thinking of taking many actions(Just Browsing) you did Main website ----> took immediate action (Product in recommendation section) Here they may put some products like groceries you buy generally use every month but forgot to buy this month or festive seasonal products etc. (Also they may add lightning deals leading to more clickthroughs and sales) Another would be "Customer who bought this also bought these items" * In Netflix case, well it's easier to understand Check this for yourself, how many times you tried to search for series or movies explicitly rather than using the Netflix Recommended sections if you don't have a predefined mindset of "what to watch". Hopefully, your answer would be Netflix recommended most of the times. 3) Mixed * Its kind of both, so to say not full-fledged gamification. Ex. Amazon uses app quizzes regularly. * It's a direct usage of a game just reducing the badges, leaderboard section etc. * Now, in general, these quiz games are directly related to some exclusive product sold by Amazon * It attracts a huge no. of users constantly engaged for checking out new quizzes on Amazon * Ex. One plus phone launch It's a 5 question game, and one of the lucky winner with correct answers will get a One plus phone. These questions are generally easy for users to fill up leading to the big prize. (this is also a gamification step) Notice the questions would be generally related to the phone and its features thus creating awareness of the product now if the user thinks to buy this phone it leads to the sale of the product from Amazon itself as the product is exclusive to them. * Thus the gamification process is used in different ways to drive customer engagement leading to different goal conversions. Here are some of the links and courses to learn more about how to use gamification in non-gaming Company. https://www.coursera.org/learn/gamification https://yukaichou.com https://www.interaction-design.org/courses/gamification-creating-addictive-user-experience Hopefully I gave some useful insights regarding your question @[Bhaumik Shah](user:user_15548#) "/> thinking of taking many actions(Just Browsing) you did Main website ----> took immediate action (Product in recommendation section) Here they may put some products like groceries you buy generally use every month but forgot to buy this month or festive seasonal products etc. (Also they may add lightning deals leading to more clickthroughs and sales) Another would be "Customer who bought this also bought these items" * In Netflix case, well it's easier to understand Check this for yourself, how many times you tried to search for series or movies explicitly rather than using the Netflix Recommended sections if you don't have a predefined mindset of "what to watch". Hopefully, your answer would be Netflix recommended most of the times. 3) Mixed * Its kind of both, so to say not full-fledged gamification. Ex. Amazon uses app quizzes regularly. * It's a direct usage of a game just reducing the badges, leaderboard section etc. * Now, in general, these quiz games are directly related to some exclusive product sold by Amazon * It attracts a huge no. of users constantly engaged for checking out new quizzes on Amazon * Ex. One plus phone launch It's a 5 question game, and one of the lucky winner with correct answers will get a One plus phone. These questions are generally easy for users to fill up leading to the big prize. (this is also a gamification step) Notice the questions would be generally related to the phone and its features thus creating awareness of the product now if the user thinks to buy this phone it leads to the sale of the product from Amazon itself as the product is exclusive to them. * Thus the gamification process is used in different ways to drive customer engagement leading to different goal conversions. Here are some of the links and courses to learn more about how to use gamification in non-gaming Company. https://www.coursera.org/learn/gamification https://yukaichou.com https://www.interaction-design.org/courses/gamification-creating-addictive-user-experience Hopefully I gave some useful insights regarding your question @[Bhaumik Shah](user:user_15548#) "/> thinking of taking many actions(Just Browsing) you did Main website ----> took immediate action (Product in recommendation section) Here they may put some products like groceries you buy generally use every month but forgot to buy this month or festive seasonal products etc. (Also they may add lightning deals leading to more clickthroughs and sales) Another would be "Customer who bought this also bought these items" * In Netflix case, well it's easier to understand Check this for yourself, how many times you tried to search for series or movies explicitly rather than using the Netflix Recommended sections if you don't have a predefined mindset of "what to watch". Hopefully, your answer would be Netflix recommended most of the times. 3) Mixed * Its kind of both, so to say not full-fledged gamification. Ex. Amazon uses app quizzes regularly. * It's a direct usage of a game just reducing the badges, leaderboard section etc. * Now, in general, these quiz games are directly related to some exclusive product sold by Amazon * It attracts a huge no. of users constantly engaged for checking out new quizzes on Amazon * Ex. One plus phone launch It's a 5 question game, and one of the lucky winner with correct answers will get a One plus phone. These questions are generally easy for users to fill up leading to the big prize. (this is also a gamification step) Notice the questions would be generally related to the phone and its features thus creating awareness of the product now if the user thinks to buy this phone it leads to the sale of the product from Amazon itself as the product is exclusive to them. * Thus the gamification process is used in different ways to drive customer engagement leading to different goal conversions. Here are some of the links and courses to learn more about how to use gamification in non-gaming Company. https://www.coursera.org/learn/gamification https://yukaichou.com https://www.interaction-design.org/courses/gamification-creating-addictive-user-experience Hopefully I gave some useful insights regarding your question @[Bhaumik Shah](user:user_15548#) "/>