This paper investigates and analyses the current gamified marketing industry from three aspects: industry development, typical companies and future customer groups. The data is obtained from online data and original surveys, both quantitative and qualitative analysis are used, and the DMC model is applied to analyses the data. This paper summarizes the current development status of the industry and puts forward the view that the industry has a large development space and good development prospects. It also analyses the customer loyalty of Duolingo, a representative company in the industry. Finally, an online questionnaire survey was conducted on consumers of gamified marketing, and ways to attract more consumers to online credit services were proposed.