Ep. 709 | Gamification in 2026: What Operators Get Wrong | Optimove at ICE - podcast episode cover

Ep. 709 | Gamification in 2026: What Operators Get Wrong | Optimove at ICE

Feb 11, 202623 minEp. 724
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Episode description

Gamification is one of the most powerful tools iGaming operators have to build real player loyalty, but only if it’s implemented correctly.

In today’s episode of iGaming Daily, supported by Optimove, Charlie Horner is joined live at ICE by Kalev Karpuk, Optimove’s Director of Gamification, to break down what’s changed in gamification, what operators still get wrong, and how new tools are making it easier to build creative, configurable loyalty mechanics at scale. 

Kalev explains why modern gamification is moving beyond “points and badges” into deeper experiences like missions, tournaments, public profiles, and broader loyalty systems, and why he believes gamification should be public by default to unlock the social layer that drives real engagement.

Tune in to find out:

  • Why gamification in 2026 is no longer “missions and badges”, and what’s replaced it
  • The most common mistakes operators make (and how to avoid them)
  • Why gamification should be public, not hidden
  • How gamification fits into CRM, email, SMS, and on-site engagement
  • What Optimove is launching next, and why March is a key moment for rollout


Host: Charlie Horner
Producer: Anaya McDonald
Editor: Luke Walters
Guest: Kalev Karpuk, Director of Gamification (Optimove)
Location: ICE (Optimove stand)

Learn how Optimove’s Positionless Marketing is changing how iGaming teams operate. Discover how operators are using Optimove’s Positionless Marketing Platform to launch personalised CRM campaigns, dynamically change casino lobbies and bet slips, and create engaging gamified experiences. Learn more at optimove.com.

To see how this approach comes to life, Optimove Connect returns to London on March 11 and 12, 2026. It is the only user conference where marketers from around the world share real-world results of Positionless Marketing driving efficiency and ROI. Register at connect.optimove.com.

Finally, remember to check out Optimove at https://hubs.la/Q02gLC5L0 or go to Optimove.com/sbc to get your first month free when buying the industry's leading customer-loyalty service.


Transcript

[Music] We all know that gamification is a powerful tool for iGaming operators to create genuine player loyalty, but what specifically should you be aware of to promote higher rates of engagement, and what mistakes should you be avoiding? Welcome back to iGaming Daily, supported by Optimoove, the creator of positionless marketing and the number one player engagement solution for sports betting and iGaming operators. I'm Charlie Horner and today I'm joined by Optimoove's director of gamification, Kalev Karpuk. Kalev, thanks for joining me. We're live at ice at the Optimoove stand. How's it going? Thank you for having me. I'm doing perfectly fine. We're very excited. This is the first time that we're actually being able to speak, not only speak, but also show all the advances that we have done in gamification and in Loewet specifically. So it's not only slide shows anymore. Now we're actually looking at working products. So we're very excited about that. Yeah, it's been a really busy 12 months for Optimoove on the gamification front and we're starting to see the fruits of that here because the sand's really busy. It's only the first day. There's plenty of time to go. So I guess really, how's the interest been so far? It's been extraordinarily high. Like if I remember, like, why did I even start this gamification thing? Back in like 2014, like 12 years ago already, when I was working in New York in a gamification design agency, then it was at a stage where people kind of knew the concepts and maybe wanted to have different types of experiments with gamification. But no one really knew what they wanted or how to how to obtain the actual solutions. And now the contrast that we see here today, I think very large parts, like very large reason why we see this huge interest right now is now companies have the tools. So we didn't have the tools before and I personally created, I manually created a bunch of gamification solutions, which all needed to be created from zero to do the exact same thing. But now with the tools where everything is configurable, everything is very kind of, you know, you can really build whatever you imagine. Now people actually get the opportunity to make gamification live and start using them. And that's what we're seeing here in the booth as well. So you mentioned that you've been in this for 12 years and it's a long time to have been in this space. How do you sum up the importance of gamification in 2026? Is it a case of if an operator doesn't utilize these tools, they're already two or three steps behind the rest of the pack? So you can make an argument and I would actually make a case of you're in a good position if you're not using it right now, but you are definitely planning to use it in a very near future. And the reason I say it is because there are companies and operators who use a 10 year old solution. Right. But 10 years ago, gamification was very primitive. Right. So we were only looking at very specific game design aspects. We were only looking at missions. We were only looking giving away badges and points and so on. And a lot of those softwares that enable those companies to do those things were kind of locked in architecturally to do only those specific things. And now, as you mentioned, as well, gamification has evolved into more creative space. Companies wanted to do like really their own creative stuff like level journeys and then hero maps and so on. And now with the tools that are getting released here and in our gamify solution as well, then if you start using it today, then you can really, you know, use all the kind of optimized and state of the art solutions. So you're definitely not late, but you definitely need to start doing it because the results do speak for themselves. I like to say it's a zero cost retention model because it doesn't cost you anything to to create this kind of intrinsic value system of points and tournaments and so on. But it keeps the retention going because people do want to engage and you want to experiment with all the different gamification functionalities and operator or can provide. You say that more and more operators are coming towards gamification. It's interesting because all the forms of online entertainment or other online verticals have adopted gamification quite significantly. So different e-commerce brands have implemented these kind of retention strategies in place. Do you think iGaming can learn things from those other verticals that have also implemented gamification tools? That's actually a very good question because what I've actually thought like sometimes I thought that gamification works best in an environment where it is fresh, where it is new, where it's and in retail and even in like financing, banking and crypto, people are not used to seeing those gamification design aspects we're getting used. And that's why it's like, you know, it gets a little bit more interest from the end customers. And then again, what like how do you missions and how do tournaments work in retail are a little bit different because they do utilize of using, you know, using different aspects of their existing e-commerce store. Or if you take a bolt, for example, then then you're doing a taxi ride. But this taxi ride has a lot of parameters like how long was it? How expensive was it? What car was it? And all of these parameters can be turned into missions. So I guess if I want the spot to kind of think of new solutions, then yes, gaming operators can also, I think, leverage more of the attribute data that they have in their events. So it's not only whether you play the game, but exactly what happened in the game that can be turned into a mission. So, you know, it does require a little bit of analysis, but it's a creative process of coming up with the correct design principles of gamification anyway. Yeah, it's all about getting those principles right as well. And, you know, there are right ways of doing things. There are perhaps wrong ways of doing things. What are the most common misconceptions about gamification or some of the mistakes that you see operators fallen into? There's actually one thing that I started noticing, like within the last year that we've been developing it. I'm very surprised that a lot of the software don't make gamification public. So it is my like, I'll die on this hill saying that gamification should be public. You haven't like the end players have an option to opt out of it. But if you cannot showcase your achievements, if you cannot showcase your badges, if you cannot look at other players profiles, then you're really, I believe, are missing out. So one large mistake is showing the achievements to only that person who got them. So I definitely encourage you to leverage more of the social aspects, those public profiles, public competitions, way more. There's of course more. There's a lot of, you know, maybe getting a little bit more like design technicalities. But I have seen gamification systems which are designed to end. Right. So there is a finish or some of the gaming loops have a finish. Like once you reach to that point, then there is no further call to action. So that's definitely something that you should never do. A gamification loop should be never ending. There are tricks how to do it, but some very technical details. Sure. And gamification is kind of just one part of the wider marketing and retention cycle. Do you see some operators perhaps over relying on gamification or using it in a way that isn't perhaps as effective as part of that wider ecosystem? I'm not sure I heard your question correctly, but given the usage of the wider usage, it's one thing that we have also designed very detailedly into the kind of technical capabilities of our system, which means that, yes, there is a very large portion of the gamification activities that happen on the operator's site. Right. So a player will log into their profile. They will see tournaments to participate. They will do all these actions, but they're still in that profile or like in their own website. But there is also an additional marketing layer, which is the SMS marketing, which is the email marketing, which is the pop-ups, which is the all the other channels that you can utilize. And it is only correct to you and like to combine those channels. So if you send out an email, then in that email, you can say that, you know, you will also get some specific virtual currencies by clicking by reacting to that email. Or you can send out an SMS saying, you know, there is a, you know, a batch that you can earn. And the batch can be called like quick grabbers or something, which can only be earned if you react to this message with the life within like five second time frame. So so it is very correct to take the gamification experience, optimize it for the websites, optimize it for the user's journey, but then improve it and initiate it from other places as well. And then quickly, just before we go to a short break, how easy is it to integrate gamification engines into an operator's platform? And then once it's integrated, how easily customizable are those solutions? So I don't know if anyone ever has ever heard me speak about gamification over the last year, specifically about the game, the system that we're building for optimal. But there is one thing that I have promised and I've always said that once I do the platform, then there is no integration. And that is so I'm not a sales guy, right? I'm a product guy, which also means that that I only talk about the passion of building the best products. And I believe the best product contains zero barrier of entry. So in our case, it's really if you flip a switch, then everything already works. Now it's only about the configuration. And of course, it's really my passion to build products which are as customizable as possible, which basically means you will just if you if you want to create a tournament or a mission or a battle pass, then then it's really just making choices of the events and attributes and then deciding of which type of a mission you want to do. And actually, we've gone a step further. I've taken into the UX analysis of like if you if you think that I want to create a mission that make 10 bets where each bet is at least $50 within three days, then the way that you create this mission is exactly how you say it. So it's like typing it out and then press save and then it's done. So I'm very passionate about customizability of low integration. So so there is no integration. Besides the actual getting the real time events into optimal, but that's what happens anyway. If you're if you're integrating a CRM. Sure. We'll take a quick break and then we'll come back and we'll continue the discussion. Welcome back to iGaming Daily. I'm joined by Optimooves, director of gaming education, Callev Karpuk. Callev. And we're on the show floor. It's a time when, you know, people right across this hall and all the other halls will be showcasing new products, new solutions and Optimooves is no different. There's a new loyalty solution that you bring into market. Could you could you outline what that load solution is? What is it? Who is it for? And what makes it stand out? Yeah. So again, like going back to like why I created the game education software at all, like before it was an act and then Optimoive acquired the act and the act was about creating many game. Creating mini game interactions very quickly, very easily. So you can choose from like 60 different mini games and create them with like 30 minutes and publish them to your segmented audience. But actually, like under a veil of secrecy, once whenever I actually created the acts as it is, as it was five years ago, I actually wanted to create something that we are creating today. That was always my passion to build a loyalty system that is really complete that has not only the mini games part, but it has all the kind of mission interactions, has those potential leaderboards that people can track those public profiles and everything that kind of makes people want to engage with every part of your software. Right. So that was my passion. And and today we have really made the first largest step towards it, which means that the entire infrastructure is now done, which means everything else is a cakewalk. Like if you know how to build products, then infrastructure is the is the most difficult part. And what we can already demonstrate is that it doesn't matter how many interactions or events doesn't matter which types of events. Everything can be today configured to give out gamification rewards and be turned into tournaments and missions and so on. So in ice, we are showcasing the kind of the kind of first actual usable software. And we can actually start testing the testing the entire software against the real data with no integration, as mentioned before. And now the next steps is really just enriching it with new functionalities such as, you know, we're bringing in battle passes, we're bringing in tournaments, we're bringing in stores, we're bringing so many large creative stuff. I think the next step is going to be on March in two in two months time where we'll actually make it publicly available. You mentioned that, Kalev, that it was a long standing passion project for you and a long long lasting ambition for you to develop products like this. But but why was now the right time to bring it to market? Was it based on any particular client feedback or was it just that now is the right time that you have the technological capability to do so? Yeah, so definitely two parts to it. Number one, the client feedback was enormous. Before joining Optimo, I had no idea about the necessity and about the actual like the kind of scale of desire from clients to actually want to have a very well designed gamification solution. So that's definitely a very large part of it. But then you can also ask, like, why didn't I start from, you know, why did I build that first? And now I'm building this because technologically, it is a very large challenge. And if anyone says otherwise, I'm very surprised because at the end of the day, Optimo brings millions and millions of queries per day, which all need to be processed in a resource efficient way. So they have perfect technology to do it. We could very that's one of the reasons why you can develop it so fast. We can use their existing very well built out infrastructure, which I could never have access to if I hadn't joined Optimo. So it's definitely both increased desire from the clients, but also a very good tech stack to build it upon. And obviously the products will be available in full for people to try in March. But what impact are you expecting it to have on your clients and their ability to maintain and grow that player loyalty over time? Yeah. So actually, like in order to play around and to test, you can already do it today. But like from March is where we where they can actually use and make it public. So the impact, I think like mostly I am very like inspired by this emotional impact of them seeing like this is exactly what I wanted to build and have the tool to, you know, to actually have fun building it and kind of enjoy the process of bringing something to life that I actually imagined. But I do expect that that given the missions and then the kind of interactions are built out really well. It's like a breath of fresh air for all their customers. You know, there are so many operators and so many companies in general that are, you know, struggling with what's the next innovation in large corporations. You know, you cannot just shift the entire boat different way. But this is like this opportunity to really, you know, make them different from their competitors to bring something new to the platform. And I'm sure that all the end players will appreciate it a lot. And also, it's a good point to say that that one thing that that I also noticed as a weakness from from a lot of different softwares is that if a client is using a software, then you know that you know exactly what sort of that they're using because they're kind of looking the same. In our case, every solution is completely different visually as well. So it doesn't appear that you're already using an existing solution. So anyway, I do kind of I'm excited about the faces and the reactions when they can actually start playing around and building what they wanted. Yeah, absolutely. And just in terms of the rollout, is it going to be available for all OptiMove clients moving forward? Or is it something that you're looking to maybe target tier one operators with, you know, who's who's the target client for this kind of product? So the decision of like who can actually use like it is definitely not like like a name based or whatever. It's mostly about tech based. So there are specific features like if an operator uses like multiple brands of products, multiple brands across multiple different, you know, tenants or infrastructures, then it requires a little bit of additional technical support, which we're of course rolling out as well, like within a month's time and so on. Initially, it's like the simpler your setup, the more sure you can be that you can use all the features. If you have more complicated and more custom setups and more like really very fine tuned custom event scenarios, then it may be, you know, a month or a little bit more. And you can use it to the full extent, but you can still do it. Everybody can start using it at the moment we launch it. Just some of the features need a little bit fine tuning because it is so important for any game application software not to crash ever. So we're taking it very seriously. Sure. And then just finally then, Calav, what else can we expect to see from OptiMove and your team this year in terms of gamification? Because this is sort of the curtain raiser for the year and this is you showcasing what you've done and the products you've developed. What else can we expect to see moving forward? Are you not entertained? No, no, I'm very happy with our... It's very... Because, you know, I said as well, I'm not a sales guy or product guy, right? Which means that if I say something out and if I promise something, then I'm delivering it as well, right? My main focus is to deliver the things that I promised as good as possible. But I also know that there will be a very large roadmap from June and so on. Most of these additions are a lot of those custom requests that clients have been asking us, like their own custom ideas, their own custom player-based missions and different specific widgets to make them kind of stand out even more, which are all a part of this entire large solution. But right now we're focusing on to get all the main functionality to work and then we're actually, you know, whether the entire system can be in multiple languages that is all automatically translated. Whether we have, you know, visual editor where they can visual, like without any coding, they can modify all the widgets in full extent. Whether we have player avatars and integrations with, you know, 3D avatar models and so on. There is so much to do, so you can definitely expect the system to evolve to like an unrecognizable level by the end of the year. Certainly sounds like a very exciting year ahead. Khalev, thanks very much for sharing your expertise with us today. And thank you very much to the listeners for tuning in to today's episode of iGaming Daily and come back tomorrow to keep up to date with all the latest global gambling news.
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