Millennial vs Gen Z Loyalty: How to Design Programs for Both
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How this guide was prepared. Last updated September 2026. This guide draws on Brandmovers' experience designing loyalty programs (the company was founded in 2003), across more than 3,000 campaign launches (disclosed by Brandmovers), on US research from Deloitte, Bank of America and Pew Research Center, and on US privacy and consent rules, each checked at its source in September 2026. Generational differences are averages with wide variation inside each group; treat the design suggestions as hypotheses to test with your own members. It is general information, not legal advice. Reviewed by the Brandmovers loyalty strategy team. |
Millennials and Gen Z both respond strongly to personalized, digital loyalty programs, and US research shows only modest differences between them on the measures available, so the best design is usually one program with flexible rewards, earning paths and communications, tested by behavior rather than split by birth year.
Pew Research Center's 2019 definition places Millennials as people "born between 1981 and 1996" and Gen Z as people born "from 1997 onward" (Pew). Together they now cover members from their teens into their mid-forties, at very different life stages. This guide sets out what neutral US research shows, where the two groups tend to differ, why variation inside each group matters, and how to design one program that serves both. The guide to gamification beyond points and badges covers game mechanics in more depth.
Key Takeaways
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What does US research show about Millennial and Gen Z loyalty?
US research shows that Gen Z and Millennials respond to personalization and digital features at similar, high rates, and that both are far more open to them than older members.
Deloitte's 2025 Consumer Loyalty Program Survey, published in January 2026 and covering 5,564 US adult loyalty program members surveyed in September and October 2025, found:
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Finding |
Gen Z |
Millennials |
Gen X |
Boomers |
|---|---|---|---|---|
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Willing to share personal information for more tailored offers or experiences |
89% |
87% |
78% |
64% |
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Would opt into hyper-personalized loyalty settings to access better perks and rewards |
62% |
64% |
55% |
33% |
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Would spend more at a brand that offered a personalized experience |
51% |
53% |
38% |
19% |
More than 90% of Gen Z and Millennial respondents found at least one tech-enabled feature useful, compared with 73% of boomers, and Deloitte reports that Gen Z and millennials "are placing greater importance on contributing to missions and causes, opportunities to participate in community member events, and efficient and enjoyable digital experiences."
Money pressure is part of the picture for younger members. Bank of America's May 2026 study found that 42% of Gen Z report living paycheck to paycheck, and 49% cite the cost of living as a top barrier to financial success. That suggests practical value is likely to matter to many Gen Z members alongside causes and experiences.
What the research does not show is a clean split. On the measures above, Gen Z and Millennials are within a few points of each other. The larger gap is between both of them and older members. These are stated intentions from adults already in loyalty programs: both studies cover adults only (Deloitte surveyed members aged 18 and over; Bank of America's Gen Z sample was aged 18 to 29), so they do not describe teenage members and may not match what members actually do. Test them against behavior.
Why does variation inside each generation matter?
A 30-year-old parent and a 42-year-old with no children are both Millennials; a 19-year-old student and a 28-year-old professional are both Gen Z, so birth year alone says little about what an individual member needs, and life stage, income and category are worth testing as segments alongside it.
Generational averages hide wide variation. Designing to a stereotype, for example assuming every Millennial wants savings and every Gen Z member wants experiences, will misfire for large parts of each group. Better inputs are:
- Life stage. Household formation, children and income change what members value; the guide to family loyalty accounts covers household-level design.
- Category and purchase frequency. A weekly grocery shopper and a twice-a-year apparel buyer need different mechanics regardless of age.
- Observed behavior. Redemption choices, channel response and engagement with challenges show what each member actually values.
- Stated preferences. Asking members what they want, through profile questions or preference centers, is often more reliable than inferring it from age.
Use generation as a starting hypothesis for testing, not as a segment that fixes the experience. Some programs do not collect members' ages reliably, which is another reason to design around behavior.
How should rewards differ, and how can one catalog serve both?
Offer a single catalog that spans practical savings and experiences, and show each member the rewards their behavior suggests they value, rather than building separate catalogs by age.
Common patterns to test:
- Practical, flexible value such as discounts, credits and points usable across categories, which suits members under budget pressure or at family-spending life stages.
- Access and participation such as early access to launches, exclusive drops, input into new products and member events, which Deloitte's findings on community and causes suggest many younger members value.
- Cause-linked options such as donating points or rewards for sustainable choices, designed without overstating impact; the guide to sustainability loyalty programs covers how to avoid greenwashing.
Make attainability visible: members who conclude that a meaningful reward is out of reach are likely to disengage. Order the catalog for each member from their redemption history and stated preferences, and test whether that ordering changes redemption.
How should gamification be framed for each group?
Use the same underlying mechanics for both groups, and test framing: progress toward a clear milestone for members who value status and tangible benefits, and challenges, streaks and shareable achievements for members who value play and recognition.
The mechanic can be identical while the framing differs. "Complete your profile to unlock Platinum benefits" and "Finish your profile to claim your Founding Member badge" describe the same action. Test which framing lifts completion in which segment rather than assuming by age. Keep mechanics tied to real value; games that feel trivial or manipulative lose members of any age. Design shareable moments, such as milestone cards, for members who like to share, and never require sharing to earn.
Which channels and how often?
Offer both scheduled and triggered communications and let behavior decide the mix: some members read detailed status emails, others respond mainly to in-app and push messages tied to something that just happened.
- Email suits detailed status updates, tier progress and curated offers.
- App and push suit real-time moments: points earned, a streak at risk, an exclusive drop going live. The guide to mobile app engagement and the guide to mobile wallet loyalty cover those channels.
- Text messages suit urgent, transactional updates, sent only with the right consent.
- Social can be where members discover brands and share achievements; design for sharing, but measure it rather than assuming it drives enrollment.
Set frequency by response. Track opens, clicks and opt-outs by segment and channel, and reduce volume where engagement falls. The guide to Next Best Action covers choosing channel and timing per member.
How do you design one program that serves both?
Build one program with a flexible catalog, parallel earning paths to the same tiers, two communication tracks and neutral tier language, and test each element by segment.
- One catalog, personalized order. The same rewards, displayed in the order each member's behavior suggests.
- Parallel earning paths. Let members reach the same tier through spend or through a mix of spend and non-purchase actions such as reviews, referrals and challenges, weighted by their value to the business. Cap non-purchase earning so tiers still reflect commercial value. For example, a program might let members reach its middle tier through a set amount of annual spend, or through less spend plus referrals and reviews, with non-purchase actions capped at a fixed share of tier credit so no member reaches a tier on free actions alone. Never tie review rewards to a rating: the FTC's final rule on fake reviews "prohibits businesses from providing compensation or other incentives conditioned on the writing of consumer reviews expressing a particular sentiment, either positive or negative."
- Two communication tracks. A scheduled track for regular updates and a triggered track for behavior-based moments, both running from the same member profile, with each member's mix set by response.
- Neutral tier and program language. Test tier names that read well across ages, such as "Member", "Insider" or "Enthusiast", rather than names that signal one audience.
Separate programs by generation are rarely worth it: they split member data, duplicate costs and misclassify the many members who do not fit their generation's average. Age still matters for eligibility: in age-restricted categories such as alcohol, tobacco and lottery, younger Gen Z members may be below the legal purchase age, so verify age at enrollment.
What privacy and consent rules apply?
Willingness to share data does not replace consent: get permission for each channel, give notice where data is exchanged for rewards, and set a minimum age for the program.
- Text messages. Under FCC rules, marketing texts sent with automated technology generally require the recipient's prior express written consent (FCC); check state texting rules as well.
- Data for rewards. Where a program offers value in exchange for personal information, California's Civil Code section 1798.125 requires notice and opt-in consent for financial incentives and limits price or service differences to those reasonably related to the value of the data; other states have their own rules.
- Minimum age. Gen Z includes teenagers. Set a minimum age in the program terms. The FTC's COPPA Rule applies to online services "directed to children under 13 years of age" and to operators with "actual knowledge that they are collecting personal information online from a child under 13 years of age", and California bars selling or sharing the personal information of consumers a business knows are under 16 unless they (or, under 13, a parent or guardian) have affirmatively authorized it (Civil Code section 1798.120). Check the rules for minors' data in every state where the program runs.
- Transparency. Explain what data is collected, how it personalizes the program and how members can change their preferences.
This is general information, not legal advice.
How do you measure whether the design works for both groups?
Test design choices by segment and measure behavior, not stated preference alone.
- A/B tests of reward order, gamification framing and communication cadence, with a control group.
- Engagement and redemption by life stage, category and, where known, age band.
- Tier progression through purchase and non-purchase paths, and the spend of members who advance each way.
- Channel response and opt-outs by segment.
- Retention and spend of engaged members against comparable less-engaged members, read with care, since engaged members may differ to begin with.
How can a loyalty platform support this?
A platform needs flexible earning rules, non-purchase earning, gamification, a deep catalog and testing tools to run one program for varied members.
BLOYL™, Brandmovers' loyalty platform, supports points, tiered and hybrid structures; non-purchase earning for referrals, reviews, social actions, profile completion, surveys, content engagement and in-app actions; gamification modules including challenges, badges and milestones; a rewards catalog of 100,000+ options; and A/B testing against a control group with real-time dashboards. See the loyalty platform overview for details.
Frequently Asked Questions
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Less than often claimed. In Deloitte's 2025 US survey (published January 2026), Gen Z and Millennials were within a few points of each other on willingness to share data for tailored offers and on spending more for personalized experiences, and both were far ahead of boomers. Within each generation, life stage, income and category vary widely, so test by those segments too.
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Usually not. Separate programs split member data, duplicate costs and misclassify members who do not match their generation's average. One program with a flexible catalog, parallel earning paths and personalized communications, tested by segment, usually serves both better.
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Research points to a mix: Deloitte found younger members value causes, community events and good digital experiences, and Bank of America found 42% of Gen Z adults report living paycheck to paycheck, which suggests practical value matters too. Offer both access-style rewards and practical ones, and let redemption behavior show what works.
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Many members of every age respond to well-designed challenges, streaks and milestones. Framing can matter more than the mechanic: test progress-style and achievement-style framing of the same action by segment, and keep every mechanic tied to real value.
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Younger members are more willing to share data for tailored offers, but consent rules still apply: prior express written consent for automated marketing texts, notice and opt-in for financial incentives under California law, and a minimum age in the program terms.
Conclusion
Millennials and Gen Z are closer to each other than to older members on the measures neutral US research tracks: both are open to personalization, digital features, causes and community, and many Gen Z members report real budget pressure. Each group also spans very different life stages, incomes, categories and behaviors, which is where testing should focus. One program with a flexible catalog, parallel earning paths, scheduled and triggered communications and neutral tier language can serve both, provided each element is tested by segment and consent is handled properly.
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Designing for a multi-generational member base? Brandmovers designs and runs loyalty programs on BLOYL, with non-purchase earning, gamification, a deep rewards catalog and built-in testing. Request a demo to talk through your program with the Brandmovers team. |
Sources
- Deloitte Insights, "Reshaping loyalty programs in an era of value seeking" (January 12, 2026)
- Bank of America, "BofA Study Finds Fewer Gen Z Rely on Family for Financial Assistance, Even With 42% Living Paycheck to Paycheck" (May 19, 2026)
- Pew Research Center, Michael Dimock, "Defining generations: Where Millennials end and Generation Z begins" (January 17, 2019)
- FTC, "Federal Trade Commission Announces Final Rule Banning Fake Reviews and Testimonials" (August 14, 2024)
- FTC, Children's Online Privacy Protection Rule (COPPA)
- California Civil Code section 1798.120
- Federal Communications Commission, "Stop Unwanted Robocalls and Texts"
- California Civil Code section 1798.125 (financial incentives)


