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We’re pleased to announce that brands can now add quizzes, questionnaires and live polls to Amondo Galleries.
Gamification content now works alongside social, creator, and brand content. This helps keep visitors engaged longer, gives brands valuable first-party insights and drives commercial benefits.
Why gamification increases dwell time — and why that matters
When scrolling through social feeds, most content is passive. It demands minimal mental or physical effort, resulting in short, disengaged sessions where users are less likely to complete high-value actions such as purchases.
However, gamified interactions change that dynamic. Introducing quizzes, polls, and other interactive formats requires users to make more decisions, pay closer attention, and participate more deeply, ultimately driving longer dwell times and richer engagement.
For example, when users stop to answer a poll or complete a quiz, they slow down and interact more purposefully.
Increased dwell time is a strong indicator of interest and intent, meaning visitors are far more likely to convert on additional content or embedded CTAs.
By capturing these first-party behaviours, brands gain credible visibility into what drives real engagement and can connect those actions directly to outcomes.
This extended engagement makes audiences more receptive to linked journeys, ultimately increasing the probability of click-throughs to downstream conversions and commercial benefits such as merch, ticket sales, or product pages.

By capturing these behavioural touchpoints, brands gain clarity on what drives outcomes and can connect content, behaviour, and results to predict what will perform next.
Gamification for first-party data capture
Quizzes and polls are core to Amondo’s intelligence advantage. By transforming content into interactive, portable branded formats, they activate audiences while capturing first-party behavioural data that other platforms don’t expose.
Every response, swipe, and hesitation is measurable, revealing how audiences actually interact with content.
This behavioural insight can then be linked to outcomes such as sign-ups, purchases, or traffic, allowing brands to see what works, why, and predict what will perform well going forward.

But quizzes and polls also capture first-party information directly from audiences, such as email addresses and preferences. This means brands gain not only behavioural insight but also explicit data on what people tell them.
Combined, observed behaviour and self-reported information give brands a richer understanding of audience intent, enabling more effective re-engagement and personalised content.
This activation turns audience participation into actionable intelligence, moving brands from guessing to knowing.
Real-world examples: Amondo gamification (quizzes and polls in practise)
Partnering with Amondo, The Jockey Club is increasing engagement through interactive content by creating a quiz specifically for the Cheltenham Races, embedded seamlessly within their social Gallery.
This quiz encourages visitors and fans to spend more time interacting with the site, moving beyond passive content consumption.
By driving deeper interactions, this activation expands dwell time and generates richer engagement signals within the experience.
These behavioural insights allow The Jockey Club to understand their audience more fully, connecting content interactions to measurable outcomes and informing smarter future activations.
The Australian Olympic Committee also utilised Amondo to create an interactive landing page, marking the 25th anniversary of the 2000 Sydney Games.

The experience combined vintage fan-submitted photos, quizzes and polls, encouraging visitors to contribute memories, answer trivia, and engage actively with the Games’ history.
This gamified approach transformed passive browsing into meaningful interactions, increasing dwell time and participation.
And by capturing these interactions as first-party behavioural data, the AOC gained insights which linked engagement directly to measurable outcomes.
The results underscored the impact, with the quiz achieving a 64% completion rate, with an average session of nearly two minutes, proving that gamification drives deeper audience engagement and richer behavioural intelligence.
What brands can do now with quizzes and polls in Amondo
For brands, this new integration captures behaviour at two complementary data points in one place by tracking traditional metrics like views, clicks, and dwell, while also surfacing explicit audience input such as responses and selections.
This gives brands the ability to compare performance more clearly against social galleries and campaigns; understand which formats drive participation and engagement; and identify what to amplify or scale next with stronger, actionable signals.
By connecting these behaviours to outcomes, brands move from guessing to knowing.
Summary
Amondo’s new quiz, questionnaire and live poll integration embeds gamified content alongside social, creator, and brand content in a single owned experience.
It encourages deliberate engagement, extending visitor time on site, driving commercial outcomes, and capturing first-party behavioural insights that are otherwise unavailable.
See how more brands are using Amondo’s Quizzes by reading our case studies.
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