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Checking in and checking out: what Foursquare’s evolution can teach us about Enterprise Gamification

Remember Foursquare?

In 2009, Foursquare launched a location based social network that allowed you to “check-in” at various venues, turning “life into a game”. The service was initially limited to certain metro areas, but after it opened, it reached 10 million users, which enabled the company to raise $ 50 M in 2011 at a valuation of $ 600 M. Foursquare was a hit.

One of the core drivers behind the craze to check-in using Foursquare and not competing services was Foursquare’s use of gamification.