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Design Examples
Gamification Examples in Real Apps
Design Examples

Gamification Examples in Real Apps

See how companies like Duolingo, Superhuman and Sainsbury's use gamification, featuring our teardowns of streaks, XP boosts, scratch-card rewards and contributor badges.

Real world examples:

Updated: 26/10/2026, view all 1,503 examples

Examples on Built for Mars include
  • Duolingo streaks make skipping a day costly

  • Superhuman makes inbox zero competitive

  • Sweepy lets users switch off gamification

UX Bite:
Neon Bank logoNeon Bank

Growing a forest

The Swiss bank Neon will plant real trees when users spend money. This is then visualised to the user inside their app.

Growing a forest

More context:

i.e., this helps to frame the benefit (and progress) of planting trees.

#733
View UX Bite
UX Bite:
Duolingo logoDuolingo

Duolingo lesson streaks

Duolingo effectively gamifies the process of completing lessons, by keeping 'daily streaks'. The more you invest in the streak, the less likely you'll want to skip a day.

Duolingo lesson streaks

More context:

Also, it subtly uses the Fresh Start Effect, by not dwelling on the old streak, but instead only focusing on your fresh streak.

#160
View UX Bite
UX Bite:
Superhuman logoSuperhuman

You're a champion

Answering your emails is an inherently single-player experience, but Superhuman have gamified the process of hitting 'inbox zero', by comparing your performance to their userbase.

You're a champion
#116
View UX Bite
UX Bite:
Sainsbury's logoSainsbury's

Winning Nectar points

After making a purchase, the Sainsbury's app shows a 'rub to reveal' mini game to unlock nectar points.

Winning Nectar points

More context:

This combines interactivity with variable rewards.

The variable nature makes it addictive to play, creating a habit cue.

#523
View UX Bite
UX Bite:
Duolingo logoDuolingo

Double XP boosts

To encourage you to connect with friends, Duolingo will offer a time-limited XP boost.

Double XP boosts

More context:

This is a fantastic referral scheme, because it encourages a positive behaviour (connecting with a friend improves your actual Duolingo experience), and you get an immediate reward that isn't financial.

i.e., the reward encourages more engagement with the platform.

#519
View UX Bite
UX Bite:
Duolingo logoDuolingo

XP happy hour

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Preview
UX Bite:
Sweepy logoSweepy

Rewarding household chores

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Subscribe to unlock#543
Preview
Brand logo. A single bold letter "S" on a plain background, with no interface, controls or screen content shown.App icon or splash screen showing the brand's stylised letter "M" logo on its own, with no other interface elements, buttons or text visible.App icon. A stylised brand logo of rotated lowercase letters on a plain background, with no interface elements, buttons or navigation visible.

There are more than 1400 UX Bites like this

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"An exceptional resource for learning how to build habit-forming products that people love."

Author portrait. A smiling speaker wearing a headset microphone, shown alongside the cover of the book "HOOKED: How to Build Habit-Forming Products", used to introduce the author or a feature on habit-forming product design.
Nir EyalAuthor of Hooked

"I’d never met anybody who looks at usability and UX the way I do until I met Peter. Only he’s smarter."

Author portrait. A usability expert is shown with the cover of his book "DON'T MAKE ME THINK revisited", subtitled "A Common Sense Approach to Web and Mobile Usability", a classic reference on intuitive interface design.
Steve KrugAuthor of Don't Make Me Think

"The completest view of the psychological underpinnings of human behaviour that I’ve ever seen."

Profile image. A circular headshot of a smiling man with two overlapping company logo badges, indicating the organisations he is associated with, as used for speaker, testimonial or team member introductions.
Bing GordonKleiner Perkins & EA

"What a nice idea! Christopher Alexander would be proud to see patterns collected like this."

Profile image. A circular headshot of a person with two app icon badges overlapping the corner, linking the person to the apps they're associated with.
DHHHey! & Basecamp

FAQs

How do you gamify a product people use alone?

Ranking a user against the wider userbase creates competition without needing friends on the platform. For example, Superhuman awards an 'Inbox Zero Champion' badge that says 'I'm in the top 1%', which doubles as a shareable card.

What makes a gamified referral reward work better than cash?

An immediate, non-financial reward tied to a behaviour that improves the product keeps people engaged rather than just paid. As an example, Duolingo gives 15 minutes of Double XP for adding a friend, and having friends on the app makes lessons more engaging in their own right.

How do streaks avoid discouraging users who break them?

Focusing only on the current streak, rather than dwelling on the one that was lost, uses the Fresh Start Effect to get people going again. This is what Duolingo does, celebrating the active streak and a weekly tracker toward a 'perfect week'.

Why do scratch-card style rewards build habits?

Not knowing what's underneath makes the reveal exciting, and that variable reward becomes a cue to come back. For instance, Sainsbury's shows a 'rub to reveal' card after purchases to win Nectar points, with a 'Play without rubbing' option for anyone who wants to skip the interaction.

How do you stop a badge system from feeling like a grind?

A clear list of steps to the next level, with a mix of different actions, keeps the challenge varied. Google's New Contributor badge, for example, combines posting photos with writing reviews and answering questions about local places.

Can progress visuals show real-world impact instead of points?

Yes, and framing progress as a tangible outcome makes an abstract benefit easier to value. As an example, Neon plants real trees when users spend, showing a bamboo plot that grows denser as the count moves from 12/100 to 52/100 trees.