Leveling up with Gamification Case Study Introduction Japanese video game developer and publisher Capcom is known for creating multi-million-selling franchises such as Mega Man, Resident Evil, Devil May Cry, and Street Fighter. Founded in 1983, its games have been played by thousands of gamers across the world over the years. Highlights Thousands of daily logins on the Devil May Cry (DmC) mobile app and collection of valuable, permissionbased identity data on these users via Social Login Users continue to engage with the mobile app’s game elements, logging in to the app an average of 6.1 times Over 1 million in game sales in the first month following the app’s launch Challenge: Generate Excitement Around Franchise Relaunch To drive engagement and awareness to the relaunch of one of its biggest franchises, Devil May Cry (DmC), Capcom teamed with Gigya and digital agency RDA International to create a corresponding mobile app that would push technological boundaries and create a connected, holistic experience between the mobile app and console game and extend play time and engagement. With a plan in place, RDA and Gigya worked together to begin creating a sensational mobile app that would bridge online and offline worlds by combining some of the web’s most innovative technologies: social login, gamification and augmented reality. Solution: Pulling Game Elements into Real-Life Interactions The resulting DmC mobile app creates an immersive user experience that compels users to take part in daily “real world” challenges to boost their standing in the DmC console game by tying Gigya’s Gamification technology with “augmented reality” powered by Aurasma. The DmC app lets users scan real-world objects to “reveal the truth” behind specific triggers such as banknotes, stop signs, and logos. Each time an object is correctly identified and scanned, the app surfaces the game’s themes onto the user’s mobile screen via augmented reality. Users that successfully complete the assigned missions--or succeed in finding and scanning the right objects--score points, which they can redeem in the video game. Solution: Deeper Engagement and Authentic Connections with Social Login and Gamification Gigya Gamification technology helps create DmC’s game-like mobile experience, which ties all of its marketing vehicles together to encourage deeper engagement with the brand. And by allowing users to easily register and login to the app using their preferred social identities, Gigya’s Social Login enables Capcom to gain a complete, permission-based view of its users, including their email addresses, profile information, influence rankings, and behavior data, from the moment they register and sign in to the app. Solution: 1. User logs in socially Social Login, Gamification, and Augmented Reality Boost User Engagement 2. User finds new missions on DmC site 3. User scans real world objects to complete missions and “reveal the truth” behind specific triggers 4. User earns virtual rewards for completing missions Results: Surge in Unique Mobile Users, Overall Engagement, and Game Sales Since implementing Gigya’s technology, Capcom has seen a significant increase in unique mobile users that continue to log in and engage with the app and, most importantly, seen real ROI, as the company saw a huge surge in game sales within the first month of launching the app. By the Numbers: Thousands of daily logins on the Devil May Cry (DmC) mobile app and collection of valuable, permission-based identity data on these users via Social Login Users continue to engage with the mobile app’s game elements, logging in to the app an average of 6.1 times Over 1 million in game sales in the first month following the app’s launch About Gigya Gigya's Customer Identity Management Platform helps more than 700 of the world’s leading businesses such as Fox, Forbes, and Verizon build better customer relationships by turning unknown visitors into known, loyal and engaged customers. Visit our website to learn more.
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