Actionable Gamification Notes

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






