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gamificationlisted

Gamification design for products, apps, and game meta-layers: design an engagement, habit, or retention system; choose or audit mechanics (points, badges, leaderboards, streaks, progress bars, variable rewards); diagnose mechanics that backfire (novelty decay, demotivated users, streak churn); or run an ethics / dark-pattern check.
Firzus/agent-skills · ★ 1 · AI & Automation · score 72
Install: claude install-skill Firzus/agent-skills
# Gamification Design game elements into a non-game context so they serve a real behavioral objective — not "add points and badges". The evidence says gamification works **modestly and contextually**: small effect sizes that shrink further under methodological rigor, and benefits that decay with novelty. So every mechanic must earn its place by mapping to a motivational need. Two reference files, loaded on demand: - [mechanics.md](./mechanics.md) — per-mechanic catalog: evidence, when to use, when it backfires. - [frameworks.md](./frameworks.md) — the named frameworks (Octalysis, 6D, HEXAD, Hooked, RECIPE) and how they fit together. ## Motivation core Four load-bearing facts. Every design decision below leans on at least one. 1. **SDT — three needs drive intrinsic motivation** (Deci & Ryan; PENS): **competence** (mastery, granular feedback, tuned difficulty), **autonomy** (meaningful choice, no coercion), **relatedness** (teams, community). Mechanics are only delivery vehicles for these needs. 2. **Overjustification** (Deci, Koestner & Ryan meta-analysis): expected tangible rewards for an already-interesting activity *reduce* intrinsic motivation. Informational feedback (progress, mastery signals, praise) and unexpected rewards do not. Never bolt rewards onto what users already love. 3. **Flow channel** (Csikszentmihalyi): challenge must track skill — too far above → anxiety, too far below → boredom. Onboarding starts below current skill and ramp