More than a third of US internet users say gamification features offered from a brand’s mobile app won’t influence their purchasing behavior, according to research.
Omnichannel solutions provider [24]7 and Research Now surveyed more than 3,500 internet users ages 18 and older. The survey asked respondents about the likelihood of purchasing from a brand or company that offers a mobile app with gamification features, like Fitbit’s daily step and lifetime distance badges.