Actionable Gamification Notes

Tiger AbrodiTiger Abrodi
2 min read

Epic meaning and calling

  • Narrative: Context why you should play the game. It's your mission. Personalize the mission and their journey through the game e.g. "You are a hero who is going to save the world from the evil forces".

  • Unique opportunity: Letting people know the special chance they had discovering and using the game.

Development and accomplishment

  • Progress bar: Make people feel like they are making progress. Show the granular percentage of the progress.

  • Achievement symbols: Give people something to feel proud of and showcase the achievements to others on the product/platform.

  • Leaderboards: Daily/Weekly/Monthly/Yearly competitions. Leaderboards give people something to strive for, with daily/weekly providing new chances to win.

Empowerment of creativity and feedback

  • Boosters: Something that temporarily gives people a boost e.g. in Mario where you get a super power-up through mushroom or similar items.

  • Unlocking milestones: Achievements within a level you're playing that give a sense of accomplishment despite not being "done" -> keeps you hooked.

Ownership and Possession

  • Collecting items: Great way to give people a sense of ownership and accomplishment.

  • Customization: Personalization options that can also be shared with others, creating ownership pride.

  • Build from scratch: Ikea effect -> people value things more when they've built or created them.

  • Trading system: A way for people to exchange items and resources with others.

  • Monitor effect: People needing to tune in regularly to see how things are progressing -> Clash of Clans does this well.

Social influence & Relatedness

  • Brag button: Let people share and brag about their achievements with others.

  • Trophy shelves: Let people display and show off their achievements prominently.

Scarcity and Impatience

  • Pay to skip: Spend money to get something that would otherwise take much longer -> Farmville, Clash of Clans, etc.

  • Premium benefits: More fun and achievements when paying -> Clash of Clans approach.

  • Time scarcity: You can only do something during a limited period of time.

  • Wait timers: Can't do something right away and need to wait -> creates impatience -> wait 25 mins to restore life or purchase -> Candy Crush.

Unpredictability and Curiosity

  • Glowing choice: Recommended choice when you're not sure what to do -> e.g. Candy Crush guidance.

  • Mystery box: You don't know what you're going to get -> creates excitement and brings people back for the mystery.

  • Easter eggs: Sudden unexpected rewards that spike dopamine -> you're excited thinking you're the lucky one.

  • Lottery rewards: Rolling rewards and random prize systems that keep people engaged.

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Written by

Tiger Abrodi
Tiger Abrodi

Just a guy who loves to write code and watch anime.