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Home
Design Examples
Gamification Examples in Real Apps
Design Examples

Gamification Examples in Real Apps

See how companies like Duolingo, Tesla and Sainsbury's use gamification, with examples including lives, shareable streaks, rub-to-reveal rewards and social comparison.

Real world examples:

Updated: 23/09/2026, view all 1,490 examples

Examples on Built for Mars include
  • Duolingo's lives stop careless tapping

  • Sainsbury's rub-to-reveal creates a habit

  • Tesla frames charging as days on a treadmill

UX Bite:
Duolingo logoDuolingo

Gamification to maintain focus

How do you add a sense of importance when engaging with a task? Duolingo do it with a "lives" mechanic, which encourages people to pay attention and stay focused.

Gamification to maintain focus

More context:

If you run out of lives, it's easy to get more (without paying money), you simply need to answer questions correctly.

In other words, it's a mechanism to reward focus, and punish people clicking anything without thinking.

#236
View UX Bite
UX Bite:
Superhuman logoSuperhuman

Gamifying answering emails

Superhuman have gamified the process of answering emails ("hitting inbox 0") by recording streaks, with badges you can share.

Gamifying answering emails
#145
View UX Bite
UX Bite:
Ahead logoAhead

Emotional tap challenge

After completing lessons, you'll trigger this 'emotional tap' mini game. It compares your personal best score to the all time high score.

Emotional tap challenge

More context:

Don't get me wrong, this has almost nothing to do with the actual learning value proposition.

But, it's a nice mental break from the educational content, and is actually quite addictive. It motivates people to do one lesson (to then try and beat their score).

#355
View UX Bite
UX Bite:
Duolingo logoDuolingo

Redeeming variable rewards

You need to actively redeem rewards on Duolingo (which then gives you a random number of gems). The action of redeeming makes this more satisfying than if it automatically unlocked.

Redeeming variable rewards
#184
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:
Artifact logoArtifact

Gamified reading

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Preview
UX Bite:
Tesla logoTesla

121 days on a treadmill

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Preview
The UI displays a large white "S" centered on a solid purple-blue background, with no additional text, logos, or interface elements visible.The UI shows a stylized "M" logo with teal, cream, and red color blocks on a dark blue background. No text or markings are highlighted or underlined.The image shows the Duolingo green owl mascot face with large white eyes, black pupils, and an orange beak on a green background. No UI elements visible.

There are more than 1400 UX Bites like this

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FAQs

How can gamification improve the quality of user input, not just engagement?

Giving mistakes a cost makes people think before they tap. For example, Duolingo removes a heart for each wrong answer. Hearts come back through correct answers rather than payment, so the mechanic rewards focus instead of pushing an upsell.

Why make users claim a reward manually instead of unlocking it automatically?

The act of redeeming adds a moment of anticipation, which makes the reward feel more satisfying than one that simply appears. This is what Duolingo does with its achievements, where tapping 'Claim reward' reveals a random number of gems.

Does a mini game need to relate to the product's core value?

Not necessarily. A game can work as a mental break and a reason to come back. For instance, Ahead's emotional tap game has almost nothing to do with learning, but comparing a personal best to the all-time high score motivates people to complete another lesson and try again.

How do you add competition to a solo activity like dieting?

Frame the personal achievement against other users. For example, MyFitnessPal tells people on a 5-day streak that they're in the top 29% of users, which adds light social competition to a private habit.

Do streaks work outside learning and fitness apps?

Streaks suit almost any task people repeat. As an example, Superhuman tracks weekly streaks for reaching inbox zero and adds shareable badges, while Artifact shows daily reading streaks alongside levels such as 'Savant'.