Case Studies
for B2C apps
Gamification & Engagement Engine

Customer Success is our Success

Discover how businesses like yours, use StriveCloud to engage & reward loyal customers,
activate their audience and build passionate communities.
Trusted By
for B2C apps
Gamification & Engagement Engine
Download Case Studies
for B2C apps
Gamification & Engagement Engine

Real Impact

Wasder uses gamification to increase community engagement

“StriveCloud it’s a nice gamification system that allows customers to define it. It’s pretty flexible and enables us to define our own statistics, our own way of setting up the gamification system, and our own way of letting users progress in it.”

EVO Sharing motivates electromobility trips with in-app rewards

HumanForest uses gamification to encourage repeat customers

“On one hand we wanted to create a fun and engaging experience around the concept of HumanForest. On the other hand, we wanted to show the users the impact they were having on the planet. ”

Club Brugge and StriveCloud collaborated to create a new approach to achieving customer-centric goals

"Integrating & visualizing game elements (like a quiz or a scratchcard) with scalable reward systems (fulfillment of physical products & voucher), is something that other players in the market do not seem to offer in the same way."

ESTUDIOS uses StriveCloud to build passionate gaming communities around brands

"The uniqueness of ESTUDIOS comes from the platform we have. And the possibility in regards to community building. If you look at other tournament hosting platforms, they don’t have, a loyalty system in place like StriveCloud has. So the retention process on these other tournament platforms relies 100% on participation in tournaments. And, this is the unique thing of StriveCloud and therefore in the esports industry.”

KNVB partnered up StriveCloud to grow the biggest E-Footballing community in the Netherlands

“StriveCloud it’s a nice gamification system that allows customers to define it. It’s pretty flexible and enables us to define our own statistics, our own way of setting up the gamification system, and our own way of letting users progress in it.”