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title: "Gamification and loyalty: what the research actually shows · SIWA"
description: "Points, tiers, challenges, daily games: what research and cases from brands, banks and publishers say about gamification for loyalty, with evidence and limits."
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# Gamification and loyalty: what the research actually shows

Gamification can strengthen engagement and loyalty, but its measured effects are modest and depend heavily on context. Peer-reviewed studies show positive, generally small effects; most of the spectacular numbers come from companies and describe correlations.

Updated October 27, 2026 6 min read

## Key takeaways

- A 2014 literature review found gamification has positive effects, but they depend heavily on context and users.
- A 2020 meta-analysis measured significant but small effects on motivation (g = 0.36) and behavior (g = 0.25), less stable in the most rigorous studies.
- A study published in Management Science found prize-linked savings accounts raised users' total savings by about 1% of annual income.
- Loyalty program figures, such as Starbucks Rewards' 35.6 million active members, describe usage, not the causal effect of game mechanics.
- Social mechanics (comparison, collaboration) are among the factors research links to the clearest effects.

## What do we mean by gamification?

Gamification means using game mechanics in a context that is not a game: points, tiers, badges, challenges, leaderboards, streaks of consecutive days. A tiered loyalty program, a banking app that rewards saving or a social network that shows achievements are all examples.

It should be kept apart from a neighboring strategy: offering an actual game to your audience, like the daily puzzles many publishers run. The two overlap, since a daily game often uses gamification mechanics, starting with streaks. But they work differently. Gamification rewards an existing behavior (buying, saving, logging in); a daily game creates a new ritual that is enjoyable in itself.

Either way, the loyalty goal is the same: get people to come back more often and for longer.

## What does peer-reviewed research say?

Academic research is more nuanced than sales decks.

In 2014, Juho Hamari, Jonna Koivisto and Harri Sarsa reviewed the published empirical studies on the topic. Their conclusion: gamification provides positive effects, but "the effects are greatly dependent on the context in which the gamification is being implemented, as well as on the users using it" ([Hamari et al., 2014](https://research.aalto.fi/en/publications/does-gamification-work-a-literature-review-of-empirical-studies-o/)).

In 2020, Michael Sailer and Lisa Homner published a meta-analysis on learning, the most studied field. They found significant but small effects on cognitive (g = 0.49), motivational (g = 0.36) and behavioral (g = 0.25) outcomes. The cognitive effect held up in the most rigorous studies; motivational and behavioral effects were less stable there ([Sailer and Homner, 2020](https://eric.ed.gov/?id=EJ1245270)).

One finding matters directly to brands: social interaction is among the factors that moderate the effect on behavior, and combining competition with collaboration proved particularly effective. In other words, a leaderboard alone counts for less than a game that gets people interacting.

This research is mostly about education. Applying it to commercial loyalty is an extrapolation, to be read as a pointer rather than proof.

## Banking: when a game gets people saving

The strongest finance case comes from prize-linked savings accounts, which replace interest with prize draws. Shawn Cole, Benjamin Iverson and Peter Tufano studied data from a South African bank that offered such an account.

Their results, published in 2022 in the peer-reviewed journal Management Science: the product attracts a broad public, particularly financially constrained people and those with no other deposit account. Those who use it increase their total savings by about 1% of annual income on average. Using the random assignment of prizes, the authors show the account substitutes for lottery gambling while complementing standard savings ([Cole, Iverson and Tufano, 2022](https://www.hbs.edu/faculty/Pages/item.aspx?num=61233)).

It is a rare example of gamification evaluated with a causal method. It also shows the limits: the effect is real but measured in points of income, not in multiples. Before copying it, check the legal framework for lotteries and gambling in your country.

## Retail: the loyalty program as a game mechanic

Points and tiers are the most common form of gamification in retail. Starbucks Rewards is an often-cited example. In 2026, the chain relaunched its program with new tiers and openly changed its logic. CEO Brian Niccol: "We had to stop doing all that discounting. This needed to be about engagement. This needed to be about personalization, and this needed to be about recognition."

Starbucks also says a growing number of customers visit four or more times a week since the relaunch, without giving a figure ([CX Dive, April 2026](https://www.customerexperiencedive.com/news/starbucks-loyalty-update-driving-frequency-membership-grows/818864/)). These are company statements made on an earnings call: they describe a trend, not the isolated effect of tiers. The interesting part lies elsewhere. A major brand is saying publicly that discounts are not enough and that recognition matters more.

## Publishers and institutions: the game as a ritual

For a publisher or an institution, gamification often runs through the content itself: a daily game with streaks and leaderboards. LinkedIn took this route, with results it documents itself, covered in [LinkedIn and daily games](https://dev.siwa.io/en/pro/ressources/linkedin-jeux-quotidiens).

In France, Le Parisien aims for its games to reach "2 to 3%" of its total audience. "It seems small, but these are loyal users who come several times a month and stay on the site for a very long time," its digital marketing manager told INA's [La Revue des médias](https://larevuedesmedias.ina.fr/jeux-en-ligne-un-casse-tete-rentable-pour-les-titres-de-presse). In the same piece, consultant Marion Wyss states that "the more frequently a user returns to the site, the higher their subscription conversion rate." That is a practitioner's observation and it is correlational, but it explains why publishers chase frequency above all.

The link between games and audience loyalty is covered in [daily games and retention](https://dev.siwa.io/en/pro/ressources/jeux-quotidiens-retention-audience), and the role of streaks in [streaks and daily habits](https://dev.siwa.io/en/pro/ressources/streaks-habitude-quotidienne).

## How do you tell evidence from promises?

Not all gamification figures are equal.

| Source type | Example | What it shows | Limit |
| --- | --- | --- | --- |
| Peer-reviewed meta-analysis or review | Sailer and Homner, Hamari et al. | An average effect across many studies | Mostly education |
| Published causal study | Cole, Iverson and Tufano | The effect of one specific product | One country, one product |
| Company results | Starbucks | A usage trend | No control group |
| Expert or practitioner view | Marion Wyss, Le Parisien | A field observation | Correlation |
| Supplier figure | Sales pages | An advertised order of magnitude | Incentive to sell |

When a supplier claims a percentage lift in engagement, ask: on which population, compared with what, and over what period?

## What design principles follow?

A few principles stand out from these sources:

- **aim for enjoyment before rewards**: Starbucks itself says it moved away from blanket discounting;
- **lean on social features**: comparison, collaboration and friendly competition are linked to the clearest effects;
- **keep it short and regular**: a daily few-minute ritual fits a routine better than a complex mechanic;
- **measure with a control group**: it is the only way to know whether the mechanic creates loyalty or just attracts the most loyal;
- **avoid excessive pressure**: losing a streak should not feel like a punishment.

SIWA follows this approach for publishers, brands and institutions: short daily games, with streaks, leaderboards and leagues you switch on to suit your audience, and a dashboard to track usage. Details are on the [SIWA for business](https://dev.siwa.io/en/pro) page.

## Sources

1. [Does gamification work? A literature review of empirical studies on gamification](https://research.aalto.fi/en/publications/does-gamification-work-a-literature-review-of-empirical-studies-o/) Hamari, Koivisto and Sarsa, HICSS (Aalto University) · 2014-01
2. [The Gamification of Learning: A Meta-Analysis](https://eric.ed.gov/?id=EJ1245270) Sailer and Homner, Educational Psychology Review (ERIC) · 2020-03
3. [Can Gambling Increase Savings? Empirical Evidence on Prize-Linked Savings Accounts](https://www.hbs.edu/faculty/Pages/item.aspx?num=61233) Cole, Iverson and Tufano, Management Science (Harvard Business School) · 2022-05
4. [Starbucks' loyalty update is driving frequency as membership grows](https://www.customerexperiencedive.com/news/starbucks-loyalty-update-driving-frequency-membership-grows/818864/) CX Dive · 2026-04-29
5. [Jeux en ligne : un casse-tête rentable pour les titres de presse](https://larevuedesmedias.ina.fr/jeux-en-ligne-un-casse-tete-rentable-pour-les-titres-de-presse) La Revue des médias (INA) · 2024-04-05

## Frequently asked questions

<details>

<summary>Does gamification really work?

</summary>

Yes, but modestly and not everywhere. Literature reviews find positive average effects, generally small, that vary a lot with context, audience and how the mechanics are designed.

</details>

<details>

<summary>What is the difference between gamification and a daily game?

</summary>

Gamification adds game mechanics (points, tiers, badges) to a service that is not a game, such as a loyalty program. A daily game is an actual game offered to an audience, which often includes gamification mechanics such as streaks or leaderboards.

</details>

<details>

<summary>Can you trust figures published by brands?

</summary>

They are useful but partial. They usually describe the most active members and do not compare with what would have happened without the program. Only an experiment with a control group isolates the effect of gamification.

</details>

<details>

<summary>How do you measure the effect of gamification on your own audience?

</summary>

Compare two similar groups, one exposed to the mechanic and one not, on a metric set in advance, such as 30-day return rate. Without a control group, you are measuring a correlation.

</details>

## Daily games on your site?

Let's talk about your audience: we'll show you what SIWA can bring, with figures.

[Email us](mailto:hello@siwa.io) [See the pro offer](https://dev.siwa.io/en/pro)

## Read next

[New models<h3>White-label games</h3>In-house builds, puzzle licensing or a white-label platform: the three ways to offer games on a news site, with their cost and time-to-launch trade-offs.Read the article](https://dev.siwa.io/en/pro/ressources/jeux-marque-blanche-medias) [ Retention<h3>Daily games and retention</h3>One puzzle a day, short, the same for everyone: what data from The New York Times, The Times and French publishers says about games and reader loyalty.Read the article](https://dev.siwa.io/en/pro/ressources/jeux-quotidiens-retention-audience) [ Platforms<h3>Reddit, Discord and games</h3>Reddit builds games into posts, Discord opened Activities to every developer. What these platforms are after, and the figures they have published so far.Read the article](https://dev.siwa.io/en/pro/ressources/jeux-reddit-discord-communautes)

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