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Home
UX Glossary
Gamification

🎮

Gamification

Encouraging engagement with tasks and rewards.

Featured in 34 UX Bites

Similar psychology:

Tribalism
Curiosity Gap
User Delight

Likely impacts:

Churn
Feature Usage
Habits
Effort & Motivation
Happiness & Enjoyment
Last updated: 03/11/2026

How to utilise this in your designs

When someone completes a task, you could animate a coin flying from it into their balance, so rewards visibly pile up, and let anyone who dislikes gamification switch it off.

List page for household cleaning tasks. Completing a chore sends a coin flying into the coin counter. A "Gamification" settings page lets users toggle "Streak enabled" and "Shop enabled" and adjust "Wildcard settings" and "Leaderboard settings".
Example from
Sweepy logo
Sweepy

Try letting people earn a free pass every few days, like a loyalty scheme, so one missed day doesn't end their streak and gamified progress feels less fragile.

Settings screen for streak wildcards. A mascot explains wildcards let you skip a day without losing your streak; an editable field sets "Streak required to get an additional wildcard" in days, with a summary of the reward.
Example from
Sweepy logo
Sweepy

One option is to group small daily tasks into a monthly quest with its own reward, so gamification gives people both a near goal and a longer one to aim for.

Gamified quests page. A monthly challenge intro, "Complete 10 quests this June to help Lucy find the hidden treasure chest!", leads to a "Quests" tab with a 0/10 progress bar, countdown, and "Daily Quests" with individual progress and chest rewards.
Example from
Duolingo logo
Duolingo

Consider offering a treasure chest to open at key milestones, with feature tips inside, so the gamified reward also teaches people something useful.

Reward screen. "Unlock a treasure box" asks the user to tap one of three chests; opening one reveals "YOU UNLOCKED A PRO TIP" with a playful creativity fact and an "All done" button, gamifying task completion.
Example from
Ahead logo
Ahead

For a task usually done alone, it may help to compare someone's results with other users, so gamification turns finishing it into a win worth celebrating.

Shareable achievement card. An "Inbox Zero Champion" badge for an email app highlights "I'm in the top 1%!", ranking the user among the highest for lifetime Inbox Zero achievements to encourage pride and sharing.
Example from
Superhuman logo
Superhuman

Possible impacts

Gamified streaks and passes could make people reluctant to lose the progress they've built, which may reduce churn as they keep returning to protect it.

As seen in:
Sweepy logo
Sweepy
The streak loyalty pass
Superhuman logo
Superhuman
You're a champion

Rewarding milestones with tips or badges tied to specific actions might nudge people into trying features they'd otherwise skip.

As seen in:
Duolingo logo
Duolingo
Creating medium-term goals

Daily streaks and returning bonuses could help users build a habit of coming back each day, as gamification turns regular use into visible progress.

As seen in:
Sweepy logo
Sweepy
Rewarding household chores
Sweepy logo
Sweepy
The streak loyalty pass

Seeing coins or points pile up after each task may motivate users to finish dull jobs, because every small step starts to feel like progress.

As seen in:
Sweepy logo
Sweepy
Rewarding household chores
Sweepy logo
Sweepy
The streak loyalty pass

Celebrating achievements and progress as they happen could turn routine tasks into something more fun, so people enjoy using the product more.

As seen in:
Sweepy logo
Sweepy
The streak loyalty pass
Profile photo. A circular headshot of a smiling young man with short tousled hair and round glasses, suitable as an author avatar or user profile picture. No interface elements are shown.

Written by Peter Ramsey

Consultant to 100+ companies

Published: 11/08/2023