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Event Gamification Blog

Insights on event gamification, conference engagement, and interactive event technology.

We build and run Treasure Hunt, a QR and NFC scavenger hunt that organisers drop into a venue to move attendees around it. Everything here comes out of running that game at real events, so the posts split into two kinds: case studies with the actual numbers from one deployment, and practical guides on how to set a hunt up.

The case studies use the same data as our public event reports. When a post says 8,123 checkpoint scans at the Portugal Smart Cities Summit or 992 treasures found at ETHDenver, that figure is on-chain and the matching report page shows the breakdown behind it. We don't publish benchmark numbers we haven't measured ourselves, which is also why you won't find industry-average engagement statistics here.

The questions these posts keep coming back to:

  • Where do you place checkpoints so people actually walk to the sponsors who paid for traffic?
  • How many checkpoints does a venue need before the map feels worth exploring?
  • What changes when the event is one day instead of four?
  • Do teams behave differently from individual players?
  • What does a leaderboard do to attendee behaviour, and when does it stop working?

If you want the raw data rather than the write-ups, the event reports are public: player counts, checkpoint popularity, hourly activity and merch redemptions for each deployment.

All posts

How Many Checkpoints Does an Event Need?

Six deployments, from 20 players to 351. What the ratio of checkpoints to players did to engagement, and the rule of thumb that came out of it.

Gamifying a Town Festival: 2,182 Finds Over Two Nights

Festival do Cadaval 2026: 126 players, 57 checkpoints, 2,182 finds, and an activity curve that peaks at 9 PM. What a public festival changes.

A Career Fair Where Students Had to Visit Every Stand

Future Maker 2026 at NOVA IMS: 115 checkpoints, 265 students, 2,591 finds. How employer stands turned into checkpoints and what the traffic looked like.

Trade Show Booth Traffic: Data from 103 Checkpoints

Case study: 351 players and 8,123 checkpoint scans over three days at the Portugal Smart Cities Summit 2026. What the data shows about trade fair foot traffic.

Gamification at a One-Day Conference: A 2026 Case Study

One day, 25 checkpoints, 58 players, 777 treasures found. What the Data with Purpose Summit 2026 shows about a hunt with no day two.

Campus Team Scavenger Hunt: 7 Teams, 220 Finds

How a team-based scavenger hunt played out at the NOVA IMS Spring Bootcamp 2026: seven teams, 220 treasures found, and a three-find margin at the top.

ETHDenver 2026 Case Study: 992 Treasure Finds, 207 Players

Case study: 207 players found 992 treasures and minted 462,255 BUFFI tokens across 59 checkpoints at ETHDenver 2026. What the numbers show.

How to Run a QR & NFC Scavenger Hunt at a Conference

How to run a QR and NFC scavenger hunt at your conference: the checkpoint model, leaderboard psychology, and merch mechanics, with real ETHDenver data.

Event Gamification Platforms in 2026: Interactive vs Passive

Why event gamification platforms are replacing traditional event apps in 2026, and how interactive tools drive sponsor ROI and attendee retention.