Quoting: G. SGUEO, Gamification, in The Palgrave Encyclopedia of Interest Groups, Lobbying and Pubblic Affairs, Living Edition, Editors: Phil Harris, Alberto Bitonti, Craig S. Fleisher, Anne Skorkjær Binderkrantz, Springer 2020, Online ISBN978-3-030-13895-0
The chapter sets out by briefly analyzing how game-design has been applied in sectors as diverse as marketing, public decision-making, and advocacy strategies (in the latter case, from both civic and corporate stakeholders). After this brief introduction, the focus of the chapter shifts to providing a few examples of stakeholders (corporations and civic actors) operating in democratic systems that have incorporated game-design in their influence strategies. In doing so, the chapter also analyses the potential impact of such innovative strategies on public decision-making and its related drawbacks. The chapter concludes by sketching likely the future scenarios concerned with the use gamification for influence, separating the concept of mobilization from that of organization.