Mechanic and motive
| Mechanic | Motive | Who it suits |
|---|---|---|
| Levels and progress bar | progress | new and regular players |
| Achievements, collections | collecting | players who try many games |
| Tournaments and leaderboards | competition | active players |
| Wheel, chests | surprise | for daily visits |
| Statuses and exclusive events | status | VIPs |
A reason to log in every day
A daily reward, a daily mission, a wheel or a tournament of the day give players a reason to open the product without a deposit and without a campaign. A streak of days the player would hate to break brings them back on its own. Keep the streak reward small: its job is to give a reason to log in, not to push players to play more.
What it costs
All gamification rewards are bonuses: their cost goes into the Bonus Rate along with all the others. Compare the retention of players with and without the mechanic using a control group.
Common mistakes
- Mechanics for the sake of mechanics. A mission without a clear reward or purpose gets ignored.
- Turnover-based tasks. "Bet €1,000" missions push players towards excessive play. Variety tasks work better: new games, tournaments, achievements.
- No exclusions. Players with limits or self-exclusion should not get daily reasons to play.