Guinness Enterprise Centre welcomes its 1,500th resident start-up

Guinness Enterprise Centre, the not-for-profit entrepreneurial superhub, today announces that it has surpassed the 1,500 resident companies mark as it welcomes QuizWizards to its five-storey start-up campus in The Liberties, Dublin 8. QuizWizards is now one of the Guinness Enterprise Centre’s 160 resident companies as four start-ups graduate.

The Guinness Enterprise Centre has been supporting start-ups and helping them grow for 25 years. Companies graduate when their staff requirements exceed the space they occupy in the Guinness Enterprise Centre. Urban Fox, Mobility Mojo, Move Ahead and Singular Artists are now all graduating from the superhub, which is Ireland’s largest start-up campus. Each company has grown from initial team sizes of between three to eight people while in the Guinness Enterprise Centre. Upon graduating, Urban Fox now plans to grow from a team of eight to 15, while Mobility Mojo expects to grow from eight to 20 – both by year-end 2026, in Ireland and overseas.

As resident companies grow and look to expand their operations, new start-ups take their place. They can avail of the Guinness Enterprise Centre’s space, ecosystem and supports, which include a Sustainability Cluster, led by Techies Go Green, which helps sustainability-focused companies to scale.

The latest graduates will be replaced by The Safer Plug Company and Archetype, along with the 1,500th resident, QuizWizards. Founded by Rory McEvoy, QuizWizards is a gamified sports technology company specialising in quizzes that promote fan engagement and help businesses and organisations to learn more about their customers. It recently signed a deal with Leinster Rugby to provide unique fan engagement solutions at matches and via social media.

The Safer Plug Company develops pipeline isolation technology, which creates safe zones for workers to perform maintenance on pipes, while Archetype is an events and experiences agency producing events with a focus on communities and culture.

Resident start-ups contribute €2M per year to the Guinness Enterprise Centres revenues. As a not-for-profit organisation, the Guinness Enterprise Centre reinvests revenues back into its operations. Recent investments have included a major IT project, along with upgrades to the Guinness Enterprise Centre’s conference rooms and event space to support collaboration and networking.

Niamh Collins, Centre Director, Guinness Enterprise Centre, said: “Our goal is for resident companies to outgrow us and this milestone reflects the significant impact that the Guinness Enterprise Centre is having on Ireland’s start-up ecosystem and wider economy. By giving innovative businesses a home where they can succeed, grow – and outgrow – we are nurturing the unicorns of tomorrow.

“QuizWizards exemplifies the innovation and energy that we see in the Guinness Enterprise Centre every day. Our world-class campus is the ideal foundation for QuizWizards, along with The Safer Plug Company and Archetype, to scale their businesses. At the same time, our graduating companies will have grown their teams significantly by the end of next year. As a nonprofit, our success is our start-ups’ success and this milestone is a reminder of our combined efforts.”

Rory McEvoy, CEO and Founder of QuizWizards, added: “We are immensely proud to be the 1,500th company through the Guinness Enterprise Centre’s doors. The energy, support, and network here have given QuizWizards a real boost as we expand our team. What stood out was the warmth and genuine interest the staff showed from day one — you’re never just a number here.

“The flexibility to grow our office space has been hugely valuable as we ramp up, having raised €750k to date, including recent investment from Enterprise Ireland. We are now making waves in global fan engagement, working with Leinster Rugby, AIG, the NCAA, Phoenix Suns, HaytersTV, and appearing on NBC, ESPN, and FOX — and being based at the Guinness Enterprise Centre is a big part of that journey.”

Why More Apps Are Using Gamification to Keep You Interested

Gamification is everywhere these days, and it’s not just in games. Apps you use daily—whether for fitness, language learning, or even finance—are packed with features designed to keep you engaged. The numbers back this up. According to Mordor Intelligence, the gamification market is expected to reach £15.34 billion in 2025. That’s a huge leap, and it’s happening because gamification works. It taps into basic human psychology—our love of rewards, progress, and competition—to keep us coming back for more.

How Gamification Hooks Users

Gamification is all about making everyday tasks feel like a game. Points, badges, leaderboards and streaks are just a few of the ways apps encourage us to engage more. Take Duolingo, for example—missing a day of practice means breaking a streak, which makes people more likely to return. Fitness apps like Nike Run Club and Strava use leaderboards and challenges to keep users motivated. Even finance apps, like budgeting tools, have started incorporating achievements to encourage better spending habits.

The same principles apply across different industries, including entertainment. Take casinos not on GamStop, for instance. These platforms use gamified elements like reward systems, loyalty points and achievements to create a more engaging experience for users. The benefit here is that these casinos offer fewer restrictions and more gaming variety, making them appealing to players looking for flexibility. Just like with other gamified apps, the more engaging the experience, the more likely users are to return.

Common Gamification Features in Apps

So what makes gamification so effective? Points and rewards allow users to earn something tangible for completing certain actions, which can be exchanged for perks or discounts. Badges and achievements serve as milestones and motivate continued engagement. Leaderboards create a competitive ranking system that encourages users to beat their own records—or their friends’. Streaks and progress bars provide a visual representation of advancement, making users want to maintain momentum. Challenges and quests offer special tasks that reward users for completing specific goals. Some apps even introduce in-app currency that users can earn and redeem for benefits.

These features don’t just make apps fun—they also create habits. Studies show that when users engage with an app more frequently, they’re more likely to stick with it long-term.

Why Gamification Keeps Us Coming Back

What makes gamification so effective? It plays on core psychological triggers. Instant gratification keeps users engaged by offering rewards for small achievements. The fear of missing out (FOMO) makes users feel like they’ll lose progress if they skip a day, especially with streak-based systems. A sense of achievement is reinforced by hitting milestones, earning badges or, levelling up. Social proof and competition also play a role, as seeing what others are achieving makes users want to do the same—or better.

Real-World Examples of Gamified Apps

Some of the biggest names in app development rely heavily on gamification. Educational apps like Duolingo use streaks, XP points, and leaderboards to keep language learners motivated. Nike Run Club encourages fitness with achievement badges and competitive rankings. Peloton turns workouts into a game with live rankings and digital high-fives. Forest helps people stay focused by growing virtual trees that represent their productivity. Sweatcoin rewards users with digital currency for walking, which can be redeemed for real-world perks.

Marketing Gamified Apps

Marketing plays a crucial role in the success of gamified apps. App developers use targeted social media campaigns, influencer partnerships, and personalised email marketing to attract and retain users. Many apps offer referral programs where users can earn rewards for inviting friends, turning word-of-mouth into an effective growth strategy. In addition, push notifications with gamified language—such as reminding users to maintain their streak or complete a challenge—help keep engagement levels high. App store optimisation (ASO) also plays a key role, ensuring that gamified apps stand out with eye-catching descriptions, screenshots, and high ratings. The combination of gamification and strategic marketing creates a powerful formula for long-term app success.

The Future of Gamification in Apps

As technology evolves, so does gamification. Augmented reality (AR) and virtual reality (VR) are opening up new ways to make apps more immersive. Imagine a fitness app where you’re running through a virtual world or a learning app that puts you inside a historical event instead of just reading about it. Blockchain technology is also making its way into gamification, allowing users to earn and trade digital assets for their engagement.

Artificial intelligence (AI) is also playing a role in gamification, personalising experiences based on user behaviour. AI-driven gamification can adapt challenges, rewards, and interactions in real time, making apps feel more intuitive and engaging.

Conclusion

Gamification is no longer just a gimmick—it’s a proven way to drive engagement and retention. Whether it’s learning a language, getting in shape or managing finances, apps that successfully integrate game elements are seeing better user loyalty and long-term success. As the market continues to grow, and with new technologies like AI, AR, and blockchain enhancing the experience, gamification will only become more sophisticated and effective. One thing is clear—apps that make interactions fun and rewarding will always have an edge in keeping users engaged.

 

IT.ie launches gamified cybersecurity awareness training

IT.ie, the Irish IT managed services company, today, coinciding with Cybersecurity Awareness Month, announces the launch of a new gamified cybersecurity awareness training in a bid to help businesses to tackle the increasing risk of cyberattacks.

The service, which keeps employees on their toes by simulating real cyberattacks, reflects a growing use of gamification by organisations globally and across multiple industries to drive user engagement and business success. A study conducted by TalentLMS found that gamification increases engagement levels during cybersecurity training by 70%.

New regulations, including NIS2 and DORA, are resulting in ensuring that businesses are much more accountable for cybersecurity. Minimising the risk posed by employees will therefore help to reduce the success of attacks. This will save businesses money through decreased insurance premiums, as well as any money that may be paid as ransom.

Human error currently accounts for 90% of data breach incidents. IT.ie’s gamified solution aims to reduce that risk by creating an engaging experience which encourages employees to maintain and upskill their cyber-resistance. This is essential as hackers continue to barrage organisations and their employees with attempted attacks using methods such as phishing, social engineering, malware, ransomware, and spoofing.

IT.ie’s solution begins with a gap analysis, which identifies areas where individuals may be vulnerable and require improvement such as awareness of phishing tactics, or effective password management. The result of the analysis allows IT.ie to create a personalised training path for each user to strengthen the areas where they are weakest.

These training paths feed into Learn.IT, which involves digestible, interactive sessions designed to be engaging, allowing employees to develop their knowledge in manageable increments without significant disruption to their daily workflow.

The gamification comes into play with the Phish.IT element of the solution, which regularly targets employees with realistic phishing attempts to test their recognition, awareness, and response to threats. These simulated attempts mean that employees can get practical use out of the skills they have developed through the training.

As employees engage with the solution, this feeds into an overall company risk score. Over time, businesses and their employees can see the benefits that the training is having as their score decreases. This measurement of success also helps to create a sense of collective responsibility and a positive cybersecurity culture within organisations.

Eamon Gallagher, founder and managing director, IT.ie, said:

Through experience, we know that the journey a business takes in developing a coherent cybersecurity strategy is not achieved overnight, and employees are the last line of defence in terms of the cyber threat landscape. Our Cyber Awareness Training & Phishing simulation platform paves the way for organisations to invest in their people so as to ensure the development of a robust and healthy cyber security culture.  Our goal is to create an experience that is personalised, easily consumable and not overly disruptive from other important day-to-day tasks.”