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If we drive to earn points, why shouldn't customers do it?

2025-11-20 10:01

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If we drive to earn points, why shouldn't customers do it?

Gamification is one of those words that seem to have come out of too long a brainstorm, and instead describes something we experience every day without

Gamification is one of those words that seem to have come out of too long a brainstorm, and instead describes something we experience every day without even realizing it. Let's take the most democratic example in Italy: the points-based driving licence.


It is the most successful engagement system ever introduced in the country, a masterpiece of behavioral design applied to an area that has little or nothing fun: respecting the Highway Code. If you drive well you accumulate points, if you drive badly you lose them, and if you overdo it the "game" ends and you have to do it all over again. There is no app, there is no push notification, there is no ranking, yet it works because it touches the most powerful lever: no one wants to go below zero.


When we talk about gamification in marketing, we are talking about exactly the same mechanism, but applied to a friendlier context than a badly taken roundabout. It does not mean transforming the brand into a video game, but rather introducing logics of progression, challenge, reward and recognition to make interaction with the company more engaging and less transactional.


It works because customers, like drivers, respond very naturally to systems that reward virtuous behavior and make their journey measurable. It's one thing to buy a product, it's another to feel part of an improvement process, levels included.


The reason why gamification is a real marketing opportunity, and not a passing convention fad, is that it allows you to transform often repetitive activities into experiences that generate motivation. A loyalty program becomes a progression game, onboarding can transform into a series of missions to complete, an eCommerce can incentivize those who reach certain goals with badges and objectives. The result is not only a more active customer, but above all a more loyal customer and, a non-negligible detail when talking to a CEO, more likely to generate value over time.


Gamification also works because it introduces a personal narrative. Each customer becomes the protagonist of their own journey, like the motorist who sees his points go back up after a refresher course. The secret lies in transparency: making it clear what can be achieved, why it matters, and how to get there. And this is where marketing finds its best leverage: an engaged customer not only consumes more, but also costs less to retain. Friction is reduced, frequency increases, the perception of closeness with the brand grows.


Many think that gamification means handing out prizes at random. In reality the true value lies not in the prize, but in the journey. It's not the discount coupon that changes behavior, it's the fact that the consumer feels he's progressing in a story that concerns him. Just like no one drives well just to have two more points: he drives well because those two points represent the freedom to continue driving.


Gamification, when done intelligently, helps customers feel part of something and helps companies make every interaction an opportunity to generate a relationship, not just a transaction.


Is it worth it? Yes.

Does it work? Absolutely yes.

And, above all, it's much better than finding out you're left with five points on your licence.

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