gamificationlisted
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