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Loyalty program gamification: games with real prizes, budget and control

Resources · Guide

Gamification in a loyalty program uses games, missions and badges to drive a behavior: one more visit, top-up or purchase. It has two layers: the one that shows the game (the wheel, the moment, the channel) and the one that decides what the game can pay, which budget it comes from and where the prize is recorded.

Updated · 8 min read

Customer impact · SKY Plus case

SKY Plus, SKY Airline’s program, runs on Qurable: points, missions, three tiers and partners on a single platform.

SKY Plus is one of our cases: we also run programs in retail, fuel, restaurants and banking.

  • 1.7M+Active membersIn the SKY Plus program
  • 70+Integrated partnersHotels, dining and airport services
  • 210KFlights a monthProcessed by the platform
  • 50KDaily transactionsWith program partners

Key takeaways

  1. A game with prizes has two layers: the one that shows it and the one that decides what it can pay and records it.
  2. The prize is decided before the animation, against a capped budget, and it's recorded.
  3. With Qurable, a game is set up and integrated into your app or website in less than a week.

Two layers

The game is shown on top. The prize is paid underneath.

The top layer (which game, for whom, when and through which channel) is usually well handled by the engagement tool. The layer underneath (how much the prize is worth, which budget it comes from and where it's recorded) is often custom development.

A game with a counter and a custom prize engine versus a game whose prize is recorded in a ledger
A counter and custom codeA game on a ledger
Where the prize livesA profile attribute that goes from 3 to 4 and a webhook that notifies another systemA ledger entry with the rule that granted it, its cost and its expiry
If the notice repeatsThe counter moves twice and nobody notices until reconciliationEach play carries an idempotency key: the second call hands out nothing
BudgetAn alert when it's exceededA capped budget per game: when it runs out, prizes stop
ReversalStill to buildEvery prize can be reversed, with its entry
LiabilityCalculated at month endIn real time, for finance
A new gameAnother development projectConfigured in the console; integrating it into your app or website takes less than a week

The pieces

What a game with real prizes has to solve.

Four groups of pieces, from the screen to the record. They also work as a checklist to evaluate any vendor.

  • Seven ways to show the result

    Wheel, scratch card, slot machine, mystery box, doors, cards and memory. The mechanic only changes the staging: the prize is decided before.

  • Missions and badges

    Multi-step challenges with visible progress, a reward on completion and a cap per member.

  • Stamps, trivia and contests

    Stamp cards, questions with prizes and contests with their own rules, on the same engine.

  • Odds per prize

    Every prize has its own odds, and members never see the exact odds.

  • A capped budget

    Every game draws from a budget; when it runs out, the game stops handing out prizes.

  • Play caps and audience

    Who plays, how many times and on which dates, with an automatic cap on plays per game.

  • Every prize, recorded

    Points, coupons, cashback or badges go into a double-entry ledger with the rule that granted them.

  • Idempotency key

    If the app or a webhook retries, the play isn't applied twice.

  • Reversal and liability

    Every prize can be reversed with its entry, and finance sees the liability in real time.

  • Plays and prize rate

    Every published game shows its plays, prize rate, remaining attempts and budget.

  • A/B tests

    Versions of the same game or promotion side by side, in the builder.

  • Control group

    Incrementality with a control group is designed with each program: it's the difference between “it went up” and “it went up versus those who didn't play”.

What goes wrong

When the prize has nowhere to be recorded.

The animation is almost never the problem. The problems come with the money the game hands out.

ProblemWhat it takes
A retry hands out the same prize twiceAn idempotency key per play: the second call does nothing.
The game keeps paying after the budget runs outA hard cap per game that stops prizes, not an email alert.
Nobody knows how much the program owes in prizesEvery prize recorded in a ledger and the liability in real time.
A prize given by mistake can't be undoneA full or partial reversal, with its entry.
Results are compared with last monthA control group that doesn't get the game, designed from the start.
Every new game is a development projectGames configured from the console, with an SDK you integrate once.

By industry

Where it pays off and with which mechanic.

It pays off where customers buy often, the extra visit leaves margin and the prize can be a product instead of a discount.

  • Fuel

    A wheel after the fill-up

    Fill-up challenges and store combos. The best prize is a high-margin store product, not a discount on fuel.

  • Restaurants and delivery

    A scratch card after the order

    Missions by time slot to move off-peak hours, with product prizes.

  • Retail

    Missions by category

    To push the category that isn't moving, with tiers for the best customers.

  • Banks and fintech

    Activation missions

    With a real-value prize, the entry, the cap and the reversal are requirements for the risk team.

  • Casinos and entertainment

    Prize economics

    Customers already think in odds and caps: the conversation starts with the game's budget.

How to evaluate

Four questions any vendor should answer in a demo.

All four can be shown with the product on screen. If the answer is a document, it isn't an answer.

  • Where is the prize that just came out recorded?

    An entry says when, under which rule, against which budget, with which expiry and how much liability it added. A counter going from 3 to 4 isn't an entry.

  • What happens if the webhook fires twice?

    The right answer is that the second call does nothing, because the play carries an idempotency key.

  • What's the game's cap, and what happens when it's reached?

    A game with real prizes needs a capped budget that stops handing out prizes. If the cap is an alert, it isn't a cap.

  • Can you show me the control group?

    It's the difference between “orders went up” and “orders went up versus those who didn't play”.

With Qurable

The prize is decided before the animation and it's recorded.

At Qurable, the prize of every play is decided against its odds and a capped budget, and it's recorded in the ledger before the member sees it. Setting up a game and integrating it into your app or website takes less than a week, and Qurable integrates with your CRM and engagement tool: it doesn't replace them.

  • Games and missions

    Seven mechanics, missions, badges, stamps and contests, configured from the console.

    See Engagement & Loyalty
  • Prizes with accounting

    A double-entry ledger with reversals, idempotency and real-time liability.

    See the points ledger
  • In your app and website

    An SDK you integrate once; every new game ships without development and with your brand.

    See the platform
  • At the moment of purchase

    The play is earned with the purchase at the till, in ecommerce or in the app.

    See loyalty at POS and checkout

Questions

What teams ask before launching a game with prizes.

For marketing, loyalty and finance teams considering gamification for their program.

It's using games, missions, badges and contests to drive a customer behavior: one more visit, top-up or purchase. It works when the prize is well chosen, comes from a capped budget and is recorded, so the program knows what it costs.

At Qurable: wheel, scratch card, slot machine, mystery box, doors, cards and memory, plus missions, badges, stamp cards, trivia, contests and referrals. Each game has prizes with their own odds, a cap on plays and a budget.

With a capped budget per game, which stops handing out prizes when it runs out, and with every prize recorded in a ledger with the rule that granted it and its cost. Finance sees the liability in real time and every prize can be reversed.

At Qurable it doesn't: every play carries an idempotency key, so if the app or a webhook retries, the second call doesn't hand out another prize.

With Qurable, setting up a game in the console and integrating it into your app or website takes less than a week. The following games need no development: they're configured.

No. Qurable integrates with your CRM and engagement tool through APIs and webhooks. Those tools can decide when to show the game; Qurable decides what it can pay and records it.

Every game shows its plays, prize rate and budget, and the builder supports A/B tests. To know how much extra it sold, you need a control group that doesn't get the game: at Qurable it's designed with each program.

Last reviewed

Further reading

The pages that show each piece in detail.

Want to see a game with real prizes in your app?

In a 45-minute demo we build a game with your budget and answer the four questions with the product on screen.

Read the documentation