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Drimify gamification platform

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Drimify gamification platform

Drimify is an AI gamification software platform developed by the digital agency Drimlike.[1] Launched in 2016, [2] the platform allows organisations to create customisable interactive games and experiences without programming, for purposes such as marketing, customer engagement, events, human resources, training and education. It offers a catalogue of more than 40 pre-made game formats that can be customised to fit client's branding and content. According to case studies published by the company, its clients have included Amazon, [3] Porsche,[4] Lidl, [5] Samsung [6] and McDonald's. [7]

Company name Drimify
Company type Private company
Industry Gamification, software (SaaS)
Founded 2016
Headquarters Edinburgh, United Kingdom
Key people Damien Roux (CEO), Mounir Iddir (CTO)
Products and services Gamification software, customisable marketing, educational and training games, quizzes and surveys, AI marketing tool
Website Drimify.com

History

Damien Roux and Mounir Iddir founded the digital agency Drimlike in 2006.[1][8] The agency developed interactive browser-based games, and according to the founders, companies including Disney, Mattel and Hasbro later approached them about branded versions of these experiences. [9] The founders launched Drimify in 2016 to offer such gamified experiences on a self-service basis, with the stated aim of making gamification accessible without in-house developers or coding knowledge. [2] The catalogue has since expanded to include proprietary multi-game formats marketed as the Dynamic Path™ and Combo. [10]

Platform and technology

Drimify is an AI-powered, browser-based tool used to create gamified experiences for mobile, desktop and tablet without coding.

The catalogue is organised into five categories: question-and-answer games, multi-game "gamification experiences", instant-win games, arcade-style games, and sports games. Each format can be customised and embedded within a client's existing communication channels. [10]

AI experience builder

In 2025 the company introduced an AI-based path within its builder. According to Drimify, the feature can generate a tailored experience from a text description of a project and a small set of branding assets, and operates on a token system in which an account receives an allocation of game-creation tokens that can be replenished for an additional cost. [10]

Single sign-on

Drimify offers a single sign-on (SSO) option that allows end users to access experiences using credentials from an existing application, intranet or internal system, and lets clients restrict access by email domain. The company describes the feature as useful for internal campaigns such as training or employee competitions.[11]

Leaderboards

Clients can add a live player leaderboard that tracks aggregate player scores and displays top players. The feature is compatible only with formats that include a points system, such as quizzes and maze games.[12]

White label

A white-label option allows clients to remove Drimify branding from an experience. It is offered as a paid feature.[13]

Multilingual distribution

The platform supports more than 30 languages, allowing clients to publish experiences for international audiences.[14]

Data and analytics

Drimify provides a dashboard reporting metrics such as engagement rate, completion rate, leads collected and average session length.[15] Data can be routed to other systems using webhooks and an API. [16]

Distribution options

Experiences can be distributed through shareable links, HTML embed codes[17] and QR codes, [18] and can be embedded within existing applications via web view. Output adapts to mobile or desktop depending on the device. For instant-win campaigns, the platform manages prize allocation based on a campaign's start and end dates and the number of available prizes. [19]

Integrations

Drimify is available through automation services including Make [20] and Zapier, [21] can be integrated with intranet platforms such as LumApps, [22] and the company states that it is compatible with email and CRM platforms such as Mailchimp, Mailjet, HubSpot and Salesforce. [10]

Applications

The platform is used for several categories of campaign. In marketing and customer acquisition, formats such as spin-the-wheel games, quizzes and scratch cards are deployed in digital, in-store, email and QR-code campaigns. A profile on the software-review site GoodFirms reports outcomes including a 300% increase in engagement rate and eight million monthly plays for the French telecommunications company SFR.[23]

For lead generation, data-collection forms can be incorporated into quizzes and personality tests, sometimes offering discounts in exchange for opting in to marketing communications. The Italian technology outlet TechBusiness reported a 92% increase in basket spend in a campaign associated with the cosmetics company Coty.[24]

In customer retention and loyalty, the platform's multi-game formats combine several games into a sequence intended to encourage repeat engagement. The company reports that the telecoms provider Umniah generated 1.3 million plays per month through a gamified loyalty app.[25]

For internal use, organisations apply the platform to onboarding, training and employee engagement. The company reports campaigns such as one that engaged 1,600 Amazon employees, [3] and states that Clarins used the platform to train 40,000 staff, reaching a 72% engagement rate. [10]

Business model

Drimify describes its pricing as a freemium model in which users can access the catalogue and create campaigns, with subscription fees based on the number of engagements an account's experiences receive. Certain capabilities, such as white-label branding, are offered as paid add-ons.[26]

See also

Gamification

Serious game

Advergaming

Marketing

Educational technology

Employee engagement

References

  1. 1.0 1.1 "Drimlike • Creative Digital Agency". www.drimlike.com. Retrieved 2026-07-08.
  2. 2.0 2.1 "Damien Roux & Christopher Bradley: Gamification". eComOne. Retrieved 2026-07-08.
  3. 3.0 3.1 Bradley, Christopher (18th June 2026). "1,600 Employees Engaged: Amazon Gamified Internal Communications Campaign". Check date values in: |date= (help)
  4. Bradley, Christopher (18 June 2026). "Car Brand Porsche Score 97% Engagement Rate Gamifying Altitude Pop-up".
  5. Bradley, Christopher (18 June 2026). "Lidl Disability Awareness Campaign Scores 72% Employee Engagement".
  6. Bradley, Christopher (18 June 2026). "Samsung Achieve 278K Customer Plays with Gamified Marketing Experiences".
  7. Bradley, Christopher (18 June 2026). "McDonald's Charity Foundation Gamification Motivates 3,115 Donations".
  8. Drimify_com (2024-03-04). Gamification in Finance: A Game Changer? - BFM Business x Drimify. Retrieved 2026-07-08 – via YouTube.
  9. Drimify_com (2023-08-22). What is Gamification? Boosting business through better audience engagement. Retrieved 2026-07-08 – via YouTube.
  10. 10.0 10.1 10.2 10.3 10.4 "Drimify - Gamification Platform & Game Creation". Drimify. Archived from the original on 2026-01-10. Retrieved 2026-07-08.
  11. "Single Sign-On (SSO)". Drimify. Retrieved 2026-07-08.
  12. "Player leaderboard". Drimify. Retrieved 2026-07-08.
  13. "White Label". Drimify. Retrieved 2026-07-08.
  14. "Multilingual option and language management". Drimify. Retrieved 2026-07-08.
  15. "How the statistics work". Drimify. Retrieved 2026-07-08.
  16. "Setting up integrations in Drimify (Webhooks & Mailers)". Drimify. Retrieved 2026-07-08.
  17. "Experiences: Direct sharing link and HTML embed code samples for tests". Drimify. Retrieved 2026-07-08.
  18. "Links for games on QR codes". Drimify. Retrieved 2026-07-08.
  19. "Prize Management". Drimify. Retrieved 2026-07-08.
  20. "Drimify - Apps Documentation". apps.make.com. Retrieved 2026-07-08.
  21. "Drimify Integrations | Connect Your Apps with Zapier". Zapier. Retrieved 2026-07-08.
  22. "LumApps: flexible, scalable, innovative intranet for employee experience". www.lumapps.com. Retrieved 2026-07-08.
  23. Bradley, Christopher (18 June 2026). "8M plays for telecoms titan SFR as they quadruple their engagement rates with Drimify".
  24. Arnoldi, Brian (2026-02-11). "Il successo nel retail? Per Sephora il segreto è la gamification". Techbusiness (in italiano). Retrieved 2026-07-08.
  25. Bradley, Christopher (18 June 2026). "Telecoms Provider Umniah Generate 1.3M Plays a Month with Gamified App".
  26. "Plans that grow with your audience". 8 July 2026.


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