Attendify's core pitch was the mobile app: agendas, networking, and push notifications for schedule changes in one place. Any real replacement needs to match that baseline, then go further.
At minimum, expect the app to handle personalized agendas, speaker and session details, and push notifications for last-minute room or time changes. Push technology is the feature attendees actually notice when it's missing. A room swap announced only on-screen at the venue reaches the people already in that room. It doesn't reach the ones still in the hallway or sitting in a different session.
Where platforms differ is depth beyond that baseline. Networking tools range from a basic attendee directory to in-app matchmaking based on shared interests, the kind of feature Attendify's own networking tab tried to cover with a simpler profile-and-message setup. Gamification, when done well, drives real engagement; when done poorly, it's a leaderboard, a quiz, or a scavenger hunt nobody opens after the first hour. If engagement drops below 30% after hour one, that's usually a sign the game mechanic doesn't fit the audience, not that gamification itself failed, based on Nunify data across 200+ events.
Analytics is the other place old-generation event apps fell short by current standards. A dashboard that only shows total downloads tells you nothing useful. Session-level analytics, showing which talks actually drew a crowd and which attendees engaged with which sponsors, is what event management teams now expect to report back to stakeholders after the event ends.
Marketing teams handed the event by an ops or HR lead should also check whether the app supports branded push campaigns and sponsor visibility. Those are common asks that come in after the fact, and basic apps don't retrofit them well.