Trend cluster
Category

Competitive
Reward

Brands heighten rewards by offering game-like challenges.

Competition Driven Travel AppsGeeky Code-Revealing GraffitiRemote High-Five ChallengesRewarding Fruit Harvest Games

Trend

What is the Competitive Reward trend?

Competitive Reward: Turning brand involvement into a competitive activity, retailers are using challenges to incite consumer interest. Requiring strategic thought and dedication, these reward-driven activities help consumers become more personally invested in the experience, providing a sense of satisfaction and fulfillment.

Trend themes

Themes within the Competitive Reward trend

Three behaviours holding the trend together
01

Gamification

Various industries can incorporate game-like challenges to incite consumer interest and provide a sense of satisfaction and fulfillment.

02

Competition-Driven

Businesses can make processes such as hunting for deals easier and more fun by introducing competitions with rewards.

03

Remote Interaction

Organizations can take advantage of technology to create fun campaigns that encourage remote interactions and competition with a sense of excitement and connection.

Industry implications

What the Competitive Reward trend means for industry

Where the trend changes the playbook
For

Retail

Retailers can incorporate game-like challenges to engage and retain their customers, thereby increasing brand involvement.

For

Travel

Travel agencies can make travel planning more exciting by introducing competition-driven processes with rewards, making traveling cheaper and more rewarding.

For

Gaming

Game developers can collaborate with organizations to create fun campaigns that are related to their industry while bringing in a sense of excitement and recognition.

Trend signals

Trend signals for Competitive Reward

Trend score 3.3 out of 10, from popularity 59%, activity 31%, freshness 8%.

Popularity59%
Activity31%
Freshness8%
Audience
70%Men
30%Women
  • Gen Alpha
  • Gen Z
  • Millennial
  • Gen X (not a primary audience)
  • Boomer (not a primary audience)
Market
North America
Europe
Asia-Pacific