Gamification and Design Thinking for Product Marketing · Eve Horne · PMM Jam 2026

PMM Jam 2026 / Mentors: Product Marketing POVs

Expert Mentor Session

Gamification and Design Thinking for Product Marketing

How game mechanics, behavior science, and design thinking can make product marketing more effective, more engaging, and harder to ignore.

Eve Horne
Eve Horne
Founder, Plankowner Marketing LinkedIn
PMM Jam 2026 Beta · Mission Commander
Session type
Expert Mentor Session
Live, interactive session with Jammers during PMM Jam 2026 Beta
Topic area
Gamification and Design Thinking
Behavior science, game mechanics, and engagement strategy for PMMs
Speaker
Eve Horne
Top PMM Consultant 2025, Founder of Plankowner Marketing and PMM Jam
What Jammers walked away with
A framework for applying game mechanics to product marketing, a new lens on buyer personas, and practical tools for building intrinsic engagement into any campaign or content strategy

Gamification gets a bad rap. There is a visceral reaction to the word, the assumption that it just means turning everything into a game, adding a leaderboard; handing out digital badges. This session challenged that assumption from the first slide.

Gamification, as Eve laid it out, is a post-positivist social science. Once someone has an experience, you cannot undo it. That is the whole point: behavior changes once the experience happens, and those effects, positive and negative; are permanent. That framing raises the stakes considerably. It is not a gimmick. It is behavioral economics, neuroscience, and learning science converging into a set of tools product marketers can use intentionally.

Why Eve

Eve studied gaming at UNLV, researched casino loyalty programs extensively, and wrote her graduate thesis on why gaming companies, industries literally built on games, were not using gamification in their loyalty structures. She then implemented and tested these frameworks at Carnival, across brands including Princess, Holland America, and Costa. The research was not theoretical. It was tested in market, pre-COVID, across real loyalty programs with real players.

The framework: Player, Environment, Mission, Fun, Trust

Gamification has five core elements, and each one maps directly to something product marketers already work with every day.

  • Player = Persona / ICP. Who is engaging? Game designers obsess over the player. PMMs obsess over the buyer. Same discipline.
  • Environment = Market and competitive landscape. The context your buyer moves through. The rules they operate under.
  • Mission = Customer journey. Every journey has goals, obstacles, and checkpoints. Map it like a game designer maps a level.
  • Fun = Engagement and content delivery. How you use game structures to keep people interacting with your content, your product, your brand.
  • Trust = Transparency, equity, fairness. The most critical element. Without it, nothing else works.

Bartle's player personas

The room recognized themselves. When PMM Jam launched, participants chose an archetype during sign-up, and by the time this session hit the Bartle's framework slide, the connection landed. Bartle studied massive multiplayer online games and identified four distinct player types. For product marketers, these are not just game design concepts. They are a behavioral layer you can add to any persona.

  • Killers need to win. They are social by nature; winning only counts if someone else loses; your competitive CTAs, benchmarking tools, and win stories are built for them.
  • Achievers are the checkbox people. They will complete every side mission just to get the accolade; bullet lists, progress indicators, and tier-based programs speak directly to them.
  • Explorers want the Easter eggs. They will find the glitches, read the footnotes, and dig into everything; deep content, storytelling, and layered product docs are their reward.
  • Socializers are there for the people, not the game. Social proof, referral programs, community features; they are your word-of-mouth engine.

You can be more than one. The modifier is the environment. The same person can be a socializer at a networking event and a complete achiever at work. Understanding which context activates which archetype is the real skill.

Gamification applied to a product sheet

The session got practical with a concrete example. Most product sheets are written for one imaginary buyer. The session showed how to layer for all four personas simultaneously: Explorer storytelling in the narrative framing, Achiever checkboxes in the feature list, Socializer social proof in the quote section, and Killer-focused CTAs that answer "how does this make me look good at work?" Same document. Four different reasons to keep reading.

How people actually retain information

Learning science research shows a clear retention curve: about 10 to 20 percent from listening or reading, 20 percent from watching, 30 percent from seeing a demonstration, 50 percent from active discussion, and significantly more from practicing and teaching. The practical implication for product marketers: passive content leaves most of the learning on the table. The more someone interacts with your content, writes something, tries something, explains it to someone else, the more it sticks.

This also raised the sensory engagement question. Most marketing content engages sight and sound. The best content finds ways to engage touch, worksheets, trials, interactive demos. Smell and taste are harder, but not impossible. Eve printed product specs on a cake. She also made a blue cocktail at an airline that everyone immediately associated with airplane toilet water. Both created memorable experiences. One worked as intended; the lesson: be creative, know your context, and accept that not every sensory experiment lands.

Trust: the one you cannot undo

A participant raised a real example: a SaaS tool with an invisible annual renewal, no cancellation flow, and three years of silent charges. The room recognized the pattern. There are two courts to consider, the court of law, which many companies skirt close to, and the court of public opinion, where you can lose permanently even if you technically complied. Broken trust does not recover.

For PMMs, every engagement mechanic is also a trust mechanic. A leaderboard that discourages half your audience is not neutral. A reward you cannot fulfill is worse than no reward at all. The effects are permanent; and that is the entire point of thinking about gamification seriously.

"Once you've had an experience, you cannot undo it. That is what makes gamification powerful, and why you have to use it carefully."

Eve Horne, PMM Jam 2026 Expert Session

See it for yourself.

The full session recording is available below.

Eve Horne
Eve Horne
Top PMM Consultant 2025 · Founder, Plankowner Marketing · Mission Commander, PMM Jam

Eve Horne is a US Coast Guard veteran, Distinguished Toastmaster, and the founder of Plankowner Marketing, a solo consultancy based in Palmer, Alaska. With 15 years of product marketing experience across fintech, iGaming, cruise lines, charter aviation, and ecommerce, Eve brings a rare combination of regulated-industry expertise and gamification-led engagement strategy to every engagement. She created PMM Jam to give product marketers the hands-on, mission-based learning environment the industry was missing.

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