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GAMIFICATION: HOW IT WORKS IN 5 CASE STUDIES

Gamification works by exploiting the psychological motives that drive participation and enjoyment of gaming, such as the desire for achievement, recognition, and personal growth.

By incorporating these elements into an app, businessman can create a more compelling and rewarding experience for users, ultimately leading to increased user retention, LTV and engagement.


Fitness apps.


Fitness apps use gamification to encourage users to exercise regularly, earning points and moving towards fitness goals. For example, Fitbit rewards users with badges for reaching fitness milestones.


Habit tracking apps.


Habit-tracking apps use gamification to help users form new habits by rewarding them with points and progress on daily tasks. For example, Coach.me rewards users with points for forming and maintaining new habits.


Applications for language learning.


Language learning apps use gamification to make learning a new language fun and exciting. For example, Duolingo rewards users with points and progress for completing lessons, and offers mini-games to improve vocabulary and grammar.


Applications to improve productivity.


Productivity apps use gamification to motivate users to be more productive by setting goals, tracking progress, and rewarding achievement. For example, Todoist rewards users with badges for completing tasks and provides a leaderboard to show progress against other users.


Budget apps.


Budget apps use gamification to help users better manage their finances by tracking expenses and reaching goals. For example, Mint rewards users with points and progress towards savings goals, and offers mini-games to reinforce budgeting concepts.


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