Playable Due Diligence

Run due diligence on Playable: check compliance and get alerts when suppliers or ownership change.

Denmark · owned by Independent (Denmark) · playable.com · 21 vendors

Playable is a self-service gamification platform for marketers, enabling them to create interactive marketing campaigns at scale. The company's platform helps businesses engage audiences, capture zero-party data, and drive measurable results through gamified experiences. Playable was established in Denmark in 2017, initially as Leadfamly, and later rebranded to Playable in 2022.

Resilience scores

Technology vendors

Services catalogue

4 services in catalogue across 3 categories; runs on 21 sub-vendors.

Insights

Last updated 2026-09-13 · revision 16

21 direct vendors, 222 subvendors

Direct vendors by controlling owner country (sample)

Subvendors by controlling owner country (sample)

Compliance

8 in-scope frameworks identified; showing 3.

Danish Marketing Practices Act — No public evidence

Evidence: https://playable.com/playable-dpa-v2/, https://playable.com/terms-and-conditions-v2/, https://www.forbrugerombudsmanden.dk/en/

NIS2 (source) — No public evidence

Evidence: https://playable.com/iso-gdpr-security/, https://playable.com/our-company/, https://www.cfcs.dk/en/cybersecurity/nis2/, https://eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX%3A32022L2555

SOC 2 (source) — No public evidence

Evidence: https://playable.com/iso-gdpr-security/, https://content.playable.com/hubfs/E-guides/English/E-guides%20(PDF)/iso27001-2022-certificate-playable-2025.pdf

Financials

Three-year financials

Financial Resilience Score: 6/10

Playable ApS demonstrates several qualitative strengths that support financial resilience, though verified quantitative data was not available in the report. The company operates a SaaS/subscription revenue model, which typically provides recurring, high-margin, and predictable cash flows. Its diversified enterprise customer base spans multiple industries (FMCG, travel, retail, sports, loyalty) and geographies (Denmark, UK, Netherlands, Iceland, Middle East), reducing single-customer and geographic concentration risk. The company has established meaningful competitive moats through 40+ pre-built game types, ISO 27001:2022 certification, and G2 category leadership recognition in gamification (2025-2026). With 650+ brands as customers including Carlsberg, Virgin Red, Arla, and Icelandair, Playable has demonstrated enterprise credibility and switching costs. However, resilience is tempered by exposure to a niche martech category where marketing gamification represents discretionary spend vulnerable to budget cuts during downturns. Competition from broader martech suites (Braze, Klaviyo, Salesforce Marketing Cloud) and point competitors poses ongoing pressure. The 2022-2023 rebrand from Leadfamly to Playable likely absorbed capital, and prior venture funding suggests the company may be scaling with negative EBIT, though this cannot be confirmed without accessing the årsrapport filings.

Key strengths: Diversified enterprise customer base across multiple industries and geographies, SaaS/subscription recurring revenue model, 650+ brands using the platform including blue-chip customers (Carlsberg, Virgin Red, Arla, Icelandair), ISO 27001:2022 certification and GDPR compliance, G2 Leader / Momentum Leader recognition in Gamification category (2025-2026), International footprint across DK, UK, NL, Iceland, Middle East, Product moat with 40+ pre-built game types and integrations

Risk factors: Niche category exposure - marketing gamification is discretionary spend vulnerable to budget cuts, Competition from broader martech/CDP suites (Braze, Klaviyo, Salesforce Marketing Cloud), Competition from point competitors (Justuno, Drimify, Optimove), One-off rebrand costs from Leadfamly to Playable transition (2022-2023), Private-company opacity with limited financial transparency, Potential negative EBIT if scaling on venture capital, Single-product concentration - essentially one gamification SaaS platform

Revenue by geography

Revenue by product/service

Workforce by country

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