I Studied 500+ Gamified Apps (Here's What Actually Works) — Transcript
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- 0:00I studied hundreds of gamification
- 0:03implementations for mobile apps, and
- 0:05here's the thing. The three elements
- 0:07every app adds first, like points,
- 0:10badges, and leaderboards, are also the
- 0:13three most documented failures in
- 0:16product history. Meanwhile, Strava built
- 0:19180 million users without a traditional
- 0:23badge in sight. An Apple Watch drove a
- 0:2649.5%
- 0:28behavior change in 160,000
- 0:31people purely through completion drive.
- 0:34The Apple one is kind of wild, and we'll
- 0:36come back to it because how they did it
- 0:39is probably the most important point out
- 0:42of all of the seven research-backed
- 0:45patterns I'm going to cover in this
- 0:47video. You're going to see what kind of
- 0:49gamification actually works, what's
- 0:52theater, and the specific mechanics the
- 0:56best retaining apps in the world are
- 0:59actually using. By the way, I'm Tim.
- 1:02I've spent over a decade designing
- 1:04software for companies like Spotify, and
- 1:08I've helped clients reach the top of the
- 1:11US App Store working on exactly these
- 1:14kinds of problems. Now, pattern one is
- 1:17what I call the PBL fallacy. PBL stands
- 1:20for points, badges, and leaderboards,
- 1:23the three mechanics every app reaches
- 1:25for first. And the reason this leads the
- 1:28video is because of what happened in
- 1:302024. LinkedIn quietly retired its
- 1:34community top voice gold badges. Their
- 1:37internal read was that badge-motivated
- 1:40users had been producing quantity over
- 1:43quality, chasing the badge instead of
- 1:47sharing expertise. And this isn't new.
- 1:50It's actually history repeating.
- 1:52Foursquare scrapped mayorships and
- 1:55badges in 2014
- 1:57after their data showed gamification
- 1:59drove check-ins but not the discovery
- 2:03behavior that business actually needed.
- 2:06Google News killed its badge system for
- 2:09the same exact reason. The gamification
- 2:11OG, Yu-kai Chou, put it best. PBL is the
- 2:15scoreboard of a game, not the game
- 2:18itself. You wouldn't walk into a
- 2:20baseball stadium, look at the
- 2:22scoreboard, and feel motivated to play
- 2:25baseball, right? Most apps though build
- 2:28the scoreboard and forget to build the
- 2:31game. So, let's look at the counter
- 2:34example, Strava. 180 million registered
- 2:37users and the engagement number that
- 2:40genuinely shocked me. Strava users
- 2:43average 1 hour of real-world activity
- 2:47for every 2 minutes spent in the app.
- 2:49That's not a retention metric, that's
- 2:51more like an influence metric. The
- 2:53mechanism doing most of the work is
- 2:56segments. A segment is any user-defined
- 2:59stretch of road or trail. Run it and
- 3:03your time gets logged on a leaderboard
- 3:06sorted by age and gender cohort. Now,
- 3:09that sounds like a leaderboard, which I
- 3:12just told you is kind of broken. But,
- 3:15here's the difference. Strava didn't
- 3:17build one global leaderboard, they built
- 3:20thousands of hyper-local
- 3:23micro-competitions.
- 3:25The hill on your morning route, the
- 3:27segment outside your office. These
- 3:29competitions are winnable and
- 3:31winnability is the strongest predictor
- 3:35of competitive motivation. A 2022
- 3:38Science Direct study confirmed this.
- 3:40Kudos on Strava, the small social
- 3:43acknowledgement when someone completes a
- 3:45run, increase future run frequency. And
- 3:49the social side has compounded fast.
- 3:52Strava's clubs grew 59% in 2024 alone,
- 3:56and the platform handed out 14 billion
- 3:59kudos in 2025. Strava's lesson for
- 4:02founders is direct. Enable users to
- 4:05compete more locally. Engineer the size
- 4:09of the competition rather than inflating
- 4:11empty metrics. And before we keep going
- 4:14here, if you want to chat about how any
- 4:17of these patterns would apply to your
- 4:19app, we open up a few free design
- 4:22strategy calls monthly at Zipsnap. You
- 4:25can grab your spot in the link below.
- 4:26Now, so far this might suggest the
- 4:28answer is just to add the right kinds of
- 4:31mechanics. More features, but smarter
- 4:34ones. That's where pattern three comes
- 4:36in, and it's the most counterintuitive
- 4:40of the seven, the S-curve problem. A
- 4:422025 peer-reviewed study in Frontiers in
- 4:46Psychology found that gamification
- 4:49feature richness follows an S-shaped
- 4:52curve. Adding features helps engagement
- 4:55up to a point. After that point, more
- 4:58features actually reverse engagement.
- 5:01The empirical proof here is Habitica,
- 5:04probably the most aggressively gamified
- 5:08productivity app ever built. Daily tasks
- 5:12become quests. Habits become character
- 5:15stats. Missing a task damages your HP.
- 5:20The peer-reviewed study on Habitica
- 5:22found that 100% of participants
- 5:26experienced counterproductive effects.
- 5:29Users got so absorbed in managing the
- 5:32game layer that actual productivity
- 5:35behavior got buried. This is cognitive
- 5:38overload disguised as engagement. If
- 5:41you're stacking streaks plus points plus
- 5:44badges plus challenges plus
- 5:47leaderboards, the data says you're past
- 5:50the peak of the curve, not climbing it.
- 5:53Which brings us to the most dangerous
- 5:56mechanic in the founder toolkit.
- 5:59Streaks. Pattern four is the streak
- 6:02trap. Research from the Decision Lab
- 6:04found that streaks gradually shift from
- 6:07motivational to obligational the longer
- 6:11they run. Users move from I want to do
- 6:13this to I can't miss today. The
- 6:16canonical case here is Snapchat. A 2023
- 6:19Belgium study of almost 2,500
- 6:23adolescents found that streak frequency
- 6:26correlates with FOMO, problematic
- 6:28smartphone use, and reduced social media
- 6:31self-control. In 2024, the Nevada
- 6:34Attorney General filed litigation
- 6:36against Snapchat. And the EU Digital
- 6:39Fairness Act heading toward a
- 6:41legislative proposal in late 2026
- 6:45is specifically
- 6:47aiming at addictive streak mechanics.
- 6:50So, if you're shipping a streak in 2026,
- 6:53know this. The longer it runs, the more
- 6:56it shifts toward obligation. And you're
- 6:58shipping into space that's now being
- 7:01monitored by regulators. That doesn't
- 7:03mean streaks are universally bad, of
- 7:06course. Duolingo has run hundreds and
- 7:09hundreds of experiments on theirs, and
- 7:11the version they ship today obviously
- 7:14retains users. But notice how they ship
- 7:17it. Users choose their goal level. They
- 7:20can buy a streak freeze. The mechanic is
- 7:23wrapped in agency. A streak you can't
- 7:26pause, can't influence, and can't escape
- 7:29is the design researchers are currently
- 7:31flagging. Okay, so if streaks burn out
- 7:35at day 31, what works instead? Pattern
- 7:38five is variable reward magnitude,
- 7:41anticipation not loss aversion. The gap
- 7:44between knowing a reward is coming and
- 7:46not knowing how big it is. That's one of
- 7:49the strongest engagement signals in all
- 7:53of product design. Take the example of
- 7:55Gameblazers, a fantasy card game where
- 7:58the pack opening flow is the heart of
- 8:01the product. The product has three
- 8:03stages. Anticipation, you tap a pack, no
- 8:07idea what's inside, could be junk, could
- 8:10be the rare you've been chasing for
- 8:12weeks. Reveal, cards flip one at a time.
- 8:16Each card resets the anticipation cycle.
- 8:19Same data, but one dopamine event
- 8:22becomes five. And celebration, rare card
- 8:25hits, screen reacts, glows, haptics.
- 8:29That's why you tap the next pack. Now,
- 8:32compare that to a streak. Streaks run on
- 8:35fear of losing what you built. Variable
- 8:38rewards run on the pull towards what's
- 8:41next. Same surface behavior, opposite
- 8:45emotional engine. One burns out while
- 8:48the other keeps recharging itself. By
- 8:51the way, we designed the entire
- 8:53Gameblazers app at Sipsap. And we do
- 8:55this for a lot of clients, including
- 8:58Freecash, who's paid out over 300
- 9:01million euros and are absolutely killing
- 9:04it on the gamification side. So again,
- 9:06if you need help with this kind of stuff
- 9:08for your own product, we run a few free
- 9:11design strategy calls each month. Links
- 9:14down below. Now, the Apple Watch thing I
- 9:16told you was possibly the most important
- 9:18part of this entire video. Here's what
- 9:21they actually did. They built the entire
- 9:23system around one principle, completion
- 9:26drive. And that's how they got 49.5%
- 9:29behavior change in 160,000
- 9:32people. The activity ring system is
- 9:35possibly the most underrated
- 9:37gamification design pattern in consumer
- 9:39tech. They've got three rings: move,
- 9:42exercise, stand. Close all three to
- 9:45complete your day. The system runs on
- 9:48one principle from cognitive psychology,
- 9:51the Gestalt principle of closure. The
- 9:53brain is hardwired to perceive
- 9:56incomplete patterns as demanding
- 9:58completion. A 90% filled circle creates
- 10:02an open loop, and the brain wants to
- 10:04close it. Users who regularly close
- 10:07rings are 48% less likely to experience
- 10:11poor sleep quality. This is exactly what
- 10:14great gamification design is all about.
- 10:17The mechanic produces a real-world
- 10:19positive outcomes, not engagement
- 10:23theater. And here's the part most
- 10:25founders miss. Apple's rings work
- 10:27because they make you want to finish
- 10:29what you started. Anticipation toward
- 10:31closure. That's the engine. If you can
- 10:33choose which lever your app runs on,
- 10:36completion drive is a strong
- 10:38alternative. Pattern seven builds
- 10:40directly on this. I call it competence
- 10:43versus badge theater. The 2024 Springer
- 10:46Nature meta-analysis on gamification
- 10:49found something brutal. Gamification
- 10:51reliably improves a user's perception of
- 10:55autonomy and relatedness, but has
- 10:58minimal impact on competence, the one
- 11:01psychological need most tied to
- 11:04long-term intrinsic motivation. Most
- 11:07apps engineer recognition and forget to
- 11:10engineer mastery. Peloton is the
- 11:13cleanest counterexample of this. Members
- 11:16who use the social and output features
- 11:19work out 15% more frequently, but the
- 11:22mechanism isn't competition, it's
- 11:24competence feedback. Output is measured
- 11:27in real time. Personal records gets
- 11:30auto-flagged. The 100 ride badge means
- 11:33something because it represents 100
- 11:36actual rides. That's not theater, that's
- 11:39evidence of skill development. Chess.com
- 11:42runs the same play with ELO ratings.
- 11:45Garmin's training readiness and body
- 11:48battery scores do it in fitness
- 11:51wearables. Build mechanics that signal
- 11:54you got better at the actual thing, not
- 11:56mechanics that signal you opened the app
- 12:00a lot. Now, if you found this breakdown
- 12:02helpful at all and you're wondering how
- 12:05this might apply to your own product,
- 12:07for the last time, we open up a few free
- 12:11design strategy calls each month at
- 12:13Sipsup. The link's down below, as
- 12:15always. Also, if you like this video,
- 12:17you'll probably also like this one,
- 12:19somewhere around here, where I break
- 12:21down how Spotify, Tinder, and Netflix
- 12:25use psychology to dominate their
- 12:27categories. Now, until the next one,
- 12:31have a great life.
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