As marketing has always been about persuasion, motivation and manipulation, theaffordances and the potential of gamification in marketing are enormous(Zichermann and Linder 2010). Indeed, following the success of Foursquare inusing points and badges to motivate users’ activity and retention, the interest offirms on using gamification for revolutionalising the human–computer interactionand the user experience has mushroomed. For example, in consumer-orientedwebsites and mobile applications, firms use gamification for encouraging people touse the e-commerce applications, for driving and enhancing customer loyalty, brandawareness and effective marketing engagement (Deterding et al. 2011a, b; Daniels2010). Theoretically, any marketing practice can be gamified for influencing consumer behaviour and motivating the customers’ engagement into the marketingtasks. The latter is critically important specifically when firms aim to crowdsourcemarketing activities to customers. In this vein, this section analyses various gamified marketing applications in tourism (including advergames and gamifiedpractices) in order to show how the previously discussed theory on gamificationdesign is applied for developing and exploiting gamification in order to motivatetravellers to participate and support the marketing activities and goals of the firms.Although the gamification examples influence all the stages of consumer behaviour,they are grouped into three categories based on which is the major stage of consumer behaviour that they aim to influence, before, during and after the purchase/consumption tourism experience.