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.
See how companies like Duolingo, Superhuman and Sainsbury's use gamification, featuring our teardowns of streaks, XP boosts, scratch-card rewards and contributor badges.
Updated: 26/10/2026, view all 1,503 examples
Duolingo streaks make skipping a day costly
Superhuman makes inbox zero competitive
Sweepy lets users switch off gamification
The Swiss bank Neon will plant real trees when users spend money. This is then visualised to the user inside their app.
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.
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.
After making a purchase, the Sainsbury's app shows a 'rub to reveal' mini game to unlock nectar points.
To encourage you to connect with friends, Duolingo will offer a time-limited XP boost.
If features can be coded in minutes, thoughtful design is what wins
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