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Gamification
Business Honor
18 December, 2025
Apps and games use game-like features and AI to improve user activity, loyalty, and revenue on mobile platforms.
Pocket Gamer Connects, the UK's leading games industry event is launching the Apps Business Summit which will be held on January 19th with PG Connects London 2026. They will look at common challenges and opportunities in gamification, user acquisition, revenue generation, and user engagement.
It focuses on how apps and games can learn from each other to grow successful models and support growth. Many apps include gaming features like streaks, achievements, rankings, badges, and experience points. Duolingo is a great example, acquiring the majority of the London-based NextBeat team, an independent business from Supercell's Space Ape, to support its gamified approach to learning.
Other apps have adopted the style. Grammarly uses weekly goals and rewards for improved engagement, while retail apps Shein and Temu experiment with spin-the-wheel games, daily bonuses, and coupon hunting to keep users coming back. Strava turns tasks into an exciting social experience by offering virtual racing courses, leaderboards, ranks, and rewards. The trading platforms are also experimenting with gamification, but some features are limited because of legal limitations. With these new strategies gamification could transform into an AI-powered, personalized experience where apps react in real time to user behavior, likes, and social interactions. By offering individualized challenges, awards, and competitions.