Modules

MODULES

Modules are collections of user events and behaviours linked to a specific game element, in a non-gaming context to drive for example user engagement, loyalty or conversion. The motivation, created by the Module, of the desired events and behaviours are connected to the desired outcome.

Achievements

Achiements are among the most visible and well-known elements of gamification. Achievements is one of many tools in an engagement design arsenal. The module can be used to reward specific behaviours and to develop a more satisfying and social comparable user experience

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Challenges

Challenges are strong motivators which encourage users to take the projected actions. The module is an effective instrument assisting the increase user engagement.

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Leaderboards

The very presence of a leader board can stimulate the desire to engage a product. The goal of rising up the ranks, serves as a powerful motivator for users to continue coming back.

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Levels

Levels defines the steps in user development and mark crucial milestones in their overall journey. Levels facilitate the sensation of growth and progression. With each level users receive recognition shown in product.

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Unlock the full potential of your product!

Use our modules combined in different packages to unlock the full potential and impact your product can have with the power of Gamification!

Missions

Missions are strong tools, that require users to perform a prearranged set of actions, following a guided path. A mission, might involve a single step (for example, creating an account on your website) or several steps.

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Shop

A Shop enables users to convert their efforts into real value items to as reward for progressing through their user journey. The majority of Gamification focuses on intrinsic motivation while a Shop enables extrinsic rewards.

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Tutorial

A tutorial is a Self-paced instructional module that provides step by step information in presenting a feature or connected to an onboarding phase. Use interactive methods such as links, and audio and visual presentation, and provide positive feedback to encourage users to proceed in their user journey.

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PACKAGES

A collection of Modules brought together in a Packages in order to focus on a specific desired outcome.

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A/B TESTING

GWEN Implementations can be tested using a A/B-method. The A-Group and B-Group is exposed to different Gamification Packages or lack of.

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A/B/C TESTING

When A/B/C-Testing, Group A, Group B and Group C can use both different Modules and different Gamification Set-up.

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SEGMENTATION

Segmentation is construed to better serve users by being able to offer user experiences and journeys that better match their needs and wants.

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