Preview

Economic Systems

Advanced search

Gamification in marketing as a tool to increase consumer engagement

https://doi.org/10.29030/2309-2076-2025-18-4-107-120

Abstract

The article examines gamification as a modern marketing tool aimed at increasing customer engagement, retention, and loyalty. The object of the study is the gamification practices of three large Russian companies: MTS PJSC, Sberbank PJSC and the OZON marketplace. Based on the analysis of open cases, industry research and expert materials, a comparative analysis of the applied game mechanics and their impact on key marketing indicators (activity, Retention, NPS, traffic, etc.) was carried out. It is shown that MTS uses gamification as an addition to ecosystem services, Sber as the strategic core of the loyalty program, and OZON as a tool for short–term traffic growth. Conclusions about the advantages and risks of various approaches to gamification are formulated and practical recommendations for their optimization are proposed.

About the Author

D. V. Tyurin
Financial University under the Government of the Russian Federation, Moscow Financial and Industrial University «Sinergia»
Russian Federation

Dmitry V. Tyurin – Ph.D. in economic sciences, associate professor, marketing department

Moscow



References

1. Gamification in business: how marketing games increase sales. Mindbox. 04.08.2023. URL: https://mindbox.ru/journal/education/gejmifikaciya-v-biznese. (In Russ.).

2. Kazmina N. Gamification in business: how to increase sales and loyalty through games. Retail Rocket. 29.10.2024. URL: https://retailrocket.ru/blog/gejmifikaciya-v-biznese. (In Russ.).

3. Which gamification formats will be popular in 2025 and how to use them in marketing. Sostav.ru. 20.01.2025. URL: https://www.sostav.ru/publication/kakie-formaty-gejmifikatsii-budut-populyarny-v-2025-godu-72636.html. (In Russ.).

4. Ilyasov R., Mineev A. How did retrogames raise retention? The experience of gamification implementation in MTS. Habr. 28.10.2023. URL: https://habr.com/ru/companies/ru_mts/articles/960552. (In Russ.).

5. MTS has launched a gamification center. Vedomosti. 09.07.2025. URL: https://www.vedomosti.ru/technologies/trendsrub/news/2025/07/09/1123139-tsentr-geimifikatsii?from=newsline_vedomosti. (In Russ.).

6. «Will budgets merge again?» Ozon’s marketers have launched a new tapalka, replacing pineapples with snowflakes. Oborot.ru. 18.02.2025. URL: https://oborot.ru/news/opyat-budut-sklikivat-byudzhety-marketologi-ozona-zapustili-novuyu-tapalku-zameniv-ananasy-na-snezhinki-i236705.html. (In Russ.).

7. Sberbank, thank you: cases of gamification, loyalty programs. Gamification Now! 2023. URL: https://gamification-now.ru. (In Russ.).

8. Efficiency and gamification: digital pharma trends discussed at RIF-2022. Russian Association of Electronic Communications (RAEC). 23.05.2022. URL: https://2022.rif.ru/news/operativnost-i-gejmifikaciya-trendy-didzhital-farmy-obsudili-na-rif-2022. (In Russ.).

9. VTB has identified the key trends of bank loyalty programs in 2026. Kommersant. 28.11.2025. URL: https://www.kommersant.ru/doc/8232878. (In Russ.).

10. Octalysis. Wikipedia. URL: https://ru.wikipedia.org/wiki/Octalysis. (In Russ.).


Review

For citations:


Tyurin D.V. Gamification in marketing as a tool to increase consumer engagement. Economic Systems. 2025;18(4):107-120. (In Russ.) https://doi.org/10.29030/2309-2076-2025-18-4-107-120

Views: 138

JATS XML


Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 License.


ISSN 2309-2076 (Print)