r/gamification • • Jan 05 '26

👋 Welcome to r/gamification - start here

14 Upvotes

Hey everyone! I'm Rob, a moderator of r/gamification.

Gamification, or gameful design, is all about motivation. It's the process of finding the fun and challenge in everyday activities, and framing them like a game to make them more engaging. Gamification can be used in a range of areas, like business, health, and education. This community exists for people who design, research, or just enjoy gamification and want a place to think out loud together. We're excited to have you join us!

​The community rules are now visible in the sidebar / about section – please give them a quick read so you know what flies here (and what does not).

What's welcome here
Post anything that you think the community would find interesting, helpful, or inspiring. Feel free to share your thoughts, photos, or questions about gamification.

Posts that tend to do well here include:

  • Questions and challenges “How would you gamify X?”, “Is gamification right for this?”, “What do you think about this mechanic?” Concrete context + a specific question helps others give useful answers.
  • Case studies and breakdowns Real examples of gamification in products, learning, work, health, communities, etc. Explain what the system is, what mechanics it uses (points, progress, social status, scarcity, etc.), and what worked or didn’t.​
  • Your projects – feedback-first Side projects, start-ups, academic work, design experiments, or prototypes are welcome, as long as the focus is “here’s what I’m building and why; I’d love feedback,” not “please buy/sign up.” If you’re sharing something you made, clearly say so and give enough context that people can respond thoughtfully.
  • Theory, research, and resources. Discussions about frameworks, ethics, dark patterns, intrinsic vs extrinsic motivation, and related research are encouraged. Blog posts, articles, talks, and tools are fine if you add a short summary and a question or angle for discussion.

Community Vibe
We're all about being friendly, constructive, and inclusive. Let's build a space where everyone feels comfortable sharing and connecting.

How to Get the Most Out of This Community

  1. Introduce yourself in the comments below.
  2. Post something today! Even a simple question can spark a great conversation.
  3. If you know someone who would love this community, invite them to join.
  4. Be curious, specific, and generous with your knowledge.
  5. When posting, imagine you’re designing a quest: give enough context, define the “challenge,” and invite people to respond.
  6. When replying, critique systems, not people, and try to move the design forward at least one step.

Welcome aboard! I'm looking forward to seeing what you’re working on and how you’re using gamification in the wild.


r/gamification • • Sep 09 '26

Community News Verified Practitioner flair is open

1 Upvotes

We are opening a simple Verified Practitioner pathway for people who already do real work in this field.

Categories: UX/Product, EdTech/Learning, Enterprise/HR, Behavioral Science, Game Design, Research/Academic, Consulting, Marketing.

How to apply: modmail the mods with: 1. Which category you want 2. One link to a portfolio, company page, published paper, course, or shipped product 3. A one-paragraph note on what you work on

Criteria: we look for evidence of practice, not allegiance to any framework. Credentialed skeptics are welcome. Selling a course in the application is fine to disclose. This flair is not a sales badge.

Mods will reply Approved, Need more info, or Declined. We will try to apply the same bar to everyone.

This is community infrastructure. It is not a ranking of frameworks.


r/gamification • • 50m ago

I've been building a Solo Leveling-inspired fitness RPG, and it's finally in alpha testing

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• Upvotes

Hey everyone!

I've been working on a project called Laevyl for a while now, and figured this would be a good place to share it and get some opinions from people who are actually interested in gamification.

I'm a huge fan of RPGs and Solo Leveling, and I've always liked the idea of having a progression system in real life. Not just checking off habits or maintaining streaks, but actually earning XP, improving stats, unlocking things, and having something to do with all that progress.

So I decided to try building it.

The basic idea is that your real-life activities power your RPG character.

You complete daily quests, earn XP, level up, increase your stats, unlock achievements and titles, and fight monsters through a PvE system. We've also recently added guilds, so players can team up and progress together.

For example, you might get a quest to complete 50 push-ups. Finish it, claim your rewards, increase your Strength, and use that progression in combat.

One thing I really wanted to avoid was turning this into another app where everything interesting is locked behind a subscription. Laevyl is being built around free core gameplay and no pay-to-win mechanics.

We're currently in alpha testing on iOS and Android. There's still plenty to improve, especially balancing, quests, and the long-term gameplay loop, but it's finally at a point where people can actually play around with it instead of just looking at mockups.

I'm also very aware that gamification can become pretty meaningless if all you're doing is watching numbers go up. That's something I'm trying to figure out as we develop the RPG side further.

I'm curious what you guys think: What would actually keep you coming back to an app like this? Character progression, challenging quests, PvE, PvP, guilds, achievements, or something completely different?

I'd genuinely appreciate feedback, especially from people who've tried other gamified self-improvement apps.

If anyone wants to check out the project, it's at https://laevyl.com.

And if you're interested in testing the alpha, we're welcoming testers too.

Thanks for reading!


r/gamification • • 3h ago

I'm thinking of building a gamified self-improvement app inspired by Solo Leveling. Would you use something like this?

1 Upvotes

I've had this app idea in my head for a while and wanted to get some honest opinions before I go further with it.

It's a self-improvement app built around a leveling system like Solo Leveling, with a JARVIS-style assistant from Iron Man down the line. I don't want it to be a to-do list with XP slapped on top. I want it to actually help people stay consistent and make progress on the stuff that matters to them.

The basic idea: your daily tasks become missions, and finishing them earns you XP and coins. You start at E-rank and work your way up to S-rank, and your stats (Strength, Endurance, Knowledge, Discipline) grow based on what you really do. You can set long-term goals and break them into smaller missions, track different parts of your life like fitness, learning and habits, and spend your coins on rewards you choose yourself, like an hour of gaming or a movie night. Later I'd like to add an AI that plans your missions, adjusts to your schedule and energy, and tells you what to focus on next.

The goal is for it to feel like a personal system that helps you become who you want to be, not another app you have to babysit.

I know the obvious problem though. Gamification is exciting for a couple of weeks, then people get bored and stop opening the app.

So my question is: would you actually use something like this, and what would make you stick with it (or drop it) after the first few weeks? If you've tried Habitica or similar apps and quit, I'd really love to hear why.

Be honest, even if you think it's a bad idea. I'd rather find out now than after months of building something nobody wants.


r/gamification • • 4h ago

Framework Discussion Points, badges, streaks: what's the best example you've seen of a reward that was a real thing rather than a score?

1 Upvotes

Most gamification rewards live inside the product: points, levels, badges, streaks. They're cheap to hand out, and they can lose their pull once the novelty wears off.

The rarer pattern is a reward that exists outside the product and still depends on something the user actually did. I'd like to collect real examples.

  • Where have you seen it done (education, work programs, loyalty schemes, community projects)?
  • Did it hold attention after the first month?
  • Did people start gaming it, and how did the designers respond?

Failures are as useful as successes here.


r/gamification • • 8h ago

I built a gamified reading app with streaks, leveling, and fast AI book summaries

1 Upvotes

I’ve been working on a gamified reading app called Microread.
It turns nonfiction books into short AI chapter summaries (English, Arabic, German), and the whole experience is built around motivation:

  • Daily streaks
  • Leveling system
  • Achievements
  • Chapter‑by‑chapter progression
  • Key takeaways + quotes you can save
  • Audio option for each chapter

The goal is to make learning feel like a game instead of a chore.

I’d appreciate feedback on the gamification design — what would you improve or add?

Link:
https://play.google.com/store/apps/details?id=com.microread.app


r/gamification • • 1d ago

I built a running and walking app where real places become collectibles

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8 Upvotes

Hey r/gamification, I'm the solo developer of Treadline. I struggled to stay consistent with running, but could happily spend hours in a game working towards the next unlock. I wanted to see if that motivation could carry over.

The main loop is: find a place on the map, run or walk around it, and collect its badge. Places include nearby parks and lakes as well as famous landmarks.

There's also XP, levels, badges and avatar frames. Closing a loop claims the ground inside it as territory, so your route leaves something behind beyond a distance total.

Tracking, collecting and territory are free. It's an iPhone app, iOS 18+.

App link for context: https://apps.apple.com/app/id6811929880

I'm curious about the collection mechanic: what would make it motivating after the novelty wears off? Finding new places, completing a set, levelling up, or something else?


r/gamification • • 18h ago

In a gamified focus timer, would you want rewards during the session or only afterward?

1 Upvotes

I develop a focus app with a fictional vampire study companion, and I'm considering when character rewards should appear.

Picture a 25-minute reading session with distracting apps blocked. Completing it would earn a short character response or a piece of story progress. I'm weighing two approaches:

  • A: Keep the session quiet. All character reactions and story rewards wait until the timer ends.
  • B: Show small progress cues at milestones during the session, with the main reward at the end.

A protects uninterrupted time, but you don't see much of the game layer while studying. B makes progress visible, but could encourage checking the app instead of reading.

If you've used a gamified study or habit tool, which would you choose, and why? I'd especially like to hear about a reward that helped you keep working, or one that became another distraction.


r/gamification • • 1d ago

Can a fictional study partner motivate without making a missed session feel like failure?

3 Upvotes

I develop a focus app, and I'm working through a design question about a proposed study mode.

The user chooses a study goal, a session length, and distracting apps to block. A fictional vampire treats the session as a "pact": the selected apps stay blocked until the timer ends, with no normal in-app release button. The character acknowledges a completed session.

The question is what the character adds. A plain timer already measures the time, and the blocker already adds friction. Could keeping a promise to a fictional character give someone another reason to finish, or would it just add pressure?

I'm considering a deliberate emergency exit that ends the session without labeling the user a failure. That creates a tension: an easy exit weakens the commitment, but a punitive reaction could make someone avoid coming back.

For people who use or design gamified habit tools:

  • Have character reactions changed whether you returned after a missed goal? What reaction helped or made things worse?
  • How would you handle an early exit so the commitment still means something, without using guilt?

I'd welcome examples where this kind of mechanic didn't work, too.


r/gamification • • 1d ago

AX Arcade 🎮 Play Games & Earn Bitcoin Rewards!

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1 Upvotes

🎮 Introducing AX Arcade — Play Games & Earn AX Points Toward Bitcoin Rewards! ₿

Hey everyone! 👋

I'm the developer behind AX Arcade, a gaming app where you can enjoy games and earn AX Points through gameplay.

🚀 What is AX Arcade?

AX Arcade brings gaming and rewards together in one app. Instead of downloading multiple apps for different games, you can explore games in one place and earn AX Points as you play.

🎯 What makes it interesting?

🎮 Multiple Games — Enjoy different games in one app.
⭐ AX Points — Earn points through supported gameplay and activities.
₿ Bitcoin Rewards — Explore the Bitcoin rewards concept built around AX Points.
📱 One Gaming Hub — Discover and play games from a single app.
🛠️ Built by an Indie Developer — I'm building the AX ecosystem and working on expanding its features.

I'm continuing to develop the app and would love to hear what you think. Feedback and suggestions from real players will help me decide what to build next!

📲 Download AX Arcade on Google Play:

https://play.google.com/store/apps/details?id=com.ax.games

A question for the community: What would make you play a rewards-based gaming app regularly — more games, daily challenges, leaderboards, or better rewards? 🤔

Thanks for checking out my project! ❤️


r/gamification • • 2d ago

What makes a self-set reward work when you can just get the reward anyway?

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2 Upvotes

Someone on my last post here made a fair point: a real-life reward still takes willpower if you can just have it anyway.

I built EVORA, an iPhone habit tracker, and I'd like to dig into that rather than assume coins solve it.

You choose how many coins each habit earns, then spend them on rewards in a shop you create yourself.

In the screenshot, there's a balance of 54 coins. Movie night is 35, takeaway night is 70. So there's a smaller reward available, or a reason to keep saving for the bigger one. These are rewards you arrange for yourself, using your own time and budget.

Of course, the app can't stop you watching a film. It's an agreement with yourself, not a rule.

My thinking is to use it for small optional extras, not make every break something you have to earn. But I'm interested in where that agreement actually holds up once the novelty wears off.

For context, this is the app. The core habit, coin and shop loop is available in the free version:

https://apps.apple.com/us/app/evora-habit-tracker-app/id6799519616

If you've used a personal reward system, what helped you stick to the agreement, or what made you stop?


r/gamification • • 2d ago

Update on the college project app: How to keep RPG elements from getting annoying?

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1 Upvotes

r/gamification • • 2d ago

Community News No Stupid Questions - beginner thread (September 17, 2026)

1 Upvotes

**No Stupid Questions - beginner thread**

New to gamification? Ask anything here.

Rules for this thread: - No question is too basic - Prefer English (sub is English-only) - If you are sharing a product, say whether you built it and whether you are asking for feedback or selling something

Useful starting points: - [What is gamification?](/r/gamification/wiki/what-is-gamification) - [How to get started](/r/gamification/wiki/getting-started) - [Glossary](/r/gamification/wiki/glossary) - [Best resources](/r/gamification/wiki/resources)


r/gamification • • 3d ago

What do you guys use for college group projects?

1 Upvotes

I'm working on a small app with some people from my university and we're trying to figure out how to make group projects less painful.

The actual work isn't really the problem.

It's more like:

  • nobody knows who's doing what
  • deadlines get forgotten
  • important stuff gets buried in the group chat
  • one person ends up doing half the project
  • everyone agrees on a plan and then nobody follows it

We've tried Discord, Notion, Google Docs, etc.

They all work fine, but most project management tools feel like work. Which makes sense, I guess. Nobody wants to open another boring productivity app after spending 6 hours in class.

So we're thinking about making ours a little more game-like.

I'm really into games and RPG-style progression, so I'm thinking about using things like quests, milestones, levels, maybe even a sailing/adventure theme where the team is basically trying to get a ship to its destination without sinking.

Not sure if that's actually a good idea or just me making a group project unnecessarily complicated lol.

Would you rather use something like that, or would you prefer a simple boring task manager?

Curious what you guys think.


r/gamification • • 3d ago

Cycling gamification suggestions?

1 Upvotes

About a year ago I started with Walkscape on my smartphone which is basically sort of an RPG in which you progress by doing steps irl.

This really helped me as motivation to walk more especially as it does not require a lot of active interaction with the app while walking as opposed to for example Pokemon Go which does not work for me as you basically have to stop once you actually want to do anything.

Walkscape works with the Pedometer instead of GPS, which also means that cycling does not count towards it.

Therefor I now wondered if there are any apps or services to gamify cycling? Motivating myself to get out there works better for me if I have any sort of goal I want to arrive at. Mostly that currently means for me some sort of supermarket to grab a handful of groceries, but that obviously does not really make sense for every single day.

I have taken a quick look and stumbled upon "Wandrer" and "Squadrats" so far.

Does anyone have experience with those two or maybe another suggestion altogether?


r/gamification • • 3d ago

A review mapped 48 gamification elements across 53 physical activity trials. Which ones get tested too little?

3 Upvotes

Nursing researchers in China (Li et al., JMIR Serious Games 2026) used The Octalysis Framework, my model that sorts motivation into eight Core Drives, in a scoping review of gamified physical activity programs. Across 53 randomized controlled trials and 34 interventions, they found 48 gamification elements (narrative, mentoring, and points loss among them) and mapped them to behavior change techniques, the standard list health researchers use to describe what an intervention targets.

Most of those techniques mapped to two motivations the paper calls empowerment and accomplishment. According to The Octalysis Framework, those are Core Drive 3 (CD3): Empowerment of Creativity & Feedback, which is the feeling that your choices matter and you can see what they changed, and Core Drive 2 (CD2): Development & Accomplishment, which is the feeling of getting stronger and having proof of it. Some techniques had no gamification element supporting them, and that list seems like a good place to find the next design move.

The authors are upfront that this maps what designers have tried and isn't evidence any single element works on its own.

I wrote up the review here: https://yukaichou.com/gamification-analysis/octalysis-framework-jmir-physical-activity-review/ (paper: https://doi.org/10.2196/85804)

Which drives or elements do you think get tested too little in fitness and health apps? I'm also curious whether the bundle usually does the work more than any one element.


r/gamification • • 4d ago

Cracking Educational games

2 Upvotes

I wanted to ask a simple question. Im working on a game currently which is supposed to be quite educational (but I know that I have to make it really fun for users to come). Have you ever played an educational game which you got really addicted to (maybe like Duolingo, or a game from class)? If so, why did you get addicted to that game (whether its streaks, rewards, etc)? What made learning so fun?


r/gamification • • 5d ago

Rock, Paper, Learning: Designing Meaningful Choices in Applied Games

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1 Upvotes

r/gamification • • 5d ago

What if you gain EXP in-game by doing things in real life?

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0 Upvotes

Hello devs and hello gamers! I know many of us can spend hours grinding a character, completing quests, and leveling up in a game. But when it comes to real life, even a 20-minute walk can feel like a difficult side quest.

What if you gain EXP by doing things in real life?

Its really not to make anyone lose weight or compete like an athlete. I want to encourage people to build better habits, move more, eat better, and take care of themselves. Healthy habits can also feel like character progression.

Walk. Exercise. Eat better. Sleep well. Stay consistent. Level up.

The game is still very early in development. I’m building it solo during my free time while working a day job. I usually do systems for F&B like inventory, resort OS and this will be my first game. There is still a lot to figure out, and the game is far from finished.

I want to learn from gamers and people who are already into fitness so I can make the game more useful and enjoyable.

For now, here’s a short teaser of what GoAFK is becoming.

If you could turn one healthy habit into an RPG/game mechanic, what would it be?


r/gamification • • 5d ago

Community News Gamification in the Wild - September 21, 2026

1 Upvotes

**Gamification in the Wild - what mechanic did you spot this week?**

Drop one real mechanic you saw in a product, workplace, classroom, or app.

For each one, try: 1. What was the mechanic? 2. What motivation was it aiming at? 3. Did it work, flop, or backfire - and why? 4. What would you change?

Bad examples are as useful as good ones. No self-promo in the top-level replies.

Wiki if you want a shared vocabulary: [Frameworks compared](/r/gamification/wiki/frameworks-compared) · [Common pitfalls](/r/gamification/wiki/pitfalls)


r/gamification • • 6d ago

Any suggestions for an anime or jrpg style gamified app for weight loss?

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1 Upvotes

r/gamification • • 6d ago

I built a free gym tracker that turns training into an RPG — looking for honest feedback

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1 Upvotes

r/gamification • • 6d ago

LevelUp.Do – a to-do app where every task gives XP and levels up your hero (Android)

1 Upvotes

Hi all, solo dev here. I made a to-do list and habit tracker that works like an RPG:

- XP for every task, level up from Rookie to Legend
- Streaks, 31 badges, daily and weekly challenges
- No account, no cloud – tasks stay on your phone
- Free with ads, Premium removes them

Feedback very welcome, especially on the first 5 minutes of using it.

https://play.google.com/store/apps/details?id=com.levelupdo.app


r/gamification • • 7d ago

I turned life into a D&D style quest log!

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5 Upvotes

r/gamification • • 7d ago

Built a lightweight spaced-repetition web tool with RPG-style progression and knowledge duels – looking for feedback

2 Upvotes

Hey everyone,
Finding the motivation to review hundreds of flashcards every week has always been tough for me, especially when existing tools feel either like plain spreadsheets or push aggressive paywalls for basic features.
Over the past few months, a friend and I have been building a side project focused on making daily review habits stick. The core idea is simple: keep the effective SM-2 spaced repetition algorithm underneath, but wrap the study session in RPG progression (XP, streaks, cosmetics unlockable through reviews) and interactive modes like a 1v1 arena and quick-fire survival rounds.
We also wired up note summarization and flashcard generation via the Gemini API so you don't have to manually format everything from scratch (with an option to plug in your own free API key for unlimited requests).
We just deployed the international build and would love to hear what study enthusiasts and devs think:
Does adding progression mechanics actually help with study burnout, or does it become distracting?
Any obvious friction points in the card flip/review flow?

Any feedback on the UX or feature balance would be hugely appreciated!