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Revenue Models Through Gamification

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Gamification has been a hot topic lately... okay, maybe a little while ago? Haha. Along with that, reward-based models are also a hot topic — well, that one's really passed now, lol. 

That said, the reward-based revenue model in Korea runs in a form where users watch ads, install apps, or sign up for services, and in return receive points or money.

And as the market gradually reaches saturation, there are more negatives than positives being said.

For example, like 'power bloggers,' Overture, viral, and social commerce — it feels like things are drifting a bit from the original intent.

(What am I even saying?... I wasn't trying to post about this part... so I'll stop about here. Haha)


Recently — well, last year — I found out that there was a somewhat fresh form of reward. Rather than rewards via ads, it's a method where rewards are given for achieving missions inside a game.

The truth is, because most games are free-to-play, they end up selling paid items, and to lower the hurdle of users directly buying those items, they bring in external advertising via reward-style integrations. So, nominally, some games have even lost their context altogether.

(A useful insight here: ad-based businesses (for example, fashion magazines or free newspapers).)


It's called Rewards for Achievements.

It's a service MS has tried through the XBOX. Since last fall, they've introduced MyAchievements, which can be linked to games.

    • Participant: 3,000–9,000 G
    • Champion: 10,000–24,999 G
    • Legend: 25,000 + G

It offers missions inside games running on Xbox, and gives MS Points when those missions are completed, when users play long enough, or when they buy products.

For the game company, they can offer missions that pique customer interest without spending money, and the corresponding compensation (MS points).

So why did MS plan a business like this? Looks like...^^ 

wasn't the point to create a common currency that can be used across various game companies?

Applied to: World of Warcraft, Diablo 3

This English version was translated by Claude.

친절한 찰쓰씨
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친절한 찰쓰씨

Pleasant Charles — UI/UX researcher at AIT. Keeping notes on design, planning, and slow days here since 2010.

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