Creating Tagwild - Gamified Loyalty

For the last few years, I have been interested in creating a platform for customers to earn rewards in different ways. especially points currency that can be used across more than one merchant. It's difficult, given different country regulations restricting its use.

I had an idea in July 2016, to gamify QR code scanning for scavenger hunting and built on that idea to create what is now Tagwild, incorporating a rewards currency that can be used in a number of different ways in the game, with real world ramifications. The most important usage was the ability to use the points earned in the game as advertising currency. (TEP, Tag Energy Points)

The premise of the game is simple. Download and launch the game, and you are immediately shown a map with 1km radius around you, with points on the map indicating TAGs to capture every 24 hours. Tagwild has 4 different types of TAGs:

  • geoTAGs (GPS located tags around you)
  • QR codes
  • Bluetooth Beacons
  • NFC / RFID

Each time you capture one of the TAGs, you stand a chance of winning stamps to rise up levels, points, bonus points offered by merchants and prizes donated by Tagwild and other merchants.

There already 2 million TAGs in the system around the world, but anyone can add their own TAGs (although geoTAGS must be more than 50 meters away from each other). It costs 500 TEP to add them. Each time a player captures a TAG, the TAG owner earns half a point if Tagwild advertising is used, or they can run their own advertising on it. In effect a player can have a network of TAGs and run their own advertising network.

There is another element in the game, at least for geoTAGs. Any player can attack another geoTAG in the game, using points to take it over or defend it to keep it. If a TAG is doing well for a player, then it makes sense to try and add that to your own arsenal. However, you cannot attack a geoTAG unless you are the closest one to it. When I was first creating the game, I had visions of cavalry, infantry, tanks and so on, but in the end I simplified it...:-) As in the case of attacking a castle, anyone attacking has to lose twice as many points as the defender and you need to do repeat attacks to win, allowing the defender time to defend. Just like the real world.

It's difficult to categorise this game, but essentially it is a gamified loyalty app, combined with virtual real estate advertising. Some have compared it to Pokemon, without all the animation, and with real world use for the points earned. However, I started creating this before I even knew of Pokemon and before it was released, but it certainly makes it easier to sell to merchants.

It has been fun to create, but we will see how it grows and takes shape over the next few years.

Here's the links to download and play

Tagwild Website

mark vernon

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