Written on Monday 5 May 2014“It’s not about ‘gamifying’. It’s about driving revenue, saving costs, making people more efficient.” – Bob Marsh, CEO, LevelEleven Gamification is officially part of the set of marketing tools that every business should use to develop its marketing strategy. It is the concept of applying game-design thinking to non-game application to make them more fun and engaging. I’m sure that if you use even only social networks you know what I’m talking about. I spend so much time on internet and in the past months I found that many more brands are embracing a gamification strategy to engage their users and promote their products. The modality depends a lot on the brand, the platform chosen to gamify and type of gamification. We can actually divide gamification into two big families: The first one is more visual and is closer to a real game, with levels, scores and social competition. It usually implies the development of a dedicated app or website and a higher investment. We have an example of this with Nike and the Nike+ app that they created. In 2011 they registered a 40% increase of subscribers of the app Nike+; this contributed to increase the business revenues of the running sector by 30%.