk player it is a risk, and pretending otherwise is not credible

The closest you get to clean measurement is controlled A/B testing on isolated cohorts. Same KPI set, same period, only the mechanic differs. Segment A gets one tournament format, Segment B gets another. That isolates the effect as well as the industry can. Is the industry good at this? Some operators are very disciplined. Most are not. A lot of reported "gamification uplift" would not survive a proper controlled test. The tooling to measure it well exists. The discipline to use it is less common.

Does gamification's effectiveness vary by audience, for example sportsbook versus casino?

Yes, clearly. Different products, different player behaviour, different rhythm. Casino sits closer to the classic gamification model. The session is continuous, the player is already in a loop, so mechanics like wheels, loot boxes, missions tied to slots and free spin rewards fit naturally into the flow.

Sportsbook is event-driven. The activity follows the fixtures. A bettor's rhythm is built around matches and tournaments, not around a continuous session, so the same mechanics do not map one to one. Engagement there leans more on the calendar of real events and on rewards that make sense around betting activity.

And it varies inside each vertical too, not only between them. A new player and a VIP respond to completely different things. So the right answer for an operator is not "casino mechanics" or "sportsbook mechanics." It is the ability to combine mechanics across casino, live casino and sportsbook, and to target them by segment. That flexibility matters more than any single mechanic being a winner.

How does the industry balance responsible gambling and gamification?

This is the part the industry needs to be honest about. The same mechanics that increase engagement can push the wrong players in the wrong direction. Streaks, missions and progression are designed to keep people coming back. For a healthy player that is fine. For an at-risk player it is a risk, and pretending otherwise is not credible.

My view is that responsible gambling cannot be a separate layer bolted on after the gamification is built. It has to be a design constraint from the start. The good news is that the controls that make gamification configurable are the same controls that protect players. Caps, limits, eligibility rules, segmentation and exclusions. A self-excluded or flagged player should not be targeted by a mechanic at all. Reward sizes and frequency should have ceilings. Responsible gaming messaging and market-specific limits should be configurable per GEO.

So the balance is operational, not philosophical. If your platform lets you build engagement loops but does not let you exclude vulnerable players from them, that is a platform problem. We treat the ability to switch a mechanic off for the right player as part of the same toolset that switches it on.

Where can the industry go from here in this area?

Less adding, more connecting. The reflex for years has been to add another mechanic. Another wheel, another module, another tournament type. That phase is mostly over. Most operators already have more mechanics than they use well.

The direction now is integration and timing. Gamification, CRM, loyalty and segmentation should run as one system rather than separate tools. And the trigger should be the player's real behaviour, not a fixed promo calendar. If a player's activity or deposit frequency starts to drop, real-time segmentation can move them into a different group and trigger a relevant mechanic while it still matters, instead of three weeks later in a scheduled email.

So the future is gamification that adapts to the individual, is measured properly through controlled testing and respects the responsible gaming constraints I mentioned. Smarter, not louder. The operators who win will not be the ones with the most mechanics. They will be the ones who can test, measure and place the right mechanic in front of the right player at the right moment.

Good to know

Back in March, one Brazilian senator proposed a ban on cashback... and gamification

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