Gamification case study #30- With Its Gamification Tools, SessionM Reports A 35 Percent Lift In Retention, 250 Percent Lift In Engagement
Gamification case study #30- With Its Gamification Tools, SessionM Reports A 35 Percent Lift In Retention, 250 Percent Lift In Engagement

The company offers mobile publishers a platform for adding game mechanics to their apps, including a rewards system called mPoints. The goal is to increase user engagement and retention. And apparently, these efforts are actually paying off, with developers seeing a 35 percent increase in retention rate and a 25 percent lower bounce rate after integrating SessionM.

By looking at publisher data and performing its own A/B testing, the company also compared activity between SessionM users and non-users. It said that SessionM led to a 250 percent lift in in-app activities per visit, and the SessionM users were 40 times more likely to perform in-app social activities, like sharing content and checking-in.https://jac.yahoosandbox.com/1.2.0/safeframe.html

I did wonder whether the difference can be solely attributed to SessionM — it may also be that people who use SessionM are just more likely to engage in these types of activities. When I brought this up while writing the post, a spokesperson responded:

In addition to helping publishers with engagement, SessionM also provides an opt-in platform for advertisers. CEO Lars Albright (who previously co-founded and led mobile ad network Quattro, which was acquired by Apple) said he was particularly pleased that users seem to receptive to the company’s ad efforts. “Many” developers are actually seeing users opt-in to the ad platform at rates above 70 percent, according to SessionM.