A saddened owl on your app icon, disappointed that you’ve abandoned your lessons. Feeding a virtual frog with flies earned through purchases. Shoppers standing in store aisles, shaking their phones in hopes of unlocking a flash promotion.
Gamification is everywhere – once a niche strategy primarily found in education, it is now rapidly colonizing the retail sector. Just as gamification in financial services, it bolsters loyalty programs in retail and helps companies drive sales and both short-term and long-term engagement. All without the need for expensive ad campaigns, transforming apps into data-processing engines and hubs for immersive engagement.
What are retailers already deploying at scale, and what is on the horizon for gamification? How do these individual elements impact sales, and which practices might cross the line into the unethical? In this article, we explore these questions and the evolving landscape of "shoppertainment."
Retail gamification: The mechanics of habit-building
Retail is the ideal testing ground for gamification because the sector offers endless opportunities for rewards, where the products themselves become the driving force of the gameplay. Shopping is a high-frequency activity, providing a perfect canvas on which to build habits and narratives that encourage participation.
Furthermore, users have numerous touchpoints that draw them into a retail app: making a purchase, tracking an order or return, activating loyalty points, or browsing weekly deals. Each of these moments represents a strategic opening to draw the user deeper into the game and cement their long-term engagement.
The tiered status ladder
As humans, much divides us, but there is one thing we almost all share: the desire to move forward and climb upward – especially when reaching a goal doesn’t require intense effort, but simply... spending money.
Retailers eagerly leverage this drive to build loyalty and drive participation in their reward programs. The key is making the tiered ladder the central focus of the app interface, much like Starbucks does. To stay motivated, users must clearly see their progress and exactly how much further they need to go to reach the next level. This progress is reinforced after every purchase and through timely push notifications.
In the case of the American coffee giant, the ladder structure and the rewards unlocked at each level are meticulously planned. Rewards are spaced out by 100 stars, making them feel consistently attainable. Furthermore, the variety of rewards – ranging from flagship beverages to merchandise and free meals – significantly boosts engagement.

The "head start" progress bar
This simple psychological trick is used across various platforms, from educational apps to retail. Starting from zero can be discouraging; users often need a gentle "push." Providing a pre-filled progress bar activates the user, increasing the likelihood of long-term engagement. This might involve giving a user 2 out of 10 stars to start, or launching their journey to the next level at 10% completion rather than zero.
This tactic triggers the endowed progress effect, making us more likely to finish a task that is already "in progress" than one that hasn't started. Crucially, we must clearly see the visual goal, which serves as a constant reminder that completion is both near and worthwhile.
Daily streak
Another popular gamification mechanism in retail is the daily streak. You might recognize this from Duolingo, which has perfected its execution. In Duolingo's case, the daily streak is heavily emphasized through push notifications and home screen widgets. When you fail to meet your daily goal, the signature owl on your phone's desktop becomes increasingly sad.

This popular trick taps into the fear of losing progress. Breaking a long streak causes psychological "pain" that users want to avoid.

How is this applied to retail? While encouraging daily purchases might be overkill, activities like a daily "mystery" promotion, voting for favorite products, or writing reviews create a formula that benefits both the user and the retailer. The user gains a sense of agency, while the retailer gains valuable insights and user-generated content.
Everytime the user opens an app, retailer has an opportunity - to sell, to capture data, to upsell and enhance value. Daily streak can take a form of bonuses for opening the app 7 days in a row - they still gain while awarding you.

Gamification in retail: Interactive features & latest trends
Retailers aren't necessarily reinventing the wheel with their gamification efforts; rather, they are migrating proven mechanisms from other channels into their mobile apps. Smartphones open up a suite of new possibilities, allowing brands to accompany users 24/7 and leverage the device's mobility and hardware for immersive gameplay.
The "haptic" win: Shake-to-win & Spin-the-wheel
A compelling use of haptic features to drive engagement can be seen in the simultaneous lottery-style campaigns tested by Jeronimo Martins’ sister chains in Portugal and Poland.
The logic behind Biedronka’s "Shakeomat" and Pingo Doce’s "Poupa Shaker" is brilliant in its simplicity: shake your phone to unlock a personalized, limited-time promotion valid only for that day.
While the element of luck is a major draw, the haptic aspect significantly amplifies the impact. The physical movement of shaking the phone creates a unique sensory memory and a high emotional "spike." It is no surprise that these features have exploded in popularity since their launch. The urgency to redeem a daily deal often triggers an unplanned store visit, creating additional sales opportunities for the retailer.

The digital scavenger hunt: In-store AR (Augmented Reality)
Another new example of gamification is the merging of the digital world with the physical ecosystem of the store. By utilizing their apps, companies can create unique experiences that encourage users to visit and explore the store in unconventional ways. Through games like scavenger hunts, retailers can also boost product discovery and move specific inventory.
In Walmart’s platform, for instance, customers use their smartphone cameras to locate digital markers hidden throughout the store to unlock exclusive content or coupons. This strategy effectively directs foot traffic toward "dead zones" in the store layout that might otherwise be overlooked by shoppers. Through fun and the use of augmented reality in retail, the retailer gains capacity to influence sales.

Virtual ecosystems: Shopee Farm & Ant Forest
As previously mentioned, every time you open an app, it represents a conversion opportunity for the retailer. It is in their best interest to motivate regular logins, and gamification is the perfect tool for this. While the "daily streak" is one effective method, an even more powerful approach – especially for younger demographics – is the "work-to-win" game.
These are typically effortless games requiring minimal time but high regularity – a habit easily reinforced by push notifications. How can retail adapt this? Shopee, for instance, encourages users to water a virtual plant within the app in exchange for real-world rewards.

Similarly, Alipay, one of the world's most widely used payment apps, rewards transactions that reflect eco-conscious choices, such as taking public transit to work. These actions earn points that "feed" a virtual tree on the Ant Forest platform. Once the tree is fully grown, partner NGOs plant a real tree in Northwest China.

Retailers effectively hit multiple targets at once: implementing eco-friendly games bolsters their PR and brand image while simultaneously incentivizing daily app visits. This provides a steady stream of valuable data and constant opportunities for upselling.
Ultimately, turning a user’s interaction into a habit is a massive cost-saving measure. By fostering a direct, habitual relationship within the app, retailers drastically reduce their Customer Acquisition Cost (CAC) and retention spending.
When a brand becomes a daily destination, you no longer need to spend heavily on third-party ads (like Google or Meta) or aggressive email campaigns to "pull" the customer back from other channels or remind them that your brand exists.
Social stories & community voting
Granting users greater agency is a dominant trend in retail, driven by shifts ranging from household atomization to the rise of quick-commerce. Consumers today want to handle tasks efficiently while feeling they have a tangible influence on the brands they support. This trend fuels the demand for self-service apps and interactive gamification, where users can vote, review, and share opinions with other consumers.
Carrefour Italy has effectively hijacked social media mechanics by using Interactive Stories. Borrowing the popular Instagram format, these stories provide entertainment while soliciting feedback – a goldmine for any retailer. Much like social media, these features give users a reason to "check in" regularly to see what’s new. They also offer a seamless, contextual way to "sneak in" promotions and offers without feeling intrusive.

The Polish entertainment retailer Empik also employs social dynamics through its "Mój Empik" app. Users can participate in community-driven events, such as voting in annual awards or joining seasonal initiatives organized in collaboration with schools.

The end goal? Cultivating engagement. These features allow retailers to transform loyalty from a passive transaction into a social event where users feel their input directly impacts the outcome.
Strategic impact: Does it actually work?
Gamification is often dismissed by both consumers and companies as "silly" rather than a serious component of marketing and branding efforts. This is a significant strategic error.
When looking at retail leaders across various sub-sectors, gamified actions and in-app features are the common threads that unite them. These mechanisms increase engagement, shopping frequency, and average order value, while building long-term brand equity.
For the retailer, gamification provides a powerful lever to manage inventory and influence consumer decision-making. For example, by using missions (e.g., "Buy 3 coffees this week"), brands can boost sales in specific categories.
The most successful players in the market find a balance between "work-to-win" elements (effort-based) and chance-based rewards. According to data from Promotional Consultant Group and industry benchmarks on gamified e-commerce, integrating elements of chance –such as "spin-the-wheel" or mystery coupons – can increase conversion rates by up to 30% compared to static promotions.
Ethical boundaries: The dark side of the game
While gamification is a powerful tool for mutual benefit, its "dark patterns" are increasingly coming under scrutiny. Users are becoming more aware of the psychological levers hidden within their apps. Critics even argue that some large-scale retail gamification efforts have essentially transformed shopping apps into digital casinos, operating on the same neural pathways as gambling addiction.
Avoiding addictive design
When implementing gamified features, it is vital to avoid addictive design – a practice that is fundamentally unethical. Although we see elements like infinite scrolls and autoplay across social media, retail must be more cautious. In a shopping context, addictive design often manifests as over-reliance on luck-based elements and a barrage of push notifications designed to trigger dopamine spikes, forcing the user back into the app.
Emotional hooks and vulnerable audiences
Another concern involves emotional hooks, which are particularly problematic when an app’s user base includes younger demographics. Children and teenagers are biologically more susceptible to reward-seeking behavior and less equipped to resist the psychological pressure of a "closing window of opportunity" or the fear of missing out (FOMO).
Ethical product promotion & bundling
The ethics of gamification extend beyond how you sell to what you sell. Using gamified missions to promote alcohol, high-sugar beverages, or unhealthy snacks – especially through bundles that force the purchase of multiple unhealthy items to unlock a reward – is a high-risk strategy. Such practices can lead to public backlash, brand devaluations, and increased scrutiny from health regulatory bodies.
The pitfalls of "Confirmshaming"
Retailers should also audit their copywriting for confirmshaming. This is the practice of making the user feel guilty for declining an offer (e.g., "No thanks, I prefer paying full price" or "No, I don't want to save money"). While it may seem like a clever nudge, it is a form of emotional blackmail that erodes trust and creates a negative brand association.
The future: From apps to super-apps and stricter regulations
Among market leaders, the pivot toward gamification is already undeniable, and there are no signs of this trend reversing. It is highly probable that gamification will merge with the ongoing evolution of shopping platforms into "Super-Apps."
In this ecosystem, digital identity, seamless payments, and immersive gaming exist within a single, frictionless interface. In this future, the line between "shopping" and "playing" will disappear entirely, replaced by a continuous, value-driven brand experience.
| Feature | Ease of Implementation | Impact on Loyalty | Risk of "Fatigue" |
| Tiered Progression | Medium | High | Low |
| Daily Streaks | Low | High | Medium |
| Spin-the-Wheel | Low | Medium | High |
| AR Scavenger Hunts | High | Medium | Medium |
There is no doubt that gamification is here to stay. However, in an increasingly crowded landscape of digital experiences, the most successful retailers will be those who respect the user’s time while rewarding their attention.

Given the intensifying efforts by governments to curb unethical online practices and protect younger generations, it is highly likely that regulations surrounding gamification will tighten in the future.
The EU is currently working on the "Digital Fairness Act" to complement the already active Digital Services Act (DSA). A core pillar of these regulations is the ban on Dark Patterns.
Article 25 of the DSA states that providers shall not "design, structure or operate their online interfaces in a way that deceives, manipulates or otherwise materially distorts or impairs the ability of recipients of their service to make free and informed decisions." Source: European Commission - Digital Services Act Package
In the United States, the Federal Trade Commission (FTC) has intensified its focus on deceptive interfaces, specifically targeting "roach motel" designs where users are easily trapped into subscriptions or recurring purchases.
The FTC’s proposed "Click to Cancel" rule requires that "it must be at least as easy to cancel a subscription as it was to sign up for it." Source: FTC - Federal Trade Commission Proposes Rule to Prevent Tricking Consumers into Subscriptions
While these regulations do not target gamification directly, they signalize that ethical approach will be at the center. The ultimate key to success is to implement these ecommerce app features with mutual benefit in mind, rather than focusing solely on short-term sales growth.

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